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Gradient Soul: Character Creation Thread


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#1
Rolina

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Part I - Introduction

Gradient Soul is a Golden Sun inspired roleplay.  As such, there are many things from Golden Sun or based upon it that carry over which will be included as part of character creation.  For the most part, we will be using a simplified version of these things, leaving the technical stuff to narrative interpretation rather than getting into the nitty gritty of the details.  Therefore, things like Statistical Values, Class Multipliers, and Equipment doesn't really hold much weight in this RP - instead, things will just be expressed narratively.

Rather than having tangible influences, things such as race only matter for mostly aesthetic purposes, only the loosest understanding of how equipment affects a character's abilities is needed, only really the innate class of the class tree is needed - particularly the name and spells associated with it.  if more complexity is desired by y'all as roleplayers, I can expand upon it up to a point, but in my experience with GS-based roleplays the class system is rarely taken advantage of, so I think it's safe to say that there will be little need to go in depth with these things.

Also as part of the system is the summon system.  A simplified version of the Gradient Soul summon system will be used as well, but it will be released at a later date, along with geographic info on the setting, as well as the general rules for the RP.



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#2
Rolina

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Part II - Races and Peoples

This world has several greater races within it, each with its own subsets.  What places a race in a set of greater races is the viability of offspring – those whom can have children when paired are considered the same race, while those who cannot are considered different races.  For those with viable offspring, it is always either one or the other, with a 50/50 chance of being either of the parent’s races (with exception of the Fae Races).  There are no Half-Races of any kind


Talkind Races

Believed to be descended of spirits, the Talkind races tend to share traits of soft skin and sensitivity to the elements.  Children of this race are far more likely than other races to have their element be influenced by their environment rather than inheriting from their parents.  While they do not have a transformation of their own, they have the unique ability to tap into objects of great power (referred to as “Channeling”), achieving similar heights in power attained by the transformative abilities of other races in the process.

The races of Human, Elf, Dwarf, and Orc fall into this category.  For the most part, they match Tolkein-esque depictions of the race, minus the not-aging part for Elves.  For Orcs, they are far more akin to their Elder Scrolls incarnation in appearance than to the Tolkien depictions, though they share similar flesh colors as the other three races (as opposed to being green for some reason).


Drake Races

Believed to be descended of dragons, the Drake races share a similar split-eared structure, colored reptilian scales and skin in a paler shade of their scales.  People of this race are able to live in a wider range of temperature zones than other races, and it is not uncommon to see polar or desert dwellings with a Drake population majority.  Their transformations are called “Dragon Forms”, where they take on the shape and abilities of the type of dragon their race is descended from.  

The races of Dragonkin, Wyvernkin, Wyrmkin, and Serpentkin fall into this category.  They are based on the residents of Prox from Golden Sun.


Beastman Races

Believed to be descended of beasts, Beastman races tend to take on traits of various mammals, such as ears, some fur, and a tail.  People of this race are better able to adapt to rugged and wild terrain, and thus they are often the majority race in many small rural and woodland villages.  Their transformations are referred to as “Were-Forms”, where they transform into feral, monstrous, bipedal version of the beast they take their traits from.  

The races of Feline, Canine, Ursine, and Vermine fall into this category.  They are based on the people of Garoh and Morgall from Golden Sun, but are limited to going no further than a 2.5 on the Furry Scale (human facial features instead of animal ones, minimal fur apart from the ears and tail and little to no skin coloration outside human tones).  The reason for this is to make the transformation to were-forms more pronounced and dramatic.


Faefolk Races

Believed to be descended from fairy creatures, Faefolk races tend to take on aspects of the seasons in their traits, and have silvery eyes without iris or pupil.  The Faefolk Races are unique in that the race they are born as depends not on their parents, but instead the time of year they’re born in – their race matches the season.  Their transformations are called “Manifestations”, where their skin begins to glow, their eyes radiate light, and the seasonal traits of the Fae become far more pronounced and exaggerated.  

