Fantasy Kingdom (A Fantasy Journey RPG based on Dokapon Kingdom and Fantasy Life)

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So this is a new idea I have had for an RP after playing Fantasy Life while watching the TRG's lets play of Dokapon Kingdom. I love both of these games and thought an RP incorporating mechanics, concepts, and characters from both to create something new would be interesting.

Story Basics

For the story of this RP, I plan on having it be somewhat with how Fantasy Life did its story. An overarching plot, or probably overarching plots, that are connected by various events that will happen on your characters' journeys. Whether or not they encounter these events and go along with this story or forge their own is up to you though. So essentially it will be more 'sandbox' in a sense. You can do anything you'd like on your quest. For those who have played both games, I plan on having the events of these games take place about a hundred years after their respective stories, so you need not know about either game's story.

This will be a more lighthearted story, so if you are looking for something super serious, dark, or gritty this may not necessarily be for you. Of course, while this RP will be pretty lighthearted that doesn't mean that there won't be any serious story or themes.

All Roads lead to an adventure, so the question is not which road you'll take, but what your adventure will be.

The World

Now that the basics of how the story will work are out of the way, onto the world. This story will take place in the fantasy world of Reveria, a world full of magic, monsters, and ancient secrets. The world has four kingdoms and two regions, the two of them separated by a sea. For the longest time, neither region of the world knew about the other. Until one day, the raging sea that separated them that no one dared to cross seemed to calm itself, allowing the two to eventually discover one another.

The region to the west is known as Fantasia (essentially the 'continent' the kingdoms of Fantasy Life will be on for this RP, the actual world itself is called Reveria in Fantasy Life, no other continents known). It is home to three Kingdoms. Al Maajik, Castele, and Port Puerto. These three kingdoms are at peace with one another, with the acception of Al Maajik and Castle. King Erik of Castele and the former Dark Sultan of Al Maajik still tend to play pranks on one another every now and again.

The vast kingdom of Dokapon has seven continents, making it much larger than Fantasia to the east. Unfortunately due to the vastness of the Dokapon Kingdom, often times a good amount of its lands are not fully explored and monsters find ways to besiege towns. Still, there are always plenty of adventurers willing to free the towns from the monsters that sometimes act up, although after the defeat of the demon lord the monsters have rarely attacked any towns. That doesn't mean the roads aren't dangerous though.

Gameplay

So here is how gameplay will work. This will have a Game System that will be a bit more reminiscent of both games. It will be pretty straight forward and will be more for better determining your character's abilities and resolving challenges like combat. If you are anything like me, you dislike losing and you dislike setting yourself up to lose. I believe adding a game system takes out the need for setting up what happens and allows for a bit more suspense since the results of things like combat and other various actions will be resolved by dice rolls.

Of course, your roleplaying will be the a good determining factor in some scenarios, providing bonuses and the like if you detail how you are going to act. Strategy is good as well. Determining how to play out each of your actions in a fight to try and win without taking much damage and knowing how to employ what abilities and items you possess.

Right now I am still working on the Game System, it is somewhat done, but once it is finished I will put it on here (or in the OOC if that is made by then). The concept of Lives (or Jobs are they are called in Dokapon) will be implemented.

I am planning for about 4 - 6 players, but it may be possible for more.

Writing will be Casual/Intermediate to Adept.​
 
I suck at banner creation BTW.
 
I'm not the most reliable of players, but I loved Dokapon Kingdom (what little I played), and I'd like to give this RP a go! :orly:
 
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I'm not the most reliable of players, but I loved Dokapon Kingdom (what little I played), and I'd like to give this RP a go! :orly:

your the first to express interest so far. Welcome aboard. Should have the details on the system up soon

 
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Here is how the basics of Character Building will work.

Naturally in any RPG, one of the main things to consider if your character's Stats. Your Stats are the main determining factor for the results of your actions and what sort of abilities you can acquire. You have 8 Stats in total and 4 Stat Points to allocate to all of them at Character Creation. None of them can start off higher than 10 or lower than 1. So potentially for a balanced starting build, you could put five points into all of your Stats.

Your Stats go up as you Level. Every level based on your current Job/Life a couple of your Stats will increase. Then you will be awarded two Stat Points to allocate into any of your Stats as you please, every 10th level actually giving you three points instead. Whenever you reach Master Rank in a Job, you will gain an additional Stat increase whenever you level up based upon that Life that will apply regardless of what Job you have at the moment.

Here are the Stats of your Character.
Health
How much damage your character can take. Your Health is equal to 10 + Vitality (x5) + Strength. This basically keeps you alive, determining how much damage you can take. While not necessarily considered an official Stat, as it is not counted for Character Creation Stat Points, you can put Stat Points into it, even at Character Creation. Every Stat Point you put into your Health increases your Health by 5.

Strength
Your character's physical might. Increases your Health, Determines damage with Melee Weapons and assists in tasks that would require more brute strength like Woodcutting and Mining.

Vitality
Your character's physical constitution. Increases character HP, increases Physical Defense, and it assists in stamina and endurance based tasks like Carpentry and Blacksmithing.

Dexterity
Your character's hand-eye coordination and finesse. Helps with weapon Accuracy, Parry Defense, and it assists in tasks that require hand-eye coordination like Sewing, Cooking, and Sleight of Hand.

Agility
Your character's speed and grace. Helps you evade attacks and spells as well as hit with spells and some attacks. Also lets you perform more attacks at once in a single turn. Assists in tasks that require speed and grace like Acrobatics and Stealth.

Intelligence
Your character's mental aptitude and span of general knowledge. Powers up magic, lets you take more Specialized Talents, and assists in knowledge based tasks like Alchemy and Spellcraft.

Focus
Your character's mental fortitude and willpower. Powers up mystical abilities, increases Magic Defense, and assists in willpower based tasks like Fishing and Sorcery.

Charisma
Your character's strength of presence and how likable they are. Assists in all communication based tasks like Negotiation and Prayer.

Luck
How lucky your character is. Has various uses like Item Drop Chance and Critical Chance. Is useful in many walks of Life.

So here will be the main mechanic for this RP. Your Life. The Life Goddess a long time ago got tired of granting people's wishes and wanted them to become stronger and be able to grant their own wishes. To do so, she gave the people of Reveria what is known in Fantasia as Lives and to the people of Dokapon as Jobs.

The Life you currently are decides your special Ability, what Talents and Skills you are better with, how your Stat growth progresses, and overall is the main determinant for your character's strengths and weaknesses. Of course, you could also switch Lives to switch up your abilities, choosing which specific ones to build up in order to more better customize your character.

Now I do have a specific list of Lives that your characters could assume, but if you have any special ideas for a Job then go ahead and suggest one.

Every Job has a specific special Ability that allows them to more better do their job. A Miner can gather more ore while mining or a warrior has a chance of gaining a physical attack boost whenever he enters combat. These abilities change whenever you change your job, so its a good idea to change your job when doing one thing that tailors to one ability. All Special Abilities can only be used once per day unless stated otherwise.

Every job has a specified set of Talents that it is better with. All Skills involving said Talents are ones meant for that job. While I won't be going into more detail about Talents in this part, I will mention how Talents and your current Job coincide.

You are more proficient with your current Job specific Talent(s) than you are with Talents from other Jobs and less proficient with Talents from other Jobs. All Skills that are from Talents of other Jobs are actually 50% less effective when a different Job and they level 50% more slowly.

For every 5 points you have in INT you may actually choose one Talent to specialize in. When you do so these penalties are reduced to just 25% for the Skills of that specific Talent. Becoming Hero Rank, which is a rank above Master, in said Job the penalty is reduced by 25% for all of the Talents of said Job. So there is an incentive to carry through a job beyond Master Rank. So a Talent that you are specialized in and have acquired Hero Rank in the Job for said Talent the penalties would not exist.

Skills can either be acquired through learning Talents from Jobs or from learning new individual Skills through different means since not every Skill is tied to a Talent or sometimes you can learn individual Skills that would be tied to specific Talents through other means, like certain Jobs.

In the case of certain Skills like this, ones that aren't necessarily tied to specific Lives or Talents, they usually won't be given the cross-job penalty. For instance. While some Jobs (like Warrior) give a Talent that gives you access to multiple Weapon Proficiency Skills, the Skills themselves are not affected by the Cross-Job Penalty as long as you aren't utilizing the Talent itself or any specific Skills tied to it (see Talent Section for details).

Whenever you Level up while a specific Life, your Stats will go up based on that Life. So for instance, leveling as something like a Cook would increase your Intelligence and Dexterity when you level up. A Warrior would have a point put into Strength and Dexterity, since they are strong and skilled with weapons.

Whenever you reach Master Rank in a Job, you gain an additional increase to a specific Stat that remains regardless of your Job. For instance, a Warrior's Mastery Stat is Strength. So if you mastered Warrior and then switched to a different job and leveled up, you would still get your level bonuses from said Job, plus a point in Strength. So mastering multiple Jobs is a good way to raise your Stats.

Reaching 'Legend' Rank in a Job, which is the final Rank in a job after Hero, gives you an additional stat increase with each of your level ups. So there is decent incentive to stick through a Job to Legend Rank as well aside from things that are more job specific.

So naturally you may want to experience other Lives, like perhaps you want to go about gathering ore as a Miner when you travel, but then when you get to another town you want to forge your findings into some neat equipment as a Blacksmith. You can switch your Life in any Town, Castle, or City, doing so at the Shrine of the Life Goddess. If you manage to encounter a Shrine on your travels you can switch there as well.

You can switch anywhere to any Life you have achieved at least Novice Rank in. But if you have not started that Life at all then you must switch in one of the major Cities and do your Initiate Training for that Life. This will take about a day or two, but once its done then you will achieve Novice Rank.

Note that whenever you change your Job, your Level Up bonuses become those of which you changed your Job to, which is important to note. So lets say you were a Sorcerer for a while, fighting enemies with your magic. You come back to town and decide to work on some potions as a Herbalist. If you were to Level Up while you were still a Herbalist, you would gain the Herbalist Stat Bonuses rather than the Sorcerer Stat Bonuses, so if you want to just gain the Stat bonuses for one job then that is something to consider. (Of course, your characters themselves don't know about Stats and things like that, so don't metagame).

As you travel and do more in your Life naturally it will Rank Up. Whenever your Life Ranks Up several things will happen. First off ou can now visit people or Trainers specific to your Life (or at least somewhat relevant to it) and you should be able to acquire new techniques or gain new information or items from people. Furthermore, you'll receive the 'Rank Up' reward that is specific to each Job, which may be a Stat Bonus or the opening up of new various techniques or abilities.

Job Progression is based on the category of the Job, but essentially to progress you need a certain level of Job Points. You get Job Points (JP) whenever you complete tasks specific to your job's type or to the Job itself if its a Technical Job. The amount you need for each Job type is varied too. Once you rank up to the next job, your JP are reset to 0 and the amount you need usually goes up. Note that things that gave you JP at one Rank won't necessarily do so the next Rank. For instance for Artisans you may need to start crafting stronger Items or for gatherers start gathering tougher to get materials.

For Combatants, you need 5 to proceed from Novice, 7 from Fledgling, 10 from Apprentice, 13 from Adept, 16 from Expert, and 20 from Master.

For Artisans, you need 8 to proceed from Novice, 10 from Fledgling, 13 from Apprentice, 16 from Adept, 20 from Expert, and 25 from Master.

For Gatherers you need 10 to proceed from Novice, 13 from Fledgling, 16 from Apprentice, 20 from Adept, 25 from Expert, and 30 from Master.

For Technical Lives, the amount varies.

To Rank up from Hero to Legend, you will need to undergo a very difficult quest or possibly even quests that will usually be given to you by a Life Master for your Life. For a Warrior it could be to defeat a particularly powerful enemy. For a Gatherer Life it will be usually to find a very rare and hard to acquire material and for an Artisan Job it may be to craft something extraordinary.

