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Xylime
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A friend and I have been working on an RP that will be based heavily on the Tales of Series. Fans would be great to see, but I have been working to make it friendly to all people!
The plot is still in development, but being a Tales of rp, expect it to be a Fantasy rp with a mix of tech. I do have some information to share, mainly the battle system. I would love to hear opinions, suggestions, and of course, hear people's interest! The rp isn't set for OOC just yet, but hopefully it will be soon.
Anyway, without further ado, some of the information on the rp. (sorry for the possible double spoilers, but I cannot for the life of me figure out the problem)
Races:
The World of Morelia:
Battle System:
Character Creation Rules:
Thank you to any and all who may have read all of this!
The plot is still in development, but being a Tales of rp, expect it to be a Fantasy rp with a mix of tech. I do have some information to share, mainly the battle system. I would love to hear opinions, suggestions, and of course, hear people's interest! The rp isn't set for OOC just yet, but hopefully it will be soon.
Anyway, without further ado, some of the information on the rp. (sorry for the possible double spoilers, but I cannot for the life of me figure out the problem)
Races:
Humans - The most diverse of the races, humans are round-eared beings with the most potential. They can learn most trades and can use magic. However, their skills probably won't be able to surpass a different race that would specialize in that skill. Humans make up the greatest percentage on Morelia.
Elves - Pointy-eared beings with weaker constitutions but a strong connection to Mana, this race is known to produce the strongest of magic-users. Elves are the only race capable of summoning the Summon Spirits. Elves tend to look down on humans as lesser beings and prefer to keep to themselves. Elves live for thousands of years, and grow slowly. A 100-year-old Elf would only appear to be 10 years old.
Half Elves - With both elf and human blood in them, half elves are rejected by both. These beings have pointy ears like elves, as well as a stronger affinity for magic, but are a bit more durable than their Elven relatives. Half Elves age slowly, but not as slowly as full-blooded Elves. A 20-year-old Half Elf would look around 10.
Dwarves - Short, bearded beings with excellent crafting skills, this race is filled with talented blacksmiths. Though they have little magical abilities, they still possess the ability to craft extraordinary magical items. When it comes to working with stone, metal, and wood, these are the beings to turn to. They have their own city that is open to the world for trade, making it the central trading hub. Dwarves have a code known as the Dwarven Vows. This list of sayings are memorized by every Dwarf, whether they like it or not. Dwarven women are actually bearded as well, but some choose to shave. Dwarves are the second most common race.
Amarcians - A technologically advanced race, Amarcians are whizzes at anything mechanical. Their use of Mana and machine has helped them build a futurist enclave that can only be reached through a teleporter. This race looks identical to humans and can only be identified by their hair with the top being white and the ends transitioning into shades of green or red. Amarcians have been commissioned at times to help produce more advanced weaponry. Due to their extremely recessive genes, Amarcians are few and far between.
*Note: While a human and elf produce a Half Elf, the same does not apply for Amarcians or Dwarves. When it comes to Dwarves and Amarcians having a child with either a human or each other, the child will be the dominant race. (Least dominant < dominant = Amarcian < Human < Dwarf) [sidenote, a Human or Dwarf with an Amarcian parent WILL NOT have multi-colored hair. Only full-blooded Amarcians do]
*Additional Note: When does human/elven blood dilute? The best way I can answer that is this: When an Elf and a Human have a child, it is Half Elf. If that child marries a Human, they will still have a Half Elf. If that one marries a Human, they too will produce a Half Elf. If that last child has a baby with a Human, the baby will now be considered Human. In more technical terms, the least amount of Elven blood can only be to 1/8th. Once it becomes 1/16th Elven, the child will be Human. This can also work the other way if the Half Elves can continue to nab Elven lovers. If that explanation was as horrible as I think it was, feel free to ask and I'll try to explain it better.
Elves - Pointy-eared beings with weaker constitutions but a strong connection to Mana, this race is known to produce the strongest of magic-users. Elves are the only race capable of summoning the Summon Spirits. Elves tend to look down on humans as lesser beings and prefer to keep to themselves. Elves live for thousands of years, and grow slowly. A 100-year-old Elf would only appear to be 10 years old.