The races of Vernal Court, Summer Court, Autumn Court, and Winter Court fall under this category.  This race is a mix of inspirations – the Faerie from the Dresden Files, the Eladrin Race from D&D, and even a little bit of Deerling and Sawsbuck from Pokemon.


Fellkin Races

Believed to be descended from demons, Fellkin races tend to have colored skin and horns – some even have a tail or multiple tails.  Fellkin races tend to be more resilient to the elemental effects of the environment – children are rarely born of an element separate of their parents, and they can live safely in areas where ambient psynergy is so thick it is visible as an energetic mist.  Their transformations are referred to as “Invocations”, where they tap into their ancestral bloodline to access greater power.  This causes their demonic traits to become far more pronounced, the shape of their pupil to change from rounded to cat-like, and irises to turn a glowing color matching their element, and sclera to turn black.  

The races of Septentrional, Meridional, Oriental, and Occidental fall under this category.  Demonic beings treated as races of their own is common enough in media that it seemed to fit.  The four types are named for the four directions – North, South, East, and West respectively.  As such, Septentrionals are based on depictions of demonic or legendary creatures from northern civilizations such as Scandanavia and Russia, Meridionals from southern Civilizations, such as the ones found in Africa or the Southern Americas, Orientals based on eastern civilizations, such as India, China, and Japan, and Occidentals basically reflecting demons from Abrahamic Religions popular in the west (obvious exceptions made when a person of a creature in question better fits into a different race, such as Drakes or Beastmen).


Note on Transformations:

All Transformations (and similar abilities) require the channeling of djinn to be done safely.  When done without, the user risks losing their mind in the transformation, and becoming unable to transform back.  In the case of Talkind Races, their bodies risk breaking down and falling apart, leaving behind only a aetherial presence.  Essentially, many Spirits, Dragons, Werebeasts, High Fairies, and Demons roaming the world are considered to be those who transformed without djinn and the descendants they may have had in that state.  They are essentially no longer sapient, and have become monsters.  Should they be restored by some means, they are still unlikely to survive for very long due to the strain placed on their bodies (see:  Agatio and Karst in the Mars Lighthouse).

It requires at least two djinn to be able to commence the transformation for any meaningful amount of time.  Djinn become exhausted at a rate of about 1 every 3-4 seconds, with a full set of 9 djinn lasting between 30-35 seconds total, which translates to roughly 4-5 “rounds” of combat if you were playing the games.  This is shorter than in Dark Dawn, sure, but unlike Dark Dawn doesn’t require a full turn to transform.

When creating a character, make sure to list both the Race and Sub-Race.  


Races and Culture

It should be noted that most cultures do not segregate overly much based on race, or at least not race alone.  It is far more common for divides to occur between ethnic groups, which each race still has in this world, as well as national borders.  Unlike our world, it is far more likely that ethnic distinctions are seen as minor, usually not enough to start a fight on, but enough for a stereotype.  Nationality on the other hand plays a far greater role than it does in our world, and there is no land acting as a "melting pot".  Think of it closer to the Japanese way of thinking - you have those who belong, and you have the outsider.  This is how the majority of cultures and nations in the world view things at the point in time this RP takes place.

That doesn't mean people won't be friendly to an outsider - a wider variety of accommodations can and should be expected in different locales.  However, a person from outside the country will face certain cultural challenges regardless of how strict or lenient a nation or culture is.



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#3
Rolina

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Part III - Affinities and Aspects

Elemental alignment determines the element that the character innately uses, while fundamental alignment determines the shape that element takes.  Both can be augmented with djinn.

The elements are Earth, Fire, Wind, and Water... but each element has multiple forms.  A group of scholars, trying to distinguish between the name of the element and the name of the form, came up with a system - naming each element based on the 2nd general summon for each element.  The names of the summons?  Venus, Mars, Jupiter, and Mercury.

But the elements aren't the only force in the world - those different forms that elements took on are thanks to the interweaving of the elements and the fundamental forces.  These forces were those of Light, Aether, and Dark.  Names were given in the same manner, based on the fundamental summons - Sol, Stella, and Luna.