They say there is one Rank beyond Legend for every life though. The name of this Rank is unknown. Some say its 'Champion' while others claim it to be 'God' or 'Creator'. Of course, some say that there is no way such a Rank exists as there will never be anyone who could achieve something beyond being a Legend. Whether or not you believe this to be true is up to you, but if you could progress to such an illustrious Rank, the rewards would be incredible.

Now here is the list of potential Jobs that your character can take and their Talent(s), Skills, and Abilities that come with them. The specifics of said Talents will be covered in the 'Talent' section that comes after this one. There are two 'tiers' of Jobs. 'Basic' and 'Advanced'. Basic Jobs are ones that can be acquired at character creation and usually are more introductory. Advanced Jobs usually require you to reach 'Master' Rank in one or more Jobs to unlock them, or to have your Stats reach certain amounts. Some may even require you to go through specific Quests to acquire them (such as Hero or Robo Knight).

The jobs then have four different Categories that they are organized under. These four categories are Combatant, Artisan, Gatherer, and Technical.

Combatant jobs are simply as their name implies. These are jobs that are more meant for fighting people and monsters more than anything else. They range from sturdy Knights to mystical Sorcerers who call upon the powers of the Spirits to power their elemental magic. Their Skills and such are mostly meant for combat and thus are more useful out on the road or in dungeons than inside of the more peaceful towns. Doesn't mean they are completely useless in towns, as you'll never know when you'll get into a fight. To Rank up in any Combat oriented Life, you must fight battles with enemies that are about the same level as you, gaining one Job Point for every Enemy you defeat. You get 2 Points if you defeat another Player or a more powerful 'Boss' Enemy.

Artisans are craftsman, performers, or other such types whose Lives depend upon making or doing things for others or themselves. They can make a variety of items that they usually either can buy from shops, or perhaps gather themselves. While not all that useful out in the field, an Artisan's Life is essentially best taken while inside of any town or city. These types of lives can range from Blacksmiths who make/repair armor and metal weapons to Entertainers who sing and perform for others. To progress in an Artisan Life, you must practice your craft, gaining two points for every successful attempt and one point if you fail. After you achieve Expert Rank, you only instead get one point if you succeed and no points if you fail.

Gatherers are those who spend time out in the fields, on roads, or in caves gathering various supplies and materials to sell back to vendors or perhaps use to further their own Artisan Life. Useful just about anywhere, Gatherer Lives know how to easily find the best materials and gather more of them at a time and, while these Lives are not necessarily proficient at combat, they are not necessarily complete pushovers either. These can range from Miners who gather ore to Herbalists who forage for all sorts of herbs both common and exotic. Gatherers gain one Job Point whenever common materials are gathered, two when uncommon materials are gathered, and three when exotic materials are gathered. After reaching Expert Rank, the amount you get goes down by 1.

Originally there were three categories of lives. When Fantasia and Dokapon finally met one another, however; the knowledge of Lives that they both had crossed, and the concept of the various Lives both of them knew changed drastically. As such, some more specialized Lives were born, lives that necessarily can't be put into the three other categories. Technical Lives are those that possess a more specialized set of Skills that are useful for a more specific purpose, such as a Thief who knows how to steal or disarm traps to the Hunter who knows everything about the wilderness like the back of his hand and is highly skilled with a bow. The Life progression for Technical Lives is dependent upon the individual Life.

These are the more basic Lives. You can either start as any one of these at Character Creation or come up with ideas for one of your own (the likes of which I shall judge). I will not be putting every single detail for every single one of them down, but rather just detail a couple of them to show examples and then give just descriptions of others.

Here are the Basic Combatant Lives

A melee combatant who knows how to wields large, two handed weapons to deal alot of damage to foes. They can wear Medium Armor, preferring to keep themselves a bit uninhibited on the battlefield so that they may inflict alot of quick, powerful strikes with their bigger weapons.
Special Ability
Pump Up: A Fighter knows how to get pumped and rallied up for a big fight. Before entering any battle, a Fighter has a 25% Chance to receive a 25% Boost to their Strength for the fight.

Level Up Bonuses
Gain +1 Strength and +1 Agility
Gain an additional +1 Strength per Level if Master Rank is achieved.
Gain an additional +1 Strength and Agility per Level if Legend Rank is achieved.

Job Talents
Brute Weapon Fighting (Strength + Agility)
: A Fighter knows how to knock opponents around with fast strikes from larger, more powerful weapons. They can gain proficiency in any common Heavy Weapon and this Talent is used to determine Attack Speed for your Heavy Weapons, but is also considered a Weapon Proficiency Talent for any common Heavy Weapons.

Job Skills
Weapon Proficiency:
Gain a Weapon Proficiency Skill in a Common Heavy Weapon of your choice.

Parry: One's ability to parry blows with their own weapons, thus negating them. Tied to any appropriate Weapon Proficiency Talent for the weapon you are wielding. Note that it is harder to parry the blows of those who either wield much larger, stronger weapons than you do or who are just stronger and larger than you in general. Leveling this Talent makes it easier to parry blows.

Rank Rewards
Novice: Gain starting Fighter abilities.
Fledgling: Can now learn Fighter Techniques.
Apprentice: Get +1 Vitality and +5 Health.
Adept: Can now learn Advanced Fighter Techniques
Expert: Can now wear Heavy Armor as a Fighter.
Master: Learn the 'Giant's Grip' Special Ability.

A Life founded after Fantasia and Dokapon met and their different ideas for how Magic casting lives work. This Life is descended from the Magicians of Fantasia who would contract with the Spirits to call forth elemental magic.
Special Ability
Spirit's Protection:
Sorcerers have strong ties with the elemental spirits and as such are blessed with their protection. When you would take damage, you can choose to reduce it by an amount equal to your Charisma times your Job Level.

Level Up Bonuses
Gain +1 Focus and +1 Charisma per Level as a Sorcerer.
Gain an additional +1 Focus per Level if Master Rank is achieved.
Gain an additional +1 Focus and Charisma per Level if Legend Rank is achieved.

Job Talents
Sorcery (Charisma + Focus):
Sorcerers utilize their magic to call upon the powers of the elements through the contracts they have made with the elemental spirits.

Job Skills
Sorcery:
Tied to the Sorcery Talent. Higher levels in this Skill makes it easier to attempt more difficult Sorcery and allows you to wield more powerful Wands.

Arcane Spell Casting: The ability of a Spell Caster to cast Arcane Spells from Spell Scrolls. A higher level in this Skill increases the likelihood of hitting with Arcane Spells and their effectiveness. Tied to the Arcane Magic Talent or any Magic casting Job.

Diplomacy: Knowing how to calmly talk and debate with someone to persuade them to do something. Higher levels of this Skill make it more easily to persuade others. Not tied to any Job or Talent, although it is compatible with the Negotiation Talent.

Fire Magic: Your ability to call upon and utilize the element of Fire through your contract with the Spirits of Fire. Higher levels in this Skill strengthens your Fire Magic. (You also get Air, Water, and Earth, which is the same as this, only for those specific elements).

Rank Rewards
Novice: Gain Sorcerer Starting Abilities
Fledgling: Get the Secondary Element Skill
Apprentice: You can now wear Light Armor as a Sorcerer
Adept: Gain the Focus Magic Special Ability
Expert: Gain the Spirit Summon Skill
Master: You can now contract with either a Light Spirit or a Dark Spirit.

These are the more complex and unique Lives. These Advanced Lives cannot be acquired at Character Creation. Instead you must meet their Requirements. Advanced Jobs are a bit hard to get, and it is at Adept when they start gaining less JP (if they are in a category to do so), plus it is sometimes harder to get JP in these Jobs, but they hold some pretty special abilities, so progressing in them can be worth it the efforts.

Here are the Advanced Combatant Jobs.

A melee combatant who is a basic all around melee fighter. His ability to utilize most common weapons and his special fighting techniques make him good to have on the battlefield. They can wear up to Heavy Armor and use Shields as well. They are overall well balanced and skilled combatants.
Special Ability
Combat Focus: A Warrior can focus his/herself to boost their combat capability. They have a (25 + Focus)% Chance to gain a +10% Bonus to Accuracy for the entire battle. This can only be used when entering battle.

Level Up Bonuses
Gain +1 Strength, +1 Dexterity, and +1 Focus per Level as a Warrior.
Gain an additional +1 Strength per Level if Master Rank is achieved.
Gain an additional +1 Strength and Dexterity per Level if Legend Rank is achieved.

Job Talents
Strong Weapon Proficiency
(Strength + Dexterity): Warriors are capable of handling weapons of average or heavier weight with power and skill. This Talent determines their Accuracy with all Medium and Heavy Common Weapons. Allows for gaining Weapon Proficiency Skills.

Fast Weapon Proficiency (Agility + Dexterity): A Warrior knows how to wield lighter weapons with speed and skill. This Talent determines their Accuracy with all Light Common Weapons. Allows for gaining Weapon Proficiency Skills.

Job Skills
Combat Proficiency:
A Warrior is skilled in combat and knows how to employ combative techniques. Leveling this Skill strengthens your Weapon Techniques and makes your Weapon Techniques more accurate and lets you acquire more advanced techniques.

Weapon Proficiency: You may start off with two Weapon Proficiency Skills in different common weapons. Leveling these Skills raises your Accuracy and Damage with those Weapons and lets you wield stronger ones.

Shield Proficiency: One's knowledge of how to utilize a Shield. Leveling this Skill lets you utilize stronger shields and gives your shields additional Damage Reduction.

Parry: One's ability to parry blows with their own weapons, thus negating them. Tied to any appropriate Weapon Proficiency Talent for the weapon you are wielding. Note that it is harder to parry the blows of those who either wield much larger, stronger weapons than you do or who are just stronger and larger than you in general. Leveling this Talent makes it easier to parry blows.

Rank Rewards
Novice: Gain starting Warrior abilities.
Fledgling: Can now switch melee weapons that are on your person without wasting time once per Turn.
Apprentice: Can now learn Advanced Focus Techniques.
Adept: Gain a free Specialization of any Non-Mystical Combat related Talent you know.
Expert: Can now wear Plate Armor as a Warrior.
Master: Can now gain Exotic Weapon Proficiencies as a Warrior.

Job Requirements
Master the Knight Job and one other Melee Combat related Job.
 
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I loved playing Fantasy Life! I would love to join this RP~
 
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Cool, looks like we have four people now, five including myself.

This means I can get started on the OOC, but that will be for later today (Yard work and shit await me right now)

I will get the rest of the system up hopefully today as well.
 
Here is how the basics of Character Building will work.

Naturally in any RPG, one of the main things to consider if your character's Stats. Your Stats are the main determining factor for the results of your actions and what sort of abilities you can acquire. You have 8 Stats in total and 4 Stat Points to allocate to all of them at Character Creation. None of them can start off higher than 10 or lower than 1. So potentially for a balanced starting build, you could put five points into all of your Stats.

Your Stats go up as you Level. Every level based on your current Job/Life a couple of your Stats will increase. Then you will be awarded two Stat Points to allocate into any of your Stats as you please, every 10th level actually giving you three points instead. Whenever you reach Master Rank in a Job, you will gain an additional Stat increase whenever you level up based upon that Life that will apply regardless of what Job you have at the moment.

Here are the Stats of your Character.


Health
How much damage your character can take. Your Health is equal to 10 + Vitality (x5) + Strength. This basically keeps you alive, determining how much damage you can take. While not necessarily considered an official Stat, as it is not counted for Character Creation Stat Points, you can put Stat Points into it, even at Character Creation. Every Stat Point you put into your Health increases your Health by 5.

Strength
Your character's physical might. Increases your Health, Determines damage with Melee Weapons and assists in tasks that would require more brute strength like Woodcutting and Mining.

Vitality
Your character's physical constitution. Increases character HP, increases Physical Defense, and it assists in stamina and endurance based tasks like Carpentry and Blacksmithing.

Dexterity
Your character's hand-eye coordination and finesse. Helps with weapon Accuracy, Parry Defense, and it assists in tasks that require hand-eye coordination like Sewing, Cooking, and Sleight of Hand.