Half Elves - With both elf and human blood in them, half elves are rejected by both. These beings have pointy ears like elves, as well as a stronger affinity for magic, but are a bit more durable than their Elven relatives. Half Elves age slowly, but not as slowly as full-blooded Elves. A 20-year-old Half Elf would look around 10.
Dwarves - Short, bearded beings with excellent crafting skills, this race is filled with talented blacksmiths. Though they have little magical abilities, they still possess the ability to craft extraordinary magical items. When it comes to working with stone, metal, and wood, these are the beings to turn to. They have their own city that is open to the world for trade, making it the central trading hub. Dwarves have a code known as the Dwarven Vows. This list of sayings are memorized by every Dwarf, whether they like it or not. Dwarven women are actually bearded as well, but some choose to shave. Dwarves are the second most common race.
Amarcians - A technologically advanced race, Amarcians are whizzes at anything mechanical. Their use of Mana and machine has helped them build a futurist enclave that can only be reached through a teleporter. This race looks identical to humans and can only be identified by their hair with the top being white and the ends transitioning into shades of green or red. Amarcians have been commissioned at times to help produce more advanced weaponry. Due to their extremely recessive genes, Amarcians are few and far between.
*Note: While a human and elf produce a Half Elf, the same does not apply for Amarcians or Dwarves. When it comes to Dwarves and Amarcians having a child with either a human or each other, the child will be the dominant race. (Least dominant < dominant = Amarcian < Human < Dwarf) [sidenote, a Human or Dwarf with an Amarcian parent WILL NOT have multi-colored hair. Only full-blooded Amarcians do]
*Additional Note: When does human/elven blood dilute? The best way I can answer that is this: When an Elf and a Human have a child, it is Half Elf. If that child marries a Human, they will still have a Half Elf. If that one marries a Human, they too will produce a Half Elf. If that last child has a baby with a Human, the baby will now be considered Human. In more technical terms, the least amount of Elven blood can only be to 1/8th. Once it becomes 1/16th Elven, the child will be Human. This can also work the other way if the Half Elves can continue to nab Elven lovers. If that explanation was as horrible as I think it was, feel free to ask and I'll try to explain it better.
The World of Morelia:
Elements: Morelia is made up of eight elements total. The relations to them are as follows:
In other words, they are effective against each other. If an elemental attack hits an enemy of the same element, the damage will be half.
Summon Spirits: The Summon Spirits are entities completely comprised of Mana. It is said only one with a strong affinity for magic can summon them. However, this is mere speculation, for no one has been able to make a pact with them as of yet. The known Summon Spirits are listed below:
It is believed that there are others out there, but they are surely the strongest of their kind and are hypothesized to only appear to those who are worthy.
Light <---> Darkness
Fire <---> Ice
Water <---> Lightning
Wind <---> Earth
In other words, they are effective against each other. If an elemental attack hits an enemy of the same element, the damage will be half.
Summon Spirits: The Summon Spirits are entities completely comprised of Mana. It is said only one with a strong affinity for magic can summon them. However, this is mere speculation, for no one has been able to make a pact with them as of yet. The known Summon Spirits are listed below:
Efreet - Summon Spirit of Fire
Undine - Summon Spirit of Water
Sylph - Summon Spirit of Wind
Luna & Aska - Summon Spirits of Light
Celsius - Summon Spirit of Ice
Volt - Summon Spirit of Lightning
Gnome - Summon Spirit of Earth
Shadow - Summon Spirit of Darkness
It is believed that there are others out there, but they are surely the strongest of their kind and are hypothesized to only appear to those who are worthy.
Battle System:
In General = The battle system will be based off from Tales of Graces. Everyone can have two fighting styles that they can switch between. The following are the three types of basic styles you can choose from:
You must pick one style and stick with it. If you are unsure which fighting style your weapon falls into, feel free to ask!
Weapons = The Tales of Series is known for having both common and fantastical weapons, so go wild! However, I ask that people try to avoid having carbon copies. (as long as your style is different enough though, the same weapons are okay) Also, the GMs might have to nerf your weapon, so please be understanding.