The intersection of the elements and fundaments, and the forms they take in combination are listed below:

Posted Image


Djinn also have their own elemental and fundamental affinity – when equipped, they augment the flow of the arcane through an adept.  A change in element is apparent immediately, and an adept undergoes what’s called a “class change”, where the spells they would cast transform into different spells entirely, and new options become available.  

By equipping djinn of different fundaments, an adept’s spells gradually begin to change behavior.  Spells that once saw an increase in power may strike a wider range or have new effects, and with enough of the right djinn, change form entirely from one aspect to another.  

It is possible to have combinations that grant an adept all aspects of one element, or a class that can use all four elements.  However, what matters now is what is innate to the adept.  Select the elemental and fundamental affinity desired, or select the form of the elements wanted to be used and list the elements and fundaments for that.  Methodology is mostly up to the roleplayer.





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#4
Rolina

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Part IV - Training and Equipment

The implications of the roleplay indicate that a character is not simply fresh and new to what they’re doing.  They have either had training, or are currently undergoing training.  This training manifests in several ways – first, how they learn to channel and power their spells, and second which kinds of equipment they have trained in the use of.  This doesn’t mean they can’t pick up and try to use a weapon or armor they don’t have proficiency in – but it does mean they won’t know what they’re doing with it, and thus can’t get the most out of it (speaking in game terms, they only get a quarter of the benefits of equipping it).

The first choice is a character’s training.  A character is either a Warrior, or a Caster.

Warriors are Hybrid Characters, able to wield spells in one hand and a weapon in the other.  They are trained to get the most out of heavy and light armors, and learn to use four different types of weapons (From:  Sword, Spear, Axe, Hammer, Bow, Blade, Mace, and Martial Weapons).  Any Focused, Burst, or Counter spells they cast are based on Attack vs Defense.

Casters are pure spellcasters,  able to bring out the pure essence of a spell.  They are trained to get the most out of light and mystic armors, and learn to use three different types of weapons (from:  Bow, Blade, Mace, Martial Weapons, Staff, Ankh, Scythe, and Dagger).  Their more focused understanding of spellcasting allows them to cast spells one Class Rank earlier than Warriors, and grants them access to Party Healing.  Any Focused, Burst, or Counter spells they cast are based on Casting vs Warding.

Different armors and weapons have different pros and cons, as well as different trends seen in how they’re enchanted as artifacts.  While the specific stats of weapons and armors won't really matter for the RP, it's implied that each have different properties, and it might be worth looking into those properties when creating a character.

The following tables gives a quick explanation for each category:

Protective Gear
Worn to protect the wearer from harm.
Posted Image

Physical Weapons
Weapons of this category all deal physical damage (attack vs defense).  They tend to come in two categories – 1 handed, and 2-handed.  1-handed can be dual wielded, while 2-handed can be held with both hands for a boost in power.  Either can be used 1-handed with a shield with no issues.
Posted Image

Mixed Weapons
Weapons of this category have versions that do physical damage (attack vs defense), as well as versions that do spell damage (casting vs warding).  The two sub-categories in each case are more of a flavor option as a result.  Note:  Martial Weapons have a unique property – physical damage becomes attack vs warding, and spell damage becomes casting vs defense.
Posted Image

Mystic Weapons
Weapons of this category deal spell damage (casting vs warding).  They usually come in categories based on 1-handed and 2-handed, though there are some exceptions.  Daggers, for instance, have thrown and held variants instead.
Posted Image

When picking a set of weapon, think about what best fits the character, what they would likely choose to learn to use.  Then simply list the character’s training and Proficiencies.  Optionally, you can select one weapon to be a signature weapon to the character, the one they default to or what you’d consider them using in artwork depicting them.

Special Note:  Swords vs Blades.  Swords refer to Strength-Based swords, while Blades refer to Dexterity-based Swords.  Typically swords are going to be more of a straight sword variety, while rapiers and curved blades tend to fall more often into the Blades category.  Note that those wanting a physical dagger equivalent can consider a “hunting knife” to be a blade, so the option is available.