Agility
Your character's speed and grace. Helps you evade attacks and spells as well as hit with spells and some attacks. Also lets you perform more attacks at once in a single turn. Assists in tasks that require speed and grace like Acrobatics and Stealth.

Intelligence
Your character's mental aptitude and span of general knowledge. Powers up magic, lets you take more Specialized Talents, and assists in knowledge based tasks like Alchemy and Spellcraft.

Focus
Your character's mental fortitude and willpower. Powers up mystical abilities, increases Magic Defense, and assists in willpower based tasks like Fishing and Sorcery.

Charisma
Your character's strength of presence and how likable they are. Assists in all communication based tasks like Negotiation and Prayer.

Luck
How lucky your character is. Has various uses like Item Drop Chance and Critical Chance. Is useful in many walks of Life.

So here will be the main mechanic for this RP. Your Life. The Life Goddess a long time ago got tired of granting people's wishes and wanted them to become stronger and be able to grant their own wishes. To do so, she gave the people of Reveria what is known in Fantasia as Lives and to the people of Dokapon as Jobs.

The Life you currently are decides your special Ability, what Talents and Skills you are better with, how your Stat growth progresses, and overall is the main determinant for your character's strengths and weaknesses. Of course, you could also switch Lives to switch up your abilities, choosing which specific ones to build up in order to more better customize your character.

Now I do have a specific list of Lives that your characters could assume, but if you have any special ideas for a Job then go ahead and suggest one.

Every Job has a specific special Ability that allows them to more better do their job. A Miner can gather more ore while mining or a warrior has a chance of gaining a physical attack boost whenever he enters combat. These abilities change whenever you change your job, so its a good idea to change your job when doing one thing that tailors to one ability. All Special Abilities can only be used once per day unless stated otherwise.

Every job has a specified set of Talents that it is better with. All Skills involving said Talents are ones meant for that job. While I won't be going into more detail about Talents in this part, I will mention how Talents and your current Job coincide.

You are more proficient with your current Job specific Talent(s) than you are with Talents from other Jobs and less proficient with Talents from other Jobs. All Skills that are from Talents of other Jobs are actually 50% less effective when a different Job and they level 50% more slowly.

For every 5 points you have in INT you may actually choose one Talent to specialize in. When you do so these penalties are reduced to just 25% for the Skills of that specific Talent. Becoming Hero Rank, which is a rank above Master, in said Job the penalty is reduced by 25% for all of the Talents of said Job. So there is an incentive to carry through a job beyond Master Rank. So a Talent that you are specialized in and have acquired Hero Rank in the Job for said Talent the penalties would not exist.

Skills can either be acquired through learning Talents from Jobs or from learning new individual Skills through different means since not every Skill is tied to a Talent or sometimes you can learn individual Skills that would be tied to specific Talents through other means, like certain Jobs.

In the case of certain Skills like this, ones that aren't necessarily tied to specific Lives or Talents, they usually won't be given the cross-job penalty. For instance. While some Jobs (like Warrior) give a Talent that gives you access to multiple Weapon Proficiency Skills, the Skills themselves are not affected by the Cross-Job Penalty as long as you aren't utilizing the Talent itself or any specific Skills tied to it (see Talent Section for details).

Whenever you Level up while a specific Life, your Stats will go up based on that Life. So for instance, leveling as something like a Cook would increase your Intelligence and Dexterity when you level up. A Warrior would have a point put into Strength and Dexterity, since they are strong and skilled with weapons.

Whenever you reach Master Rank in a Job, you gain an additional increase to a specific Stat that remains regardless of your Job. For instance, a Warrior's Mastery Stat is Strength. So if you mastered Warrior and then switched to a different job and leveled up, you would still get your level bonuses from said Job, plus a point in Strength. So mastering multiple Jobs is a good way to raise your Stats.

Reaching 'Legend' Rank in a Job, which is the final Rank in a job after Hero, gives you an additional stat increase with each of your level ups. So there is decent incentive to stick through a Job to Legend Rank as well aside from things that are more job specific.

So naturally you may want to experience other Lives, like perhaps you want to go about gathering ore as a Miner when you travel, but then when you get to another town you want to forge your findings into some neat equipment as a Blacksmith. You can switch your Life in any Town, Castle, or City, doing so at the Shrine of the Life Goddess. If you manage to encounter a Shrine on your travels you can switch there as well.

You can switch anywhere to any Life you have achieved at least Novice Rank in. But if you have not started that Life at all then you must switch in one of the major Cities and do your Initiate Training for that Life. This will take about a day or two, but once its done then you will achieve Novice Rank.

Note that whenever you change your Job, your Level Up bonuses become those of which you changed your Job to, which is important to note. So lets say you were a Sorcerer for a while, fighting enemies with your magic. You come back to town and decide to work on some potions as a Herbalist. If you were to Level Up while you were still a Herbalist, you would gain the Herbalist Stat Bonuses rather than the Sorcerer Stat Bonuses, so if you want to just gain the Stat bonuses for one job then that is something to consider. (Of course, your characters themselves don't know about Stats and things like that, so don't metagame).

As you travel and do more in your Life naturally it will Rank Up. Whenever your Life Ranks Up several things will happen. First off ou can now visit people or Trainers specific to your Life (or at least somewhat relevant to it) and you should be able to acquire new techniques or gain new information or items from people. Furthermore, you'll receive the 'Rank Up' reward that is specific to each Job, which may be a Stat Bonus or the opening up of new various techniques or abilities.

Job Progression is based on the category of the Job, but essentially to progress you need a certain level of Job Points. You get Job Points (JP) whenever you complete tasks specific to your job's type or to the Job itself if its a Technical Job. The amount you need for each Job type is varied too. Once you rank up to the next job, your JP are reset to 0 and the amount you need usually goes up. Note that things that gave you JP at one Rank won't necessarily do so the next Rank. For instance for Artisans you may need to start crafting stronger Items or for gatherers start gathering tougher to get materials.

For Combatants, you need 5 to proceed from Novice, 7 from Fledgling, 10 from Apprentice, 13 from Adept, 16 from Expert, and 20 from Master.

For Artisans, you need 8 to proceed from Novice, 10 from Fledgling, 13 from Apprentice, 16 from Adept, 20 from Expert, and 25 from Master.

For Gatherers you need 10 to proceed from Novice, 13 from Fledgling, 16 from Apprentice, 20 from Adept, 25 from Expert, and 30 from Master.

For Technical Lives, the amount varies.

To Rank up from Hero to Legend, you will need to undergo a very difficult quest or possibly even quests that will usually be given to you by a Life Master for your Life. For a Warrior it could be to defeat a particularly powerful enemy. For a Gatherer Life it will be usually to find a very rare and hard to acquire material and for an Artisan Job it may be to craft something extraordinary.

They say there is one Rank beyond Legend for every life though. The name of this Rank is unknown. Some say its 'Champion' while others claim it to be 'God' or 'Creator'. Of course, some say that there is no way such a Rank exists as there will never be anyone who could achieve something beyond being a Legend. Whether or not you believe this to be true is up to you, but if you could progress to such an illustrious Rank, the rewards would be incredible.

Now here is the list of potential Jobs that your character can take and their Talent(s), Skills, and Abilities that come with them. The specifics of said Talents will be covered in the 'Talent' section that comes after this one. There are two 'tiers' of Jobs. 'Basic' and 'Advanced'. Basic Jobs are ones that can be acquired at character creation and usually are more introductory. Advanced Jobs usually require you to reach 'Master' Rank in one or more Jobs to unlock them, or to have your Stats reach certain amounts. Some may even require you to go through specific Quests to acquire them (such as Hero or Robo Knight).

The jobs then have four different Categories that they are organized under. These four categories are Combatant, Artisan, Gatherer, and Technical.

Combatant jobs are simply as their name implies. These are jobs that are more meant for fighting people and monsters more than anything else. They range from sturdy Knights to mystical Sorcerers who call upon the powers of the Spirits to power their elemental magic. Their Skills and such are mostly meant for combat and thus are more useful out on the road or in dungeons than inside of the more peaceful towns. Doesn't mean they are completely useless in towns, as you'll never know when you'll get into a fight. To Rank up in any Combat oriented Life, you must fight battles with enemies that are about the same level as you, gaining one Job Point for every Enemy you defeat. You get 2 Points if you defeat another Player or a more powerful 'Boss' Enemy.

Artisans are craftsman, performers, or other such types whose Lives depend upon making or doing things for others or themselves. They can make a variety of items that they usually either can buy from shops, or perhaps gather themselves. While not all that useful out in the field, an Artisan's Life is essentially best taken while inside of any town or city. These types of lives can range from Blacksmiths who make/repair armor and metal weapons to Entertainers who sing and perform for others. To progress in an Artisan Life, you must practice your craft, gaining two points for every successful attempt and one point if you fail. After you achieve Expert Rank, you only instead get one point if you succeed and no points if you fail.

Gatherers are those who spend time out in the fields, on roads, or in caves gathering various supplies and materials to sell back to vendors or perhaps use to further their own Artisan Life. Useful just about anywhere, Gatherer Lives know how to easily find the best materials and gather more of them at a time and, while these Lives are not necessarily proficient at combat, they are not necessarily complete pushovers either. These can range from Miners who gather ore to Herbalists who forage for all sorts of herbs both common and exotic. Gatherers gain one Job Point whenever common materials are gathered, two when uncommon materials are gathered, and three when exotic materials are gathered. After reaching Expert Rank, the amount you get goes down by 1.

Originally there were three categories of lives. When Fantasia and Dokapon finally met one another, however; the knowledge of Lives that they both had crossed, and the concept of the various Lives both of them knew changed drastically. As such, some more specialized Lives were born, lives that necessarily can't be put into the three other categories. Technical Lives are those that possess a more specialized set of Skills that are useful for a more specific purpose, such as a Thief who knows how to steal or disarm traps to the Hunter who knows everything about the wilderness like the back of his hand and is highly skilled with a bow. The Life progression for Technical Lives is dependent upon the individual Life.

These are the more basic Lives. You can either start as any one of these at Character Creation or come up with ideas for one of your own (the likes of which I shall judge). I will not be putting every single detail for every single one of them down, but rather just detail a couple of them to show examples and then give just descriptions of others.

Here are the Basic Combatant Lives

A melee combatant who knows how to wields large, two handed weapons to deal alot of damage to foes. They can wear Medium Armor, preferring to keep themselves a bit uninhibited on the battlefield so that they may inflict alot of quick, powerful strikes with their bigger weapons.

Special Ability
Pump Up: A Fighter knows how to get pumped and rallied up for a big fight. Before entering any battle, a Fighter has a 25% Chance to receive a 25% Boost to their Strength for the fight.

Level Up Bonuses
Gain +1 Strength and +1 Agility
Gain an additional +1 Strength per Level if Master Rank is achieved.
Gain an additional +1 Strength and Agility per Level if Legend Rank is achieved.

Job Talents
Brute Weapon Fighting (Strength + Agility)
: A Fighter knows how to knock opponents around with fast strikes from larger, more powerful weapons. They can gain proficiency in any common Heavy Weapon and this Talent is used to determine Attack Speed for your Heavy Weapons, but is also considered a Weapon Proficiency Talent for any common Heavy Weapons.

Job Skills
Weapon Proficiency:
Gain a Weapon Proficiency Skill in a Common Heavy Weapon of your choice.

Parry: One's ability to parry blows with their own weapons, thus negating them. Tied to any appropriate Weapon Proficiency Talent for the weapon you are wielding. Note that it is harder to parry the blows of those who either wield much larger, stronger weapons than you do or who are just stronger and larger than you in general. Leveling this Talent makes it easier to parry blows.

Rank Rewards
Novice: Gain starting Fighter abilities.
Fledgling: Can now learn Fighter Techniques.
Apprentice: Get +1 Vitality and +5 Health.
Adept: Can now learn Advanced Fighter Techniques
Expert: Can now wear Heavy Armor as a Fighter.
Master: Learn the 'Giant's Grip' Special Ability.