Artes/Spells = Artes and spells must be assigned a low, mid, or high rank. Low ranked artes/spells can be used multiple times in one *round, while only one high rank skill can be used within the same amount of time. You can either use pre-made artes/spells from the Tales of Series, or you can make up your own. It is also acceptable to edit existing artes/spells to work with your fighting style. [Ex: Turning "Sword Rain" into "Spear Rain"]
To begin with, everyone can start with 2 special attacks for each 'mode', meaning 4 artes for non-magic-users while magic-users will have two artes and 2 spells.
Guard/Magic Guard and Evading = These are inherent abilities that everyone will start with.
Elemental Limits = There will be limits set on the possible elements a person can use.
Though magic-users/summoners can use more elements, artes/spells will be limited. Because of this, they will certainly have weaker elements. [if this doesn't make sense, please ask me and I'll try to explain better]
Accel Mode = After a certain plot point, everyone will have access to an ability called Accel Mode. Accel Mode can only be activated once per battle, and I will be secretly rolling to determine whether people can enter it or not. When you are given the okay, you can either activate it then, or wait until the next battle. However if you save it for the next battle, you can still only enter the mode once in that battle. After Accel Mode is used, I will not begin rolling to see if you can use it again until the next battle. (I may automatically give everyone/some people Accel Mode for plot reasons).
Buffs and Debuffs = During battles, there will be a possibility of being afflicted with or afflicting enemies with status ailments. They are common debuffs, such as lower attack/magic power, lower defense/magical defense, and lower speed. Buffs will raise the previously mentioned parameters.
Battle Items = Everyone will start with 3 Apple Gels and 1 Life Bottle.More items can either be bought in towns or dropped by enemies. The items are as follows:
1) One weapon with two 'modes' = An example would be having one sword with a sheathed mode and an unsheathed mode (like Asbel from Tales of Graces)
2) Two weapons with their own styles = An example would be dualblades that can turn into guns [don't ask me how] (like Hubert from Tales of Graces)
3) One weapon and magic = An example would be throwing daggers and being able to cast spells (like Cheria from Tales of Graces)
2) Two weapons with their own styles = An example would be dualblades that can turn into guns [don't ask me how] (like Hubert from Tales of Graces)
3) One weapon and magic = An example would be throwing daggers and being able to cast spells (like Cheria from Tales of Graces)
You must pick one style and stick with it. If you are unsure which fighting style your weapon falls into, feel free to ask!
Weapons = The Tales of Series is known for having both common and fantastical weapons, so go wild! However, I ask that people try to avoid having carbon copies. (as long as your style is different enough though, the same weapons are okay) Also, the GMs might have to nerf your weapon, so please be understanding.
*Note: In this world, guns don't use bullets, but instead use mana blasts. If I need to explain this more, please ask!
Artes/Spells = Artes and spells must be assigned a low, mid, or high rank. Low ranked artes/spells can be used multiple times in one *round, while only one high rank skill can be used within the same amount of time. You can either use pre-made artes/spells from the Tales of Series, or you can make up your own. It is also acceptable to edit existing artes/spells to work with your fighting style. [Ex: Turning "Sword Rain" into "Spear Rain"]
Artes = Artes are special weapon attacks. Artes can simply be physical, or can have an element associated with them. Though more powerful than just using your weapon, they can sometimes leave one open for a counter attack if not careful. {if anyone would like example artes for a weapon/fighting style, I'll see if I can find a suitable example or three} It is a rule that artes must be yelled out when executing or a phrase that goes along with that arte (because we love our unneccesary shouting in battle)
Spells = Spells are magical attacks powered by Mana. Mana doesn't run out, so it is the caster's own willpower and inherent skills that determine how many spells they can use and how powerful they are. Spells take time to charge, needing a chant to use them. During that time, said person cannot move without interrupting the spell. The higher rank the spell, the longer the person must concentrate. {if anyone would like example spells, maybe for a specific element, I'll see if I can find some suitable examples} It is a rule that the chants must be said aloud, and the name of the spell must be uttered upon using it (because we're dramatic like that)
Spells = Spells are magical attacks powered by Mana. Mana doesn't run out, so it is the caster's own willpower and inherent skills that determine how many spells they can use and how powerful they are. Spells take time to charge, needing a chant to use them. During that time, said person cannot move without interrupting the spell. The higher rank the spell, the longer the person must concentrate. {if anyone would like example spells, maybe for a specific element, I'll see if I can find some suitable examples} It is a rule that the chants must be said aloud, and the name of the spell must be uttered upon using it (because we're dramatic like that)
*Round = A "round" in this rp will basically be a single post from everyone.