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#5
Rolina

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Part 5 - Personality and Roles

When it comes to a character’s spells, the spells they learn are based on their personality.  Personalities are judged based on where they lie in two scales:

Direct vs Indirect
Aggressive vs Protective


These in combination make the following Personality Traits:

Striker (Direct Aggressive) – tends to try and do things themselves.  When confronted, generally takes an assertive or aggressive policy.  Tends to develop damage/offense oriented spells.

Protector (Direct Protective) – tends to try and do things with a friend.  When confronted, doesn’t mind taking heat themselves but becomes protective of their friend.  Tends to develop spells designed to protect others.

Controller (Indirect Aggressive) – tends to delegate duties to others.  When confronted, tends to use misdirection to get out of it.  Tends to develop more tactically oriented spells.

Supporter (Indirect Protective) – tends to do things with a group.  When confronted, will try to support a friend or mediate between the parties.  Tends to develop beneficial and healing spells.

A person’s complete personality is said to be a mixed blend of all four traits, with one standing out as their Innate Trait, and one they are most deficient in being considered their Inept Trait.  When a person is young, their Innate is very pronounced, and Inept clearly lacking.  As they grow and experience life and learn new ways of thinking, they become much more well-rounded.  They still have the tendencies that come from having their Innate and Inept traits, but it’s far more subdued.

An adept’s spells and classes reflect this relationship.  Their Innate Class reflects their Innate Trait as its role, primarily focusing on spells that reflect their strong suit.  When changing classes, their spells change to reflect the Innate Trait the ally of that element possessed.  However, when the trait they would take on is the Adept’s Inept trait, their class instead reflects what’s called a “Generalist Role”, where it doesn’t cleanly fit into any category.  Think Jenna from TLA, and how she kind of did a bit of everything.
At the bottom to a document giving a deep explanation of all the different types of spells.  

There are far more types of spells than are present in Golden Sun, as there was an attempt to give a simple categorical name to every kind of spell I could think of, allowing for roleplayers to use quick shorthand to describe what their spell does “mechanically”, so that more time can be spent on the narrative aspects of the spell instead.

Each spell type is associated with a broader category based on which Personality trait it’s associated with.  Here’s a list with each type of spell and what the spell line’s “weight” is:
  • Neutral Spells
    • Base Spells
      • [3]Basic
      • [3]Advanced
      • [3]Expert
    • Focused Spells
      • [1]Might Spells
      • [1]Piercing Spells
    • Utility Spells
      • [0]Kinetic Spells
      • [0]Intrinsic Spells
      • [0]Aspect Spells
  • Striker Spells
    • Burst Spells
      • [1]Surge Spells
      • [1]Resonant Spells
    • Lingering Spells
      • [3]Residual Spells
      • [3]Zone Spells
    • Enchant Spells
      • [1]Aspect Enchants
      • [1]Channel Enchants
      • [1]Debuff Enchants
      • [1]Ailment Enchants
  • Protector
    • Counter Spells
      • [1]Cover Spells
      • [1]Punish Spells
    • Intercept Spells
      • [3]Mine Spells
      • [3]Turret Spells
    • Shield Spells
      • [1]Aspect Shield
      • [1]Aspect Reflect
      • [1]Effect Barrier
      • [1]Effect Reflect
      • [1]Effect Field
  • Controller Spells
    • Debuff Spells
      • [2]Basic
      • [2]Advanced
    • Ailment Spells
      • [1]Volatile Ailments
      • [1]Vital Ailments
      • [1]Spiritual Ailments
      • [1]Channel Effects
    • Geomancy Spells
      • [1]Terrain Spells
      • [1]Ambience Spells
  • Supporter Spells
    • Healing Spells
      • [3]Focused Healing
      • [3]Area Healing
      • [3]Party Healing
      • [3]Focused Regeneration
      • [3]Party Regeneration
    • Buff Spells
      • [2]Basic
      • [2]Advanced
    • Cleansing Spells
      • [1]Volatile Recovery
      • [1]Vital Recovery
      • [1]Spiritual Recovery
      • [1]Dispellation
      • [1]Restoration
      • [1]Revival
For now, the only thing that matters is creating the spell lineup for a character’s Innate class.  Rules are simple – the shape (or aspect) of your spells is based on your innate element and fundament.  There is no need to figure out what the alternate forms your spells take until that becomes relevant to your character in the RP itself, so there’s no need to bother figuring that out.  Likewise, until class changing becomes relevant to your character, there is no need to bother coming up with anything but the Innate Class.