A Life founded after Fantasia and Dokapon met and their different ideas for how Magic casting lives work. This Life is descended from the Magicians of Fantasia who would contract with the Spirits to call forth elemental magic.
Special Ability
Spirit's Protection:
Sorcerers have strong ties with the elemental spirits and as such are blessed with their protection. When you would take damage, you can choose to reduce it by an amount equal to your Charisma times your Job Level.

Level Up Bonuses
Gain +1 Focus and +1 Charisma per Level as a Sorcerer.
Gain an additional +1 Focus per Level if Master Rank is achieved.
Gain an additional +1 Focus and Charisma per Level if Legend Rank is achieved.

Job Talents
Sorcery (Charisma + Focus):
Sorcerers utilize their magic to call upon the powers of the elements through the contracts they have made with the elemental spirits.

Job Skills
Sorcery:
Tied to the Sorcery Talent. Higher levels in this Skill makes it easier to attempt more difficult Sorcery and allows you to wield more powerful Wands.

Arcane Spell Casting: The ability of a Spell Caster to cast Arcane Spells from Spell Scrolls. A higher level in this Skill increases the likelihood of hitting with Arcane Spells and their effectiveness. Tied to the Arcane Magic Talent or any Magic casting Job.

Diplomacy: Knowing how to calmly talk and debate with someone to persuade them to do something. Higher levels of this Skill make it more easily to persuade others. Not tied to any Job or Talent, although it is compatible with the Negotiation Talent.

Fire Magic: Your ability to call upon and utilize the element of Fire through your contract with the Spirits of Fire. Higher levels in this Skill strengthens your Fire Magic. (You also get Air, Water, and Earth, which is the same as this, only for those specific elements).

Rank Rewards
Novice: Gain Sorcerer Starting Abilities
Fledgling: Get the Secondary Element Skill
Apprentice: You can now wear Light Armor as a Sorcerer
Adept: Gain the Focus Magic Special Ability
Expert: Gain the Spirit Summon Skill
Master: You can now contract with either a Light Spirit or a Dark Spirit.

These are the more complex and unique Lives. These Advanced Lives cannot be acquired at Character Creation. Instead you must meet their Requirements. Advanced Jobs are a bit hard to get, and it is at Adept when they start gaining less JP (if they are in a category to do so), plus it is sometimes harder to get JP in these Jobs, but they hold some pretty special abilities, so progressing in them can be worth it the efforts.

Here are the Advanced Combatant Jobs.

A melee combatant who is a basic all around melee fighter. His ability to utilize most common weapons and his special fighting techniques make him good to have on the battlefield. They can wear up to Heavy Armor and use Shields as well. They are overall well balanced and skilled combatants.

Special Ability
Combat Focus: A Warrior can focus his/herself to boost their combat capability. They have a (25 + Focus)% Chance to gain a +10% Bonus to Accuracy for the entire battle. This can only be used when entering battle.

Level Up Bonuses
Gain +1 Strength, +1 Dexterity, and +1 Focus per Level as a Warrior.
Gain an additional +1 Strength per Level if Master Rank is achieved.
Gain an additional +1 Strength and Dexterity per Level if Legend Rank is achieved.

Job Talents
Strong Weapon Proficiency
(Strength + Dexterity): Warriors are capable of handling weapons of average or heavier weight with power and skill. This Talent determines their Accuracy with all Medium and Heavy Common Weapons. Allows for gaining Weapon Proficiency Skills.

Fast Weapon Proficiency (Agility + Dexterity): A Warrior knows how to wield lighter weapons with speed and skill. This Talent determines their Accuracy with all Light Common Weapons. Allows for gaining Weapon Proficiency Skills.

Job Skills
Combat Proficiency:
A Warrior is skilled in combat and knows how to employ combative techniques. Leveling this Skill strengthens your Weapon Techniques and makes your Weapon Techniques more accurate and lets you acquire more advanced techniques.

Weapon Proficiency: You may start off with two Weapon Proficiency Skills in different common weapons. Leveling these Skills raises your Accuracy and Damage with those Weapons and lets you wield stronger ones.

Shield Proficiency: One's knowledge of how to utilize a Shield. Leveling this Skill lets you utilize stronger shields and gives your shields additional Damage Reduction.

Parry: One's ability to parry blows with their own weapons, thus negating them. Tied to any appropriate Weapon Proficiency Talent for the weapon you are wielding. Note that it is harder to parry the blows of those who either wield much larger, stronger weapons than you do or who are just stronger and larger than you in general. Leveling this Talent makes it easier to parry blows.

Rank Rewards
Novice: Gain starting Warrior abilities.
Fledgling: Can now switch melee weapons that are on your person without wasting time once per Turn.
Apprentice: Can now learn Advanced Focus Techniques.
Adept: Gain a free Specialization of any Non-Mystical Combat related Talent you know.
Expert: Can now wear Plate Armor as a Warrior.
Master: Can now gain Exotic Weapon Proficiencies as a Warrior.

Job Requirements
Master the Knight Job and one other Melee Combat related Job.
 
Ok, this is actually kind of pissing me off. Why does it keep putting in all of these extra spoilers. I always seem to have this problem every time I use spoilers anywhere.
 
I kinda changed up your spoilers and fixed it up to be organized! ^^ Also you have my interest!
If you ever need help with BBCodes, I'm happy to give some tips and etc! c:




Here is how the basics of Character Building will work.
Stats

Naturally in any RPG, one of the main things to consider if your character's Stats. Your Stats are the main determining factor for the results of your actions and what sort of abilities you can acquire. You have 8 Stats in total and 4 Stat Points to allocate to all of them at Character Creation. None of them can start off higher than 10 or lower than 1. So potentially for a balanced starting build, you could put five points into all of your Stats.

Your Stats go up as you Level. Every level based on your current Job/Life a couple of your Stats will increase. Then you will be awarded two Stat Points to allocate into any of your Stats as you please, every 10th level actually giving you three points instead. Whenever you reach Master Rank in a Job, you will gain an additional Stat increase whenever you level up based upon that Life that will apply regardless of what Job you have at the moment.

Here are the Stats of your Character.

Health
How much damage your character can take. Your Health is equal to 10 + Vitality (x5) + Strength. This basically keeps you alive, determining how much damage you can take. While not necessarily considered an official Stat, as it is not counted for Character Creation Stat Points, you can put Stat Points into it, even at Character Creation. Every Stat Point you put into your Health increases your Health by 5.

Strength
Your character's physical might. Increases your Health, Determines damage with Melee Weapons and assists in tasks that would require more brute strength like Woodcutting and Mining.

Vitality
Your character's physical constitution. Increases character HP, increases Physical Defense, and it assists in stamina and endurance based tasks like Carpentry and Blacksmithing.

Dexterity
Your character's hand-eye coordination and finesse. Helps with weapon Accuracy, Parry Defense, and it assists in tasks that require hand-eye coordination like Sewing, Cooking, and Sleight of Hand.

Agility
Your character's speed and grace. Helps you evade attacks and spells as well as hit with spells and some attacks. Also lets you perform more attacks at once in a single turn. Assists in tasks that require speed and grace like Acrobatics and Stealth.

Intelligence
Your character's mental aptitude and span of general knowledge. Powers up magic, lets you take more Specialized Talents, and assists in knowledge based tasks like Alchemy and Spellcraft.

Focus
Your character's mental fortitude and willpower. Powers up mystical abilities, increases Magic Defense, and assists in willpower based tasks like Fishing and Sorcery.

Charisma
Your character's strength of presence and how likable they are. Assists in all communication based tasks like Negotiation and Prayer.

Luck
How lucky your character is. Has various uses like Item Drop Chance and Critical Chance. Is useful in many walks of Life.
Job/ Life

So here will be the main mechanic for this RP. Your Life. The Life Goddess a long time ago got tired of granting people's wishes and wanted them to become stronger and be able to grant their own wishes. To do so, she gave the people of Reveria what is known in Fantasia as Lives and to the people of Dokapon as Jobs.

The Life you currently are decides your special Ability, what Talents and Skills you are better with, how your Stat growth progresses, and overall is the main determinant for your character's strengths and weaknesses. Of course, you could also switch Lives to switch up your abilities, choosing which specific ones to build up in order to more better customize your character.

Now I do have a specific list of Lives that your characters could assume, but if you have any special ideas for a Job then go ahead and suggest one.
Special Ability

Every Job has a specific special Ability that allows them to more better do their job. A Miner can gather more ore while mining or a warrior has a chance of gaining a physical attack boost whenever he enters combat. These abilities change whenever you change your job, so its a good idea to change your job when doing one thing that tailors to one ability. All Special Abilities can only be used once per day unless stated otherwise.
Talents

Every job has a specified set of Talents that it is better with. All Skills involving said Talents are ones meant for that job. While I won't be going into more detail about Talents in this part, I will mention how Talents and your current Job coincide.

You are more proficient with your current Job specific Talent(s) than you are with Talents from other Jobs and less proficient with Talents from other Jobs. All Skills that are from Talents of other Jobs are actually 50% less effective when a different Job and they level 50% more slowly.

For every 5 points you have in INT you may actually choose one Talent to specialize in. When you do so these penalties are reduced to just 25% for the Skills of that specific Talent. Becoming Hero Rank, which is a rank above Master, in said Job the penalty is reduced by 25% for all of the Talents of said Job. So there is an incentive to carry through a job beyond Master Rank. So a Talent that you are specialized in and have acquired Hero Rank in the Job for said Talent the penalties would not exist.
Skills

Skills can either be acquired through learning Talents from Jobs or from learning new individual Skills through different means since not every Skill is tied to a Talent or sometimes you can learn individual Skills that would be tied to specific Talents through other means, like certain Jobs.

In the case of certain Skills like this, ones that aren't necessarily tied to specific Lives or Talents, they usually won't be given the cross-job penalty. For instance. While some Jobs (like Warrior) give a Talent that gives you access to multiple Weapon Proficiency Skills, the Skills themselves are not affected by the Cross-Job Penalty as long as you aren't utilizing the Talent itself or any specific Skills tied to it (see Talent Section for details).
Stat Growth

Whenever you Level up while a specific Life, your Stats will go up based on that Life. So for instance, leveling as something like a Cook would increase your Intelligence and Dexterity when you level up. A Warrior would have a point put into Strength and Dexterity, since they are strong and skilled with weapons.

Whenever you reach Master Rank in a Job, you gain an additional increase to a specific Stat that remains regardless of your Job. For instance, a Warrior's Mastery Stat is Strength. So if you mastered Warrior and then switched to a different job and leveled up, you would still get your level bonuses from said Job, plus a point in Strength. So mastering multiple Jobs is a good way to raise your Stats.

Reaching 'Legend' Rank in a Job, which is the final Rank in a job after Hero, gives you an additional stat increase with each of your level ups. So there is decent incentive to stick through a Job to Legend Rank as well aside from things that are more job specific.
Job Change

So naturally you may want to experience other Lives, like perhaps you want to go about gathering ore as a Miner when you travel, but then when you get to another town you want to forge your findings into some neat equipment as a Blacksmith. You can switch your Life in any Town, Castle, or City, doing so at the Shrine of the Life Goddess. If you manage to encounter a Shrine on your travels you can switch there as well.

You can switch anywhere to any Life you have achieved at least Novice Rank in. But if you have not started that Life at all then you must switch in one of the major Cities and do your Initiate Training for that Life. This will take about a day or two, but once its done then you will achieve Novice Rank.

Note that whenever you change your Job, your Level Up bonuses become those of which you changed your Job to, which is important to note. So lets say you were a Sorcerer for a while, fighting enemies with your magic. You come back to town and decide to work on some potions as a Herbalist. If you were to Level Up while you were still a Herbalist, you would gain the Herbalist Stat Bonuses rather than the Sorcerer Stat Bonuses, so if you want to just gain the Stat bonuses for one job then that is something to consider. (Of course, your characters themselves don't know about Stats and things like that, so don't metagame).

Life Progression

As you travel and do more in your Life naturally it will Rank Up. Whenever your Life Ranks Up several things will happen. First off you can now visit people or Trainers specific to your Life (or at least somewhat relevant to it) and you should be able to acquire new techniques or gain new information or items from people. Furthermore, you'll receive the 'Rank Up' reward that is specific to each Job, which may be a Stat Bonus or the opening up of new various techniques or abilities.