To begin with, everyone can start with 2 special attacks for each 'mode', meaning 4 artes for non-magic-users while magic-users will have two artes and 2 spells.
Guard/Magic Guard and Evading = These are inherent abilities that everyone will start with.
Guard = Using a weapon or shield, a person protects himself/herself against physical attacks. Guard will not null all damage unless there are very special circumstances.
Magic Guard = Encasing himself/herself in a small mana barrier, a person will protect himself/herself against magic and bullets. Magic Guard will not null all damage unless there are very special circumstances.
Evading = You must state exactly where your character is dodging to (direction-wise). The plan is to have some (if not all) enemies have a side-swipe attack, a short distance frontal attack, a long distance frontal attack, and a back attack. I will use magical GM rolling to see how the monster will attack to determine whether you evade it or not. If the attack misses, you take no damage. If the attack hits, however, you will take all the damage. (if you say you jumped sideways, I will assume it was either left or right and a side-swipe attack WILL hit you)
Magic Guard = Encasing himself/herself in a small mana barrier, a person will protect himself/herself against magic and bullets. Magic Guard will not null all damage unless there are very special circumstances.
Evading = You must state exactly where your character is dodging to (direction-wise). The plan is to have some (if not all) enemies have a side-swipe attack, a short distance frontal attack, a long distance frontal attack, and a back attack. I will use magical GM rolling to see how the monster will attack to determine whether you evade it or not. If the attack misses, you take no damage. If the attack hits, however, you will take all the damage. (if you say you jumped sideways, I will assume it was either left or right and a side-swipe attack WILL hit you)
*Note: These abilities listed above WILL NOT count towards your artes/spells limit.
Elemental Limits = There will be limits set on the possible elements a person can use.
1) Non-magic-users can have a max of 3 elements associated with their artes.
2) Common magic-users can have a max of 6 elements associated with their artes/spells.
3) The summoner can use all 8 elements.
2) Common magic-users can have a max of 6 elements associated with their artes/spells.
3) The summoner can use all 8 elements.
Though magic-users/summoners can use more elements, artes/spells will be limited. Because of this, they will certainly have weaker elements. [if this doesn't make sense, please ask me and I'll try to explain better]
Accel Mode = After a certain plot point, everyone will have access to an ability called Accel Mode. Accel Mode can only be activated once per battle, and I will be secretly rolling to determine whether people can enter it or not. When you are given the okay, you can either activate it then, or wait until the next battle. However if you save it for the next battle, you can still only enter the mode once in that battle. After Accel Mode is used, I will not begin rolling to see if you can use it again until the next battle. (I may automatically give everyone/some people Accel Mode for plot reasons).
Accel Mode for the Summoner - The summoner's Accel Mode is the ability to summon the Summon Spirits to help in battle. It will take a round to recite the entire chant, but you cannot be interrupted. Different summons will have different affects, most (if not all) will have two (either being an attack and buff, attack and heal, or buff and heal). The Summon Spirit will be there for the entire 2nd round, then disappear at the end of it. The summoner must recuperate the 3rd round. The first summon received through plot will already have its ability planned, but all the others can be collaborated on if you would like to have a say in your Summon Spirits abilities. (or I can just make them up)
Accel Mode for everyone else - For every other character, Accel Mode will last 1 round (possibly two later in the rp). It can be a buff to your character, a change to your fighting style (which may include new artes/spells), or a giant attack (that either does medium damage to all enemies or large damage to a single enemy). However, you can only pick one! Be creative and have fun!
*How Accel Modes are Fair: Though the summoner has a multitude of summons which are going to be pretty powerful (minus the plot summon), there is balance. The Summon Spirits must be found and a pact must be made. It's possible that the summoner won't find all the spirits or that he/she can't convince it to make a pact. Not to mention the 2 rounds of semi-idling about. Non-summoners will have only one ability, but said ability will grow stronger with their character.
Accel Mode for everyone else - For every other character, Accel Mode will last 1 round (possibly two later in the rp). It can be a buff to your character, a change to your fighting style (which may include new artes/spells), or a giant attack (that either does medium damage to all enemies or large damage to a single enemy). However, you can only pick one! Be creative and have fun!