The first step is to look at your character’s Innate Trait – this becomes the class’ Role.  Each role has a requirement to fill:

Striker: Must take 1 Focused spell, 1 Burst spell. 1 Basic Spell set, and either an Advanced or Expert spell sets.  (Total Weight: 8)

Protector:  Must take 1 Focused Spell, 1 Counter Spell, 1 Basic Spell set, and either an Advanced or Expert spell sets.  (Total Weight: 8)

Controller:  Must take 1 Basic Spell Set, either an Advanced or Expert spell set, and at least 6 Controller spells.  (Total Weight: 12)

Supporter:  Must take 1 Basic Spell Set, either an Advanced or Expert spell set, at least 1 Healing Set, and 3 other Supporter spells.  (Total Weight: 12)

Once you have set up the requirements for the character’s class, continue adding spells until the total weight equals exactly 15 (it cannot be over or under that number).

A useful tool to help with this is the optional concept of a “Secondary Role”.  How you express that role is up to you, but note that even if you claim a secondary role is of one personality trait, spells you take can be considered to be a blend of multiple traits.  It’s the purpose that matters here more than the technical category.  Additionally, the Inept Role can be used as a tool to look for which kinds of spells to avoid.  If your character’s inept Role is Protection, for example, avoiding Counter and Intercept spells might be a good way of expressing that.

Finally, there’s naming the class.  In this RP, the entire class line shares a single name, there’s no need to come up with a class progression tree.  Rather, stronger versions of classes are simply referred to as being a higher Rank.  For example, while in Golden Sun Isaac may be using his Lord class, in this RP we’d more likely refer to it as “Knight (Rank 3)”.  Rank itself doesn’t really matter for the profile though, so simply naming it is all that is required.


Take note: Lingering and Intercept spells are considered Substitution Options.  They alternate options for Advanced and Expert spells, and are powered according to the spell they substitute.  As such, it’s perfectly okay to take an Advanced Zone Spell and fulfill the “either an advanced or expert spell set” requirement present in all the role options.  Essentially, when it comes to an Advanced and Expert spell, there are five options:  Base, Residual, Zone, Mine, and Turret.


For a more in-depth list of the spells and how they work, please take a look at this document.



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#6
Rolina

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Part VI - Stats and their Place in the RP

Roleplays don’t have literal stats, but it helps to have points of comparison that you can use when interacting with another roleplayer.  This step defines what the stats mean and how to distribute them.

Health (HLT) – a character’s ability to remain standing when taking damage, as well as their ability to mitigate damage.  This does not actually refer to how healthy or sickly they are, though.  In games, as health appears to go up, it can be argued that what’s actually more accurate is that the percentage of damage that an attack would have done to the character has gone down, as the character has learned to cope with it better.  When high, a character has taken little damage, perhaps a scrape or shallow cut at worst.  When low, a character has taken a great many wounds, and may struggle to stay on their feet.

Energy (ENG) – the combination of a character innate energetic reserves and their ability to channel spells efficiently.  As a character gets stronger, they don’t necessarily get more energy (or MP/PP in game terms), but instead it can be more accurately stated that they become better at using it efficiently.  Experience in using a spell has allowed the caster to be more efficient in its casting, thus it takes up a lower percentage of the caster’s energy reserves.  When high, a character has plenty of energy to use, and goes about normally.  When low, a character feels tired, is breathing heavily from the exertion, and if pushed too hard might collapse from exhaustion.

Attack (ATK) – a combination of a character’s strength, the strength of their weapon to deal physical blows, and their ability to wield the weapon effectively.  As a character gets stronger, the increase in physical strength they have actually does little to affect this stat – rather, having better weapons and getting more skillful with those weapons is where much of the growth in the stat comes from.