Job Progression is based on the category of the Job, but essentially to progress you need a certain level of Job Points. You get Job Points (JP) whenever you complete tasks specific to your job's type or to the Job itself if its a Technical Job. The amount you need for each Job type is varied too. Once you rank up to the next job, your JP are reset to 0 and the amount you need usually goes up. Note that things that gave you JP at one Rank won't necessarily do so the next Rank. For instance for Artisans you may need to start crafting stronger Items or for gatherers start gathering tougher to get materials.

For Combatants, you need 5 to proceed from Novice, 7 from Fledgling, 10 from Apprentice, 13 from Adept, 16 from Expert, and 20 from Master.

For Artisans, you need 8 to proceed from Novice, 10 from Fledgling, 13 from Apprentice, 16 from Adept, 20 from Expert, and 25 from Master.

For Gatherers you need 10 to proceed from Novice, 13 from Fledgling, 16 from Apprentice, 20 from Adept, 25 from Expert, and 30 from Master.

For Technical Lives, the amount varies.

To Rank up from Hero to Legend, you will need to undergo a very difficult quest or possibly even quests that will usually be given to you by a Life Master for your Life. For a Warrior it could be to defeat a particularly powerful enemy. For a Gatherer Life it will be usually to find a very rare and hard to acquire material and for an Artisan Job it may be to craft something extraordinary.

They say there is one Rank beyond Legend for every life though. The name of this Rank is unknown. Some say its 'Champion' while others claim it to be 'God' or 'Creator'. Of course, some say that there is no way such a Rank exists as there will never be anyone who could achieve something beyond being a Legend. Whether or not you believe this to be true is up to you, but if you could progress to such an illustrious Rank, the rewards would be incredible.
Now here is the list of potential Jobs that your character can take and their Talent(s), Skills, and Abilities that come with them. The specifics of said Talents will be covered in the 'Talent' section that comes after this one. There are two 'tiers' of Jobs. 'Basic' and 'Advanced'. Basic Jobs are ones that can be acquired at character creation and usually are more introductory. Advanced Jobs usually require you to reach 'Master' Rank in one or more Jobs to unlock them, or to have your Stats reach certain amounts. Some may even require you to go through specific Quests to acquire them (such as Hero or Robo Knight).

The jobs then have four different Categories that they are organized under. These four categories are Combatant, Artisan, Gatherer, and Technical.

Combatant jobs are simply as their name implies. These are jobs that are more meant for fighting people and monsters more than anything else. They range from sturdy Knights to mystical Sorcerers who call upon the powers of the Spirits to power their elemental magic. Their Skills and such are mostly meant for combat and thus are more useful out on the road or in dungeons than inside of the more peaceful towns. Doesn't mean they are completely useless in towns, as you'll never know when you'll get into a fight. To Rank up in any Combat oriented Life, you must fight battles with enemies that are about the same level as you, gaining one Job Point for every Enemy you defeat. You get 2 Points if you defeat another Player or a more powerful 'Boss' Enemy.

Artisans are craftsman, performers, or other such types whose Lives depend upon making or doing things for others or themselves. They can make a variety of items that they usually either can buy from shops, or perhaps gather themselves. While not all that useful out in the field, an Artisan's Life is essentially best taken while inside of any town or city. These types of lives can range from Blacksmiths who make/repair armor and metal weapons to Entertainers who sing and perform for others. To progress in an Artisan Life, you must practice your craft, gaining two points for every successful attempt and one point if you fail. After you achieve Expert Rank, you only instead get one point if you succeed and no points if you fail.

Gatherers are those who spend time out in the fields, on roads, or in caves gathering various supplies and materials to sell back to vendors or perhaps use to further their own Artisan Life. Useful just about anywhere, Gatherer Lives know how to easily find the best materials and gather more of them at a time and, while these Lives are not necessarily proficient at combat, they are not necessarily complete pushovers either. These can range from Miners who gather ore to Herbalists who forage for all sorts of herbs both common and exotic. Gatherers gain one Job Point whenever common materials are gathered, two when uncommon materials are gathered, and three when exotic materials are gathered. After reaching Expert Rank, the amount you get goes down by 1.

Originally there were three categories of lives. When Fantasia and Dokapon finally met one another, however; the knowledge of Lives that they both had crossed, and the concept of the various Lives both of them knew changed drastically. As such, some more specialized Lives were born, lives that necessarily can't be put into the three other categories. Technical Lives are those that possess a more specialized set of Skills that are useful for a more specific purpose, such as a Thief who knows how to steal or disarm traps to the Hunter who knows everything about the wilderness like the back of his hand and is highly skilled with a bow. The Life progression for Technical Lives is dependent upon the individual Life.
These are the more basic Lives. You can either start as any one of these at Character Creation or come up with ideas for one of your own (the likes of which I shall judge). I will not be putting every single detail for every single one of them down, but rather just detail a couple of them to show examples and then give just descriptions of others.
Combatants
Here are the Basic Combatant Lives
A melee combatant who knows how to wields large, two handed weapons to deal alot of damage to foes. They can wear Medium Armor, preferring to keep themselves a bit uninhibited on the battlefield so that they may inflict alot of quick, powerful strikes with their bigger weapons.

Special Ability
Pump Up: A Fighter knows how to get pumped and rallied up for a big fight. Before entering any battle, a Fighter has a 25% Chance to receive a 25% Boost to their Strength for the fight.

Level Up Bonuses
Gain +1 Strength and +1 Agility
Gain an additional +1 Strength per Level if Master Rank is achieved.
Gain an additional +1 Strength and Agility per Level if Legend Rank is achieved.

Job Talents
Brute Weapon Fighting (Strength + Agility)
: A Fighter knows how to knock opponents around with fast strikes from larger, more powerful weapons. They can gain proficiency in any common Heavy Weapon and this Talent is used to determine Attack Speed for your Heavy Weapons, but is also considered a Weapon Proficiency Talent for any common Heavy Weapons.

Job Skills
Weapon Proficiency:
Gain a Weapon Proficiency Skill in a Common Heavy Weapon of your choice.

Parry: One's ability to parry blows with their own weapons, thus negating them. Tied to any appropriate Weapon Proficiency Talent for the weapon you are wielding. Note that it is harder to parry the blows of those who either wield much larger, stronger weapons than you do or who are just stronger and larger than you in general. Leveling this Talent makes it easier to parry blows.

Rank Rewards
Novice: Gain starting Fighter abilities.
Fledgling: Can now learn Fighter Techniques.
Apprentice: Get +1 Vitality and +5 Health.
Adept: Can now learn Advanced Fighter Techniques
Expert: Can now wear Heavy Armor as a Fighter.
Master: Learn the 'Giant's Grip' Special Ability.
A Life founded after Fantasia and Dokapon met and their different ideas for how Magic casting lives work. This Life is descended from the Magicians of Fantasia who would contract with the Spirits to call forth elemental magic.

Special Ability
Spirit's Protection:
Sorcerers have strong ties with the elemental spirits and as such are blessed with their protection. When you would take damage, you can choose to reduce it by an amount equal to your Charisma times your Job Level.

Level Up Bonuses
Gain +1 Focus and +1 Charisma per Level as a Sorcerer.
Gain an additional +1 Focus per Level if Master Rank is achieved.
Gain an additional +1 Focus and Charisma per Level if Legend Rank is achieved.

Job Talents
Sorcery (Charisma + Focus):
Sorcerers utilize their magic to call upon the powers of the elements through the contracts they have made with the elemental spirits.

Job Skills
Sorcery:
Tied to the Sorcery Talent. Higher levels in this Skill makes it easier to attempt more difficult Sorcery and allows you to wield more powerful Wands.

Arcane Spell Casting: The ability of a Spell Caster to cast Arcane Spells from Spell Scrolls. A higher level in this Skill increases the likelihood of hitting with Arcane Spells and their effectiveness. Tied to the Arcane Magic Talent or any Magic casting Job.

Diplomacy: Knowing how to calmly talk and debate with someone to persuade them to do something. Higher levels of this Skill make it more easily to persuade others. Not tied to any Job or Talent, although it is compatible with the Negotiation Talent.

Fire Magic: Your ability to call upon and utilize the element of Fire through your contract with the Spirits of Fire. Higher levels in this Skill strengthens your Fire Magic. (You also get Air, Water, and Earth, which is the same as this, only for those specific elements).

Rank Rewards
Novice: Gain Sorcerer Starting Abilities
Fledgling: Get the Secondary Element Skill
Apprentice: You can now wear Light Armor as a Sorcerer
Adept: Gain the Focus Magic Special Ability
Expert: Gain the Spirit Summon Skill
Master: You can now contract with either a Light Spirit or a Dark Spirit.
These are the more complex and unique Lives. These Advanced Lives cannot be acquired at Character Creation. Instead you must meet their Requirements. Advanced Jobs are a bit hard to get, and it is at Adept when they start gaining less JP (if they are in a category to do so), plus it is sometimes harder to get JP in these Jobs, but they hold some pretty special abilities, so progressing in them can be worth it the efforts.
Advanced Combatants

Here are the Advanced Combatant Jobs.
A melee combatant who is a basic all around melee fighter. His ability to utilize most common weapons and his special fighting techniques make him good to have on the battlefield. They can wear up to Heavy Armor and use Shields as well. They are overall well balanced and skilled combatants.

Special Ability
Combat Focus: A Warrior can focus his/herself to boost their combat capability. They have a (25 + Focus)% Chance to gain a +10% Bonus to Accuracy for the entire battle. This can only be used when entering battle.

Level Up Bonuses
Gain +1 Strength, +1 Dexterity, and +1 Focus per Level as a Warrior.
Gain an additional +1 Strength per Level if Master Rank is achieved.
Gain an additional +1 Strength and Dexterity per Level if Legend Rank is achieved.

Job Talents
Strong Weapon Proficiency
(Strength + Dexterity): Warriors are capable of handling weapons of average or heavier weight with power and skill. This Talent determines their Accuracy with all Medium and Heavy Common Weapons. Allows for gaining Weapon Proficiency Skills.

Fast Weapon Proficiency (Agility + Dexterity): A Warrior knows how to wield lighter weapons with speed and skill. This Talent determines their Accuracy with all Light Common Weapons. Allows for gaining Weapon Proficiency Skills.

Job Skills
Combat Proficiency:
A Warrior is skilled in combat and knows how to employ combative techniques. Leveling this Skill strengthens your Weapon Techniques and makes your Weapon Techniques more accurate and lets you acquire more advanced techniques.

Weapon Proficiency: You may start off with two Weapon Proficiency Skills in different common weapons. Leveling these Skills raises your Accuracy and Damage with those Weapons and lets you wield stronger ones.

Shield Proficiency: One's knowledge of how to utilize a Shield. Leveling this Skill lets you utilize stronger shields and gives your shields additional Damage Reduction.

Parry: One's ability to parry blows with their own weapons, thus negating them. Tied to any appropriate Weapon Proficiency Talent for the weapon you are wielding. Note that it is harder to parry the blows of those who either wield much larger, stronger weapons than you do or who are just stronger and larger than you in general. Leveling this Talent makes it easier to parry blows.

Rank Rewards
Novice: Gain starting Warrior abilities.
Fledgling: Can now switch melee weapons that are on your person without wasting time once per Turn.
Apprentice: Can now learn Advanced Focus Techniques.
Adept: Gain a free Specialization of any Non-Mystical Combat related Talent you know.
Expert: Can now wear Plate Armor as a Warrior.
Master: Can now gain Exotic Weapon Proficiencies as a Warrior.

Job Requirements
Master the Knight Job and one other Melee Combat related Job.




 
Wow, thanks alot. This will make my job alot easier XD

Also welcome aboard. Five players now (six including myself). I shall finish this up hopefully tonight, if not tonight, then in the morning.
 
  • Bucket of Rainbows
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Ok was sick for a bit today, but I am feeling alot better now. I shall finish this system today.
 