*How Accel Modes are Fair: Though the summoner has a multitude of summons which are going to be pretty powerful (minus the plot summon), there is balance. The Summon Spirits must be found and a pact must be made. It's possible that the summoner won't find all the spirits or that he/she can't convince it to make a pact. Not to mention the 2 rounds of semi-idling about. Non-summoners will have only one ability, but said ability will grow stronger with their character.
Buffs and Debuffs = During battles, there will be a possibility of being afflicted with or afflicting enemies with status ailments. They are common debuffs, such as lower attack/magic power, lower defense/magical defense, and lower speed. Buffs will raise the previously mentioned parameters.
Battle Items = Everyone will start with 3 Apple Gels and 1 Life Bottle.More items can either be bought in towns or dropped by enemies. The items are as follows:
Apple Gel - Heals 30% of max HP to one ally.
Lemon Gel - Heals 60% of max HP to one ally.
Life Bottle - Revives one knocked-out ally with 30% of max HP healed.
Panacea Bottle - Cures all status ailments for one ally
*Note: Though the items give percentages for healing, they are more to give you an idea of how much they heal.
Lemon Gel - Heals 60% of max HP to one ally.
Life Bottle - Revives one knocked-out ally with 30% of max HP healed.
Panacea Bottle - Cures all status ailments for one ally
*Note: Though the items give percentages for healing, they are more to give you an idea of how much they heal.
Character Creation Rules:
One character per person! I want us to focus on developing one character and interacting with each other. Also, if a person decides to drop for whatever reason, it's easier to write out one character than multiple.
Canon characters cannot be played in this rp. However, you can make pretend descendents. What do I mean by this? You can create a character that looks like a child of an existing character(s), even give them the same last name. However, please do not mention any events that your ancestor/parent might have done involving the plot of their game. In fact, try to avoid talking about the characters too much in your history section. Try to be subtle! {My character is an example of using canon characters as parents, but trying not to be too blatantly obvious.} And please keep in mind that differing Head-canon is okay because the plot allows it! (hooray for making weird multi-verse plots that break time and space!)
Due to plot reasons, there can only exist one summoner (and said summoner must be a full-blooded elf). I am sorry, but it will most likely be first come, first serve.
No multi-color hair unless you are Amarcian, and make sure to follow the rules on that please.
People in the fandom, feel free to comment if you feel something is odd (a race is being used improperly, etc). I am by no means an expert on all things Tales of, and it's possible we will have rpers who aren't familiar with the fandom. However please be respectful with your comments and understand that there might be slight editing of such things in order to work with plot.
People not in the fandom, please understand that those of us in the fandom might be a bit picky. This is nothing against you. We just don't like seeing things changing in a way we don't think fits. We will do our best to be respectful and work with you to make everything work out.
Canon characters cannot be played in this rp. However, you can make pretend descendents. What do I mean by this? You can create a character that looks like a child of an existing character(s), even give them the same last name. However, please do not mention any events that your ancestor/parent might have done involving the plot of their game. In fact, try to avoid talking about the characters too much in your history section. Try to be subtle! {My character is an example of using canon characters as parents, but trying not to be too blatantly obvious.} And please keep in mind that differing Head-canon is okay because the plot allows it! (hooray for making weird multi-verse plots that break time and space!)
Due to plot reasons, there can only exist one summoner (and said summoner must be a full-blooded elf). I am sorry, but it will most likely be first come, first serve.
No multi-color hair unless you are Amarcian, and make sure to follow the rules on that please.
People in the fandom, feel free to comment if you feel something is odd (a race is being used improperly, etc). I am by no means an expert on all things Tales of, and it's possible we will have rpers who aren't familiar with the fandom. However please be respectful with your comments and understand that there might be slight editing of such things in order to work with plot.
People not in the fandom, please understand that those of us in the fandom might be a bit picky. This is nothing against you. We just don't like seeing things changing in a way we don't think fits. We will do our best to be respectful and work with you to make everything work out.
And there you have it! Again, any feedback would be great! And if anyone would like to help in any way with possible sub-plot or locations, shoot me a PM!Thank you to any and all who may have read all of this!
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