Defense (DEF) – a combination of a character’s durability, the strength of their armor to protect against physical blows, and their skill to negate physical damage.  As a character grows stronger, the increase in their durability doesn’t really increase.  Rather, their ability to negate damage and the quality of their armor increases.

Casting (CST) – a combination of a character’s innate psynergetic might, the strength of their weapon to channel psynergy, and their ability to wield spells effectively.  As a character gets stronger, though their innate psynergetic might may increase, the main source of increasing casting comes from being more effective with their spells and gaining higher quality weapons.

Warding (WRD) – a combination of a character’s resistance to spells, the ability of their armor to protect against spells, and their skill at warding off spells.  As a character grows stronger, their willpower will increase, and thus their ability to protect themselves from spells increases as well.  Additionally, higher quality armors help to further negate damage from spells.

Resilience (RSL) – a character’s ability to negate negative status and shrug it off when able.  As an adept grows stronger, this does not really change one way or another – however, it can be augmented with equipment and djinn.


Stat Ranks

Each character has a rank associated with their stat.  Ranks range from S to F, with C considered the average ability for a person of that character's level of skill and expertise.  When assigning stat ranks, each of the seven stats is given one of the ranks in that range, with no repeats.  When done correctly, a character will have a single S, A, B, C, D, E, and F in their stat reference chart.

Important Note:  Stats do not have to reflect the stereotypical view of your character’s training and spells.  Want to have a wizard with high attack and defense and low casting?  There’s no rule saying you can’t do that.  In fact, atypical builds might be able to fit rather interesting niches.  Think about how to bring everything together as a whole while you create your character – you’re not limited by convention here, only your own imagination.



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#7
Rolina

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Part VII - Conclusion

With that, the more technical part of character creation is done.  All that's left are just general details more important to the actual Roleplay and the World, but easier to understand and process.  Here's a list of each additional field that'll need to be filled out:

Appearance:  A description of how your character look.  Alternatively, you can replace this with an image if you have one.

Level of Experience: This doesn't refer to character level, but rather a more generalized level of experience.  Are they a Novice, Skilled, Veteran, Expert, or Master?

Skills and Abilities: Skills, abilities, and options available to the character unrelated to their class.  Could be a fighting style, skills or connections from their profession, or even stuff they learned in their upbringing.

Moral Alignment:  Where a character stands with their morals.  There are two axises in this alignment based on what a character values:

Collective (+) vs Individual (-)
Law (+) vs Freedom (-)

Where they stand is compared to the average person, whom is considered 0 on either scale.  The scale itself ranges from +100 to -100 in both axis, with "Neutral" being considered in rages +33 to -33.  As such, a person who registers -45/+60 would have a moral alignment of "Individual Law".  

Note:  What is considered good or evil is dependant on culture - in fact, it's entirely possible that a culture considers things more proper or improper rather than good or evil.  In addition, this is a flexible alignment, meaning that it's entirely possible and even likely that where they stand changes based on their experiences in life.

Social Alignment:  Where a character originated in society.  There are two axises on this alignment:

Wealthy (+) vs Destitute (-)
Aristocratic (+) vs Plebeian (-)

Where they stand is compared to the median person, whom is considered a 0 on either scale.  In addition, where they stand in Wealthy vs Destitute is relative to their peers in the Aristocratic vs Plebeian scale, so even though a Destitute Aristocrat may have a greater income than a Plebian, compared to their Aristocratic peers they are poor.  This has a great impact on their way of life, as a Rich Commoner likely has a more relaxed life than a Poor Noble, whom is constantly struggling to pay their debts and bills.  It also affects their reputation, and how they'd react.  

Values range from +100 to -100 in each axis, with values between +33 and -33 being considered "Middle".  Therefore, a person who registers +25/-60 would be considered "Middle Plebian" or "Middle Common".  While a character will naturally acquire more renown and wealth as the story begins, this alignment is strictly static, as it reflects not their present state of being, but rather their upbringing.

Character Ideal:  An ideal the character strives to achieve and a brief description of it.