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OH MY GOD FUCK YES

I want in

Dokapon is my favorite party game.
 


Here is how the basics of Character Building will work.
Stats

Naturally in any RPG, one of the main things to consider if your character's Stats. Your Stats are the main determining factor for the results of your actions and what sort of abilities you can acquire. You have 8 Stats in total and 4 Stat Points to allocate to all of them at Character Creation. None of them can start off higher than 10 or lower than 1. So potentially for a balanced starting build, you could put five points into all of your Stats.

Your Stats go up as you Level. Every level based on your current Job/Life a couple of your Stats will increase. Then you will be awarded two Stat Points to allocate into any of your Stats as you please, every 10th level actually giving you three points instead. Whenever you reach Master Rank in a Job, you will gain an additional Stat increase whenever you level up based upon that Life that will apply regardless of what Job you have at the moment.

Here are the Stats of your Character.

Health
How much damage your character can take. Your Health is equal to 10 + Vitality (x5) + Strength. This basically keeps you alive, determining how much damage you can take. While not necessarily considered an official Stat, as it is not counted for Character Creation Stat Points, you can put Stat Points into it, even at Character Creation. Every Stat Point you put into your Health increases your Health by 5.

Strength
Your character's physical might. Increases your Health, Determines damage with Melee Weapons and assists in tasks that would require more brute strength like Woodcutting and Mining.

Vitality
Your character's physical constitution. Increases character HP, increases Physical Defense, and it assists in stamina and endurance based tasks like Carpentry and Blacksmithing.

Dexterity
Your character's hand-eye coordination and finesse. Helps with weapon Accuracy, Parry Defense, and it assists in tasks that require hand-eye coordination like Sewing, Cooking, and Sleight of Hand.

Agility
Your character's speed and grace. Helps you evade attacks and spells as well as hit with spells and some attacks. Also lets you perform more attacks at once in a single turn. Assists in tasks that require speed and grace like Acrobatics and Stealth.

Intelligence
Your character's mental aptitude and span of general knowledge. Powers up magic, lets you take more Specialized Talents, and assists in knowledge based tasks like Alchemy and Spellcraft.

Focus
Your character's mental fortitude and willpower. Powers up mystical abilities, increases Magic Defense, and assists in willpower based tasks like Fishing and Sorcery.

Charisma
Your character's strength of presence and how likable they are. Assists in all communication based tasks like Negotiation and Prayer.

Luck
How lucky your character is. Has various uses like Item Drop Chance and Critical Chance. Is useful in many walks of Life.
Job/ Life

So here will be the main mechanic for this RP. Your Life. The Life Goddess a long time ago got tired of granting people's wishes and wanted them to become stronger and be able to grant their own wishes. To do so, she gave the people of Reveria what is known in Fantasia as Lives and to the people of Dokapon as Jobs.

The Life you currently are decides your special Ability, what Talents and Skills you are better with, how your Stat growth progresses, and overall is the main determinant for your character's strengths and weaknesses. Of course, you could also switch Lives to switch up your abilities, choosing which specific ones to build up in order to more better customize your character.

Now I do have a specific list of Lives that your characters could assume, but if you have any special ideas for a Job then go ahead and suggest one.

Special Ability

Every Job has a specific special Ability that allows them to more better do their job. A Miner can gather more ore while mining or a warrior has a chance of gaining a physical attack boost whenever he enters combat. These abilities change whenever you change your job, so its a good idea to change your job when doing one thing that tailors to one ability. All Special Abilities can only be used once per day unless stated otherwise.
Talents

Every job has a specified set of Talents that it is better with. All Skills involving said Talents are ones meant for that job. While I won't be going into more detail about Talents in this part, I will mention how Talents and your current Job coincide.

You are more proficient with your current Job specific Talent(s) than you are with Talents from other Jobs and less proficient with Talents from other Jobs. All Skills that are from Talents of other Jobs are actually 50% less effective when a different Job and they level 50% more slowly.

For every 5 points you have in INT you may actually choose one Talent to specialize in. When you do so these penalties are reduced to just 25% for the Skills of that specific Talent. Becoming Hero Rank, which is a rank above Master, in said Job the penalty is reduced by 25% for all of the Talents of said Job. So there is an incentive to carry through a job beyond Master Rank. So a Talent that you are specialized in and have acquired Hero Rank in the Job for said Talent the penalties would not exist.

Skills

Skills can either be acquired through learning Talents from Jobs or from learning new individual Skills through different means since not every Skill is tied to a Talent or sometimes you can learn individual Skills that would be tied to specific Talents through other means, like certain Jobs.

In the case of certain Skills like this, ones that aren't necessarily tied to specific Lives or Talents, they usually won't be given the cross-job penalty. For instance. While some Jobs (like Warrior) give a Talent that gives you access to multiple Weapon Proficiency Skills, the Skills themselves are not affected by the Cross-Job Penalty as long as you aren't utilizing the Talent itself or any specific Skills tied to it (see Talent Section for details).

Stat Growth

Whenever you Level up while a specific Life, your Stats will go up based on that Life. So for instance, leveling as something like a Cook would increase your Intelligence and Dexterity when you level up. A Warrior would have a point put into Strength and Dexterity, since they are strong and skilled with weapons.

Whenever you reach Master Rank in a Job, you gain an additional increase to a specific Stat that remains regardless of your Job. For instance, a Warrior's Mastery Stat is Strength. So if you mastered Warrior and then switched to a different job and leveled up, you would still get your level bonuses from said Job, plus a point in Strength. So mastering multiple Jobs is a good way to raise your Stats.

Reaching 'Legend' Rank in a Job, which is the final Rank in a job after Hero, gives you an additional stat increase with each of your level ups. So there is decent incentive to stick through a Job to Legend Rank as well aside from things that are more job specific.

Job Change

So naturally you may want to experience other Lives, like perhaps you want to go about gathering ore as a Miner when you travel, but then when you get to another town you want to forge your findings into some neat equipment as a Blacksmith. You can switch your Life in any Town, Castle, or City, doing so at the Shrine of the Life Goddess. If you manage to encounter a Shrine on your travels you can switch there as well.

You can switch anywhere to any Life you have achieved at least Novice Rank in. But if you have not started that Life at all then you must switch in one of the major Cities and do your Initiate Training for that Life. This will take about a day or two, but once its done then you will achieve Novice Rank.

Note that whenever you change your Job, your Level Up bonuses become those of which you changed your Job to, which is important to note. So lets say you were a Sorcerer for a while, fighting enemies with your magic. You come back to town and decide to work on some potions as a Herbalist. If you were to Level Up while you were still a Herbalist, you would gain the Herbalist Stat Bonuses rather than the Sorcerer Stat Bonuses, so if you want to just gain the Stat bonuses for one job then that is something to consider. (Of course, your characters themselves don't know about Stats and things like that, so don't metagame).


Life Progression

As you travel and do more in your Life naturally it will Rank Up. Whenever your Life Ranks Up several things will happen. First off you can now visit people or Trainers specific to your Life (or at least somewhat relevant to it) and you should be able to acquire new techniques or gain new information or items from people. Furthermore, you'll receive the 'Rank Up' reward that is specific to each Job, which may be a Stat Bonus or the opening up of new various techniques or abilities.

Job Progression is based on the category of the Job, but essentially to progress you need a certain level of Job Points. You get Job Points (JP) whenever you complete tasks specific to your job's type or to the Job itself if its a Technical Job. The amount you need for each Job type is varied too. Once you rank up to the next job, your JP are reset to 0 and the amount you need usually goes up. Note that things that gave you JP at one Rank won't necessarily do so the next Rank. For instance for Artisans you may need to start crafting stronger Items or for gatherers start gathering tougher to get materials.

For Combatants, you need 5 to proceed from Novice, 7 from Fledgling, 10 from Apprentice, 13 from Adept, 16 from Expert, and 20 from Master.

For Artisans, you need 8 to proceed from Novice, 10 from Fledgling, 13 from Apprentice, 16 from Adept, 20 from Expert, and 25 from Master.

For Gatherers you need 10 to proceed from Novice, 13 from Fledgling, 16 from Apprentice, 20 from Adept, 25 from Expert, and 30 from Master.

For Technical Lives, the amount varies.

To Rank up from Hero to Legend, you will need to undergo a very difficult quest or possibly even quests that will usually be given to you by a Life Master for your Life. For a Warrior it could be to defeat a particularly powerful enemy. For a Gatherer Life it will be usually to find a very rare and hard to acquire material and for an Artisan Job it may be to craft something extraordinary.

They say there is one Rank beyond Legend for every life though. The name of this Rank is unknown. Some say its 'Champion' while others claim it to be 'God' or 'Creator'. Of course, some say that there is no way such a Rank exists as there will never be anyone who could achieve something beyond being a Legend. Whether or not you believe this to be true is up to you, but if you could progress to such an illustrious Rank, the rewards would be incredible.



Life Categories


Now here is the list of potential Jobs that your character can take and their Talent(s), Skills, and Abilities that come with them. The specifics of said Talents will be covered in the 'Talent' section that comes after this one. There are two 'tiers' of Jobs. 'Basic' and 'Advanced'. Basic Jobs are ones that can be acquired at character creation and usually are more introductory. Advanced Jobs usually require you to reach 'Master' Rank in one or more Jobs to unlock them, or to have your Stats reach certain amounts. Some may even require you to go through specific Quests to acquire them (such as Hero or Robo Knight).

The jobs then have four different Categories that they are organized under. These four categories are Combatant, Artisan, Gatherer, and Technical.

Combatant jobs are simply as their name implies. These are jobs that are more meant for fighting people and monsters more than anything else. They range from sturdy Knights to mystical Sorcerers who call upon the powers of the Spirits to power their elemental magic. Their Skills and such are mostly meant for combat and thus are more useful out on the road or in dungeons than inside of the more peaceful towns. Doesn't mean they are completely useless in towns, as you'll never know when you'll get into a fight. To Rank up in any Combat oriented Life, you must fight battles with enemies that are about the same level as you, gaining one Job Point for every Enemy you defeat. You get 2 Points if you defeat another Player or a more powerful 'Boss' Enemy.

Artisans are craftsman, performers, or other such types whose Lives depend upon making or doing things for others or themselves. They can make a variety of items that they usually either can buy from shops, or perhaps gather themselves. While not all that useful out in the field, an Artisan's Life is essentially best taken while inside of any town or city. These types of lives can range from Blacksmiths who make/repair armor and metal weapons to Entertainers who sing and perform for others. To progress in an Artisan Life, you must practice your craft, gaining two points for every successful attempt and one point if you fail. After you achieve Expert Rank, you only instead get one point if you succeed and no points if you fail.

Gatherers are those who spend time out in the fields, on roads, or in caves gathering various supplies and materials to sell back to vendors or perhaps use to further their own Artisan Life. Useful just about anywhere, Gatherer Lives know how to easily find the best materials and gather more of them at a time and, while these Lives are not necessarily proficient at combat, they are not necessarily complete pushovers either. These can range from Miners who gather ore to Herbalists who forage for all sorts of herbs both common and exotic. Gatherers gain one Job Point whenever common materials are gathered, two when uncommon materials are gathered, and three when exotic materials are gathered. After reaching Expert Rank, the amount you get goes down by 1.

Originally there were three categories of lives. When Fantasia and Dokapon finally met one another, however; the knowledge of Lives that they both had crossed, and the concept of the various Lives both of them knew changed drastically. As such, some more specialized Lives were born, lives that necessarily can't be put into the three other categories. Technical Lives are those that possess a more specialized set of Skills that are useful for a more specific purpose, such as a Thief who knows how to steal or disarm traps to the Hunter who knows everything about the wilderness like the back of his hand and is highly skilled with a bow. The Life progression for Technical Lives is dependent upon the individual Life.


Basic Lives

These are the more basic Lives. You can either start as any one of these at Character Creation or come up with ideas for one of your own (the likes of which I shall judge). I will not be putting every single detail for every single one of them down, but rather just detail a couple of them to show examples and then give just descriptions of others.

Here are the Basic Combatant Lives

A melee combatant who knows how to wields large, two handed weapons to deal alot of damage to foes. They can wear Medium Armor, preferring to keep themselves a bit uninhibited on the battlefield so that they may inflict alot of quick, powerful strikes with their bigger weapons.

Special Ability: Pump Up
A Fighter knows how to get pumped and rallied up for a big fight. Before entering any battle, a Fighter has a 20% Chance to receive a 25% Boost to their Strength for the fight.

Level Up Bonuses
Gain +1 Strength and +1 Agility
Gain an additional +1 Strength per Level if Master Rank is achieved.
Gain an additional +1 Strength and Agility per Level if Legend Rank is achieved.

Job Talents
Brute Weapon Fighting (Strength + Agility)
: A Fighter knows how to knock opponents around with fast strikes from larger, more powerful weapons. They can gain proficiency in any common Heavy Weapon and this Talent is used to determine Attack Speed for your Heavy Weapons, but is also considered a Weapon Proficiency Talent for any common Heavy Weapons.

Job Skills
Weapon Proficiency:
Gain a Weapon Proficiency Skill in a Common Heavy Weapon of your choice.

Parry: One's ability to parry blows with their own weapons, thus negating them. Tied to any appropriate Weapon Proficiency Talent for the weapon you are wielding. Note that it is harder to parry the blows of those who either wield much larger, stronger weapons than you do or who are just stronger and larger than you in general. Leveling this Talent makes it easier to parry blows.

Rank Rewards
Novice: Gain starting Fighter abilities.
Fledgling: Can now learn Fighter Techniques.
Apprentice: Get +1 Vitality and +5 Health.
Adept: Can now learn Advanced Fighter Techniques
Expert: Can now wear Heavy Armor as a Fighter.
Master: Learn the 'Giant's Grip' Special Ability.
A Life founded after Fantasia and Dokapon met and their different ideas for how Magic casting lives work. This Life is descended from the Magicians of Fantasia who would contract with the Spirits to call forth elemental magic.

Special Ability: Spirit's Protection
Sorcerers have strong ties with the elemental spirits and as such are blessed with their protection. When you would take damage, you can choose to reduce it by an amount equal to your Charisma times your Job Level.

Level Up Bonuses
Gain +1 Focus and +1 Charisma per Level as a Sorcerer.
Gain an additional +1 Focus per Level if Master Rank is achieved.
Gain an additional +1 Focus and Charisma per Level if Legend Rank is achieved.

Job Talents
Sorcery (Charisma + Focus):
Sorcerers utilize their magic to call upon the powers of the elements through the contracts they have made with the elemental spirits.

Job Skills
Sorcery:
Tied to the Sorcery Talent. Higher levels in this Skill makes it easier to attempt more difficult Sorcery and allows you to wield more powerful Wands.

Arcane Spell Casting: The ability of a Spell Caster to cast Arcane Spells from Spell Scrolls. A higher level in this Skill increases the likelihood of hitting with Arcane Spells and their effectiveness. Tied to the Arcane Magic Talent or any Magic casting Job.

Diplomacy: Knowing how to calmly talk and debate with someone to persuade them to do something. Higher levels of this Skill make it more easily to persuade others. Not tied to any Job or Talent, although it is compatible with the Negotiation Talent.

Fire Magic: Your ability to call upon and utilize the element of Fire through your contract with the Spirits of Fire. Higher levels in this Skill strengthens your Fire Magic. (You also get Air, Water, and Earth, which is the same as this, only for those specific elements).

Rank Rewards
Novice: Gain Sorcerer Starting Abilities
Fledgling: Get the Secondary Element Skill
Apprentice: You can now wear Light Armor as a Sorcerer
Adept: Gain the Focus Magic Special Ability
Expert: Gain the Spirit Summon Skill
Master: You can now contract with either a Light Spirit or a Dark Spirit.
Knight: A hardy knight who practices with the sword, honing his mind so that with his blade he can better protect others with focused sword and shield techniques. While his heavy armor and shield may make a Knight a bit slower, their hardy builds can make them easily able to take damage. Bonus Stats are Vitality and Focus.

Assassin: A master of stealth who knows how to take his foes down from behind with precision and skill. While not necessarily the most proficient in frontal combat, their ability to precisely target vital points regardless from which direction they are facing you and their usage of various light, fast, or ranged weapons can make them a tough contender to deal with. Bonus Stats are Dexterity and Agility.

Archer: A person who knows how to utilize bows with great skill both up close and from afar. While not really much melee proficiency present, their Skill with the bow is great as are their techniques for wielding it. Bonus Stats are Dexterity and Agility.

Cleric: A practitioner of the divine faith whose prayers can aid her in battle. A Cleric wields maces, shields, and wears medium armor. While they don't possess greater combat techniques, their prayers can heal or provide other special affects in battle.

Here are some examples of basic Artisan Lives.

A maker of medicines, poultices, and salves. An Apothecary knows how to identify, gather, and make various concoctions and substances from herbs. Apothecaries are one of the few Artisan Lives who can actually more or less easily perform their trade outside of towns since most of the tools that they would use are actually quite portable.

Special Ability: Extra Dosage
An Apothecary is a master of utilizing herbs and other such items to make various herbal concoctions. When he uses herbs, he knows how to use them efficiently. As such, whenever you are making a Herbal Concoction, you have a (25 + Intelligence)% to make two doses instead of one with one set of materials.

Level Up Bonuses
Gain +1 Intelligence and +1 Dexterity per Level as an Apothecary
Gain an additional +1 Intelligence per Level if Master Rank is achieved.
Gain an additional +1 Intelligence and Dexterity per Level if Legend Rank is achieved.

Job Talents
Herb-Craft
(Intelligence + Dexterity): One's skill in interacting with, identifying, preparing, and properly preserving herbs, something that takes both knowledge and care.


Job Skills
Herb Gathering: Your Skill in gathering and identifying herbs. Higher levels make it easier to gather more unique and rare herbs.

Herbal Remedies: Your Skill in making various medicinal concoctions out of herbs. Higher Levels let you make more potent herbal concoctions.

Herbal Poisons: your Skill in making various poisonous substances utilizing poisonous Herbs. Higher Levels let you make more potent herb based poisons.

Rank Rewards
Novice: Gain starting Apothecary Abilities.
Fledgling: Gain Herbal Powders Skill.
Apprentice: Gain the Herbal Consumption Special Ability.
Adept: Gain the Herbal Experimentation Skill.
Expert: Get the Herbal Resilience Special Ability.
Master: Gain the Herbal Magic Skill.

Blacksmiths are hardy and tough, just like the weapons and armor they make. They know how to make various forms of metal weapons and armor, as well as forms of leather armor as well. The Blacksmith is the best friend of any Combatant who loves his metallic or leather equipment.

Special Ability: Equipment Repair
A Blacksmith knows how to repair most forms of weapons and armor and can do so anywhere as long as he has some proper tools. Whenever your weapons and armor get damaged, you can attempt to repair them. This will take time, and has a (25 + Smithing)% chance of succeeding. This chance is (50 + Smithing)% when in a Blacksmith's workshop.

Level Up Bonuses
Gain +1 Intelligence and +1 Vitality per Level as an Blacksmith
Gain an additional +1 Vitality per Level if Master Rank is achieved.
Gain an additional +1 Intelligence and Vitality per Level if Legend Rank is achieved.

Job Talents
Smithing
(Intelligence + Vitality): A Blacksmith knows how to keep working and persisting, pushing both his knowledge as a smith and his body to the limits in the intense flames of arduous work that is smithing to make high quality weapons and armor.

Job Skills
Blacksmithing: A smith's skill in his craft. Higher levels boost your chances of making more higher quality equipment and let you utilize higher quality materials and tools.

Weapon Smithing: A smith's ability to make weapons. Higher levels increase your chances of making higher quality weapons and make it easier to make stronger weapons.

Armor Smithing: A smith's ability to make armor. Higher levels increase your chances of making higher quality metal armors and make it easier to make stronger armor.

Leather Working: A smith's skill with leather. Higher levels increase your chances of making higher quality leather armors or goods and let you utilize more higher quality materials when doing so.

Rank Rewards
Novice: Gain starting Blacksmithing Abilities.
Fledgling: Get +1 Vitality.
Apprentice: Get the Extra Metal Ability.
Adept: Gain the Quick Smithing Ability.
Expert: Gain the Mystic Stone Smithing Ability.
Master: Gain the Material Preservation Ability.

Here are other examples of Basic Artisan Jobs.

Tailor: A person who makes garments. More of a job to make a living rather than one for practicality, a Tailor's specialty being cloth and clothes, things that at higher quality can be expensive. Of course, that doesn't mean that they can't make enchanted garb with the right materials. Bonus Stats are Intelligence and Dexterity.

Carpenter: A person who deals with wood. While one thing they are good for is making furnishings and other wood goods to make Dosh or Gold with to sell, they are also able to make various wooden weapons such as Bows and Wands. Bonus Stats are Dexterity and Vitality.

Alchemist: An Alchemist is someone who knows how to make various concoctions, potions, and other special form of items that can have varying purposes in and out of combat. Bonus Stats are Intelligence and Focus.

Cook: A person who well... cooks. They can make great tasty dishes that can rejuvenate and revitalize the body, giving you extra energy. Bonus Stats are Intelligence and Dexterity.

Here are various examples of base gatherers.

Lumberjack: Uses his axe to cut down trees and gather wood. As he grows more skilled in his craft, not only does he grow tougher, but he can wield heavier axes. Very hardy individuals. Their axes can be used to inflict damage to if need be. A Carpenter's best friend. Bonus Stats are Strength and Dexterity.

Miner: Uses their pickaxe to mine from ore deposits to obtain special metals and precious gems. Definitely a good friend of most Artisans since stones and metal are quite valuable and thus can be sold for a good bit of Gold/Dosh wherever you are. Bonus Stats are Strength and Vitality.

Fisherman: A person who utilizes a rod to well... catch fish. Food is naturally quite valuable and thus a fisherman who spends time catching rare or tasty fish could make quite the amount of money. Bonus Stats are Intelligence and Strength.

These are examples of the basic technical jobs.

A stealthy individual whose main point of Life is to simply steal from others. Not a Life you'd admit to being, a Thief's primary ability relies in his stealth, tricks, and various skills relating to getting into anything or anywhere and fooling others with words.

Special Ability: Steal
You can steal just about anywhere and at anytime and can do so quickly, even during combat. As such, once per combat, you can attempt to steal an item that is on a target's immediate person as a Quick Action, so potentially set up a situation to where you could steal, and then do so quickly once you have it set up.

Level Up Bonuses
Get +1 Intelligence, +1 Dexterity, and +1 Agility per Level as a Thief.
Gain an additional +1 Dexterity per Level if Master Rank is achieved.
Gain an additional +1 Agility and Dexterity per Level if Legend Rank is achieved.

Job Talents
Stealth
(Agility + Dexterity): One's ability to sneak around with not only swiftness, but deft movements used to eliminate noise and perform various forms of stealthy actions such as picking pockets or sneak attacking foes.

Manipulate Device (Intelligence + Dexterity): The know how and hand-eye coordination needed for tinkering with all sorts of basic devices like locks, traps, and etcetera.

Negotiation (Intelligence + Charisma): One's skill for being able to talk with others in various scenarios.

Job Skills
Sleight of Hand:
Tied to Stealth. This Skill deals with picking pockets, pilfering things in plain sight, or just otherwise using your hands to fool others. Higher Levels makes you more proficient in pilfering stealthily or picking pockets. Also is useful for concealing or hiding objects on your body.

Lockpicking: Tied to Manipulate Device. Your Skill in picking locks so that you can access what they are locking, whether it be doors or chest. Higher levels make it easier to pick more complicated locks.

Trap Disarming: Tied to Manipulate Device. Your skill in disarming various forms of traps or devices that could otherwise be quite deadly. Great for being in any dungeon.

Bluffing: Your ability to fool others using your words. Higher Levels make it easier to fool others.

Haggling: Your ability to barter and haggle with others to get cheaper prices for things you buy or get more money for what you sell. Higher Levels can make prices better for you.

Rank Rewards
Novice: Gain starting Thief Abilities.
Fledgling: Get +1 Charisma.
Apprentice: Get the 'Disguise' Job Talent and the 'Disguise Appearance' Skill.
Adept: Obtain the Disguise Action Skill.
Expert: Obtain the Disarm Skill
Master: Obtain the 'Greater Steal' Special Ability.

Magician: A student of Arcane Magic, the form of magic that involves creating and studying magical spells rather than using the power of the spirits that is Sorcery. Arcane Magic, or just Magic in general as the other kind is called Sorcery, uses individual and specific spells that, while they have a wider range of affects, are rigid in the fact that each spell does something specific. Mages usually learn and memorize a small select number of spells and can utilize Spell Scrolls or 'Field Magic' as it was called in Dokapon a long time ago that have spells sealed within. Bonus Stats are Intelligence and Focus.

Forager: Someone who knows the wild and knows how to gather and navigate it. Possesses skills meant for exploring and surviving deep in the wilderness and is someone who knows how to utilize the terrain in any area for many purposes. Bonus Stats are Intelligence, Vitality, and Focus.

Traveler: A basic jack of all trades. Knows how to wield a sword, has basic knowledge of gathering, and can wield the abilities of other lives with a tiny bit of proficiency. While not specifically proficient in anything, he does have basic knowledge of some things. Has no Bonus Stats, but instead gains an additional Stat Point per Level.

Hunter: A gatherer who knows the land and how to wield a bow. Hunters can wield bows to fight, but also wield them to hunt prey and gather meat and hides. They are good at surviving in the wild and thus know a bit about herbs and plants as well. Bonus Stats are Dexterity and Intelligence.

Advanced Jobs


These are the more complex and unique Lives. These Advanced Lives cannot be acquired at Character Creation. Instead you must meet their Requirements. Advanced Jobs are a bit hard to get, and it is at Adept when they start gaining less JP (if they are in a category to do so), plus it is sometimes harder to get JP in these Jobs, but they hold some pretty special abilities, so progressing in them can be worth it the efforts.

Here are the Advanced Combatant Jobs.

A melee combatant who is a basic all around melee fighter. His ability to utilize most common weapons and his special fighting techniques make him good to have on the battlefield. They can wear up to Heavy Armor and use Shields as well. They are overall well balanced and skilled combatants.

Special Ability: Combat Focus
A Warrior can focus his/herself to boost their combat capability. They have a (25 + Focus)% Chance to gain a +10% Bonus to Accuracy for the entire battle. This can only be used when entering battle.

Level Up Bonuses
Gain +1 Strength, +1 Dexterity, and +1 Focus per Level as a Warrior.
Gain an additional +1 Strength per Level if Master Rank is achieved.
Gain an additional +1 Strength and Dexterity per Level if Legend Rank is achieved.

Job Talents
Strong Weapon Proficiency
(Strength + Dexterity): Warriors are capable of handling weapons of average or heavier weight with power and skill. This Talent determines their Accuracy with all Medium and Heavy Common Weapons. Allows for gaining Weapon Proficiency Skills.

Fast Weapon Proficiency (Agility + Dexterity): A Warrior knows how to wield lighter weapons with speed and skill. This Talent determines their Accuracy with all Light Common Weapons. Allows for gaining Weapon Proficiency Skills.

Job Skills
Combat Proficiency:
A Warrior is skilled in combat and knows how to employ combative techniques. Leveling this Skill strengthens your Weapon Techniques and makes your Weapon Techniques more accurate and lets you acquire more advanced techniques.

Weapon Proficiency: You may start off with two Weapon Proficiency Skills in different common weapons. Leveling these Skills raises your Accuracy and Damage with those Weapons and lets you wield stronger ones.

Shield Proficiency: One's knowledge of how to utilize a Shield. Leveling this Skill lets you utilize stronger shields and gives your shields additional Damage Reduction.

Parry: One's ability to parry blows with their own weapons, thus negating them. Tied to any appropriate Weapon Proficiency Talent for the weapon you are wielding. Note that it is harder to parry the blows of those who either wield much larger, stronger weapons than you do or who are just stronger and larger than you in general. Leveling this Talent makes it easier to parry blows.

Rank Rewards
Novice: Gain starting Warrior abilities.
Fledgling: Can now switch melee weapons that are on your person without wasting time once per Turn.
Apprentice: Can now learn Advanced Focus Techniques.
Adept: Gain a free Specialization of any Non-Mystical Combat related Talent you know.
Expert: Can now wear Plate Armor as a Warrior.
Master: Can now gain Exotic Weapon Proficiencies as a Warrior.

Job Requirements
Master the Knight Job and one other Melee Combat related Job.
This stealthy warrior is a master of utilizing both various tools and blades, allowing him to maximize his proficiency both in stealthily taking down foes and fighting face to face with speed and utility. All in all, a good Job for a speedy, strategic warrior. They also know how to properly move in Medium Armor.

Special Ability: Tool Expert
A Ninja knows how to properly employ all of their tools. As such, you can use an Item in Combat as a Quick Action as long as it is an item that could be used quickly. This potentially could let you use two items at once or use an Item to distract and then go in for the kill. Note that you cannot use anything you need to consume or spread on a weapon with this ability.

Level Up Bonuses
Gain +1 Agility, +1 Dexterity, and +1 Intelligence per Level.
Gain an additional +1 Dexterity per Level if Master Rank is achieved.
Gain an additional +1 Agility and Dexterity per Level if Legend Rank is achieved.

Job Talents
Bushido (Agility + Dexterity): A Ninja is a swordsman through and through and knows how to wield a Katana with skill and speed, practitioners of the way of the sword.

Throwing Master (Agility + Dexterity): A Ninja knows how to use both skill and speed to make his thrown projectiles more easily hit.

Sleight of Hand: Tied to Stealth. This Skill deals with picking pockets, pilfering things in plain sight, or just otherwise using your hands to fool others. Higher Levels makes you more proficient in pilfering stealthily or picking pockets. Also is useful for concealing or hiding objects on your body.

Job Skills
Katana Proficiency: Your Skill with Katanas. Higher levels make you more accurate with Katanas, let you deal more damage, and let you wield stronger Katanas. Tied to Bushido.

Throwing Weapons Proficiency: Your proficiency with thrown weapons. Higher levels let you deal more damage and make you more accurate.

Sleight of Hand: Tied to Stealth. This Skill deals with picking pockets. Higher Levels makes you more proficient in pilfering stealthily or picking pockets.

Assassinate: Tied to Stealth. This Skill deals with being proficient in sneaking up on foes to secure the kill. Tied to Stealth. Higher Levels increase the damage of your Assassination attempts.

Rank Rewards
Novice: Gain starting Ninja Abilities
Fledgling: Gain the Alchemy Talent and the Poison Alchemy Skill
Apprentice: Gain the Dual Weapons Skill
Adept: Gain the Explosive Alchemy Skill
Expert: Gain the 'Disappearance' Special Ability
Master: Gain the 'Tool Master' Ability to replace the 'Tool Expert' ability.

Job Requirements
Achieve Master Rank in a Job that has 'Stealth' as its job Talent and another sword wielding Combatant Life.
Here are other basic examples of Advanced Combatants.

Elemental Archer: This user of Bows is a master of Sorcery and knows how to combine both his archery and sorcery. An Elemental Archer knows how to imbue their Arrows with the power of the elemental spirits that he is contracted with. This allows for long distance elemental attacks that can be delivered with the swiftness of an arrow or for utilizing the elements to enhance an arrow. Its bonus Stats are Focus, Dexterity, and Charisma. Requires Master Rank in the Sorcery Job and of any Job that has a Bow based Talent.

Crusader: A heavy knight who utilizes both his holy faith, shield, heavy armor, and weapon skill to protect his allies and take on his foes. While not the most skilled in combat, their endurance and strength make them no mere pushovers and with their holy abilities they can be quite a force to be feared. Its bonus Stats are Vitality, Strength, and Charisma. Requires Master Rank in the Knight Job and a Job that has Divine Prayer as a Job Talent.

Monk: A master of unarmed combat whose mental focus is unparalleled. A Monk doesn't utilize weapons, but instead his fists. Furthermore he knows how to channel his inner focus and mental power to boost his abilities or execute special attacks. Bonus Stats: Focus, Strength, and Dexterity. Requires Focus 20 and Strength 20.

Here are some examples of Advanced Gatherers.

Mason: A master of stone and stonework. This advanced Miner knows more about stone and ores than just how to get them from a rock. Furthermore, while Masons know how to carve and work with the stone they gather, they also know the secrets to properly gathering and harvesting special mystical 'Orites' from more mystical stones and ore deposits, orites known for being magical stones that imbue things that blacksmiths forge with mystical properties or make them stronger. Requires INT 15 and Master Rank Miner. Bonus Stats: Strength, Vitality, and Intelligence.

Elemental Harvester: A person who knows how to gather the essence of the elements from spirits and creatures that they encounter. An Elemental Harvester knows how to gather 'Element', essence of the elemental forces of this world that have various purposes in various crafts and magic. Requires INT 30 and either Master Rank Sorcerer or Master Rank in any other Basic job that involves spirits or elements or Apprentice Rank in any Advanced Job that involves spirits or elements. Bonus Stats: Focus, Intelligence, and Charisma.

Herbal Master: An herbalist who knows not just how to gather herbs, but can create new breeds of herbs and experiment with herbs in other ways to create more powerful herbs to make more powerful and unique herbal concoctions. Furthermore they are quite proficient in gathering very rare magical herbs as well that couldn't be located through normal means. Requirements: INT 25, Master Rank in Apothecary Job. Bonus Stats are Intelligence, Vitality, and Focus.

Here are some examples of advanced artisan jobs.

Enchanter: A magic user who knows how to create enchantments to imbue various objects and items with magical items. They are capable of creating magical objects without needing to make magical items. Furthermore, no item is off limits from their enchantments, so even food or potions could be enchanted to be more beneficial. Requires: Master Rank Magician or Sorcerer. Bonus Stats are Intelligence, Focus, and Dexterity.

Artificer: An artificer is a magical craftsman of sorts who makes various special magical items and the like. This is a bit different than an enchanter as they make items with innate magical powers and abilities that are very unique and intricate. They do require a special workshop and the magical items they can make are very unique. Requires: Master Rank Blacksmith or Carpenter and Master Rank Magician. Bonus Stats are Intelligence, Focus, and Vitality.

Engineer: A mechanical expert who is capable of utilizing various materials to create various technological inventions from airships to guns even. When the lost technology brought by the resurfacing of the Robo Knight job and the technology of Fantasia were combined, this job became something even in greater demand. Requirements: Technology Knowledge and INT 20 and DEX 20. Bonus Stats are Intelligence, Dexterity, and Vitality.

Here are some examples of advanced technical jobs.

Elemental Arcanist: A magic user who knows how to create special Elemental Spells that combine the principles of Arcane Magic and Sorcery, this special Magician able to imbue the spells he casts and creates with the power of the elements to give his spells a somewhat wider range of affects and elemental abilities. Requires: Master Rank in Magician Job and Master Rank in any job that has Sorcery for a Job Talent. Bonus Stats are Intelligence, Charisma, and Focus.

Shadow Sneak: A not too commonly practiced life due to its reputation. A Shadow Sneak is a master of stealth and knows how to both steal and fight completely in the shadows. With all of the deftness of a thief and the speed of an assassin, the shadows are a Shadow Sneak's best friend. Requirements: Master Rank in either Thief or Assassin as well as Dexterity 25 and Agility 25. Bonus Stats are Dexterity, Agility, and Intelligence.

Explorer: A true jack of all trades. An Explorer is able to wield all of the experience and abilities of any jobs he has mastered with decent proficiency and ease. Rather than learn new skills of his own, he works on being able to better wield the abilities from Jobs he has already mastered. Requirements: Master Rank in Traveler Job and two other Jobs. Does not gain Bonus Stats, but instead gains two extra Stat Points per level.


 
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