Character Bonds:  Connections the character has that drive them forward.

Character Flaw:  A flaw the character has and may or may not be aware of.  It could be something they ignore, or something they struggle to fix.

Character Bio:  A general description of the character's history up until now.  

Most Important Event:  The most significant event to happen in the character's life.  More detail is better.

Character's Family:  Each member of the character's family, whether or not they are still alive, and any notable details that might need to be included (ex:  Notable scars, missing limbs, notable social status, titles, etc)


In additional to the above, several questions will be asked

Does this character have any rivals?  If so, who?

Does this character have any enemies?  If so, who?

If the character is part of an organization, does it have any enemies?  If so, who?

What are you, the roleplayer, looking for in this RP?

What do you, the roleplayer, specifically seek to avoid in this RP?

The more detail and information added, the more I can take advantage and work these details into the story!




Anticipatory Q&A:

Can I have a character's who's more of a jack of trades, with like C ranks in everything?
Afraid not.  That's one of the consequences of having a simplified ruleset.  The more exceptions to the simple rules that exist, the more complex it gets, and at that point I might as well just go in with full complex rules.  This method leaves any complicated stuff that needs doing to me.

I want to play a hobgoblin!  Why is orc a race and not hobgoblins?
What do you mean?  Faefolk are right there.  Goblinoid folk would fall under that.  Just remember the bit about the eyes and that there needs to be some manner of seasonal thematic going on, and you should be fine.

Why are the aspects laid out like that?  Shouldn't it make more sense this other way?
Sol is Light and Order, forms taken by this tend to be more rigid or solid.
Luna is Darkness and Chaos, forms taken by this tend to be more flexible or chaotic.
This decision was made back when I first decided to fully define what the Fundaments are, which occured back before I first left the GSAR.  I've kept them ever since.

I want to use light and/or darkness!
Then be creative.  Light can be done via Crystal Prisms, Ice Prisms, Astral/Celestial energies (space beams), and even powerful beams of light could fall under explosive (just make sure they have that BOOM kinda impact~).  As for darkness, again - inspired or clever interpretation is key here.  

But no, you can't be a fundamental adept.  I don't care what happened in Dark Dawn, this isn't Golden Sun.

How do summons work?  You mentioned something called a neutral elemental summon?
I'll be setting that up later, but early nobody's going to have any djinn to use anyways.  Those will come during the adventure, and that should give me time to create all the fun and helpful guides for that sort of thing.

Right, I'm a beastman!  Let's go all werewuff all the time!
Sure, if you want to lose the ability to play your character.  What?  Don't look at me like that - it specifically says that it's dangerous to do that.  Like, without djinn to channel the effect, that's a 10% chance to stay sane each turn (turns being 7-8 seconds of time passing).  Once your character loses their sanity, they become an NPC.

Once you get djinn, you're not free and clear, either.  For each "turn" you spend beyond the djinn's ability to channel, there's a chance of losing sanity.  The chance may go down for each djinn you have, but it goes up for each turn beyond the limit (ex:  At nine djinn and five turns, 55%.  Nine djinn and six turns, 50%).  Once a character loses their sanity, it's over for them.  A talkind's body breaks down and they become a spirit/ghostly being, a drake becomes a wild dragon, a beastman becomes a feral beast, and so on.

How many djinn can we have?
The max limit is 9.  Djinn are also separated by a degree - each djinn is housed in a gemstone an adept has equipped.  Think of it being similar to EX Gems from Tales of Symphonia in function, with each one being able to house a single element of djinn.  Why is this the case?  Because unlike in Golden Sun, Djinn are significantly more common, and I needed a way to slow down "power creep".  With as common as djinn are in this world, it'd also complicate the living hell out of the class system too if I allowed more than 9.  This workaround solves both issues at once.

You changed quite a bit, but didn't go into classes a whole lot.  Were they changed?
Yes!  In Golden Sun, classes were build in a way I call "Symbiotic Resonance", that is to say all advanced classes were built around the symbiotic nature of elements.  I reworked it to be more intuitive, and to follow something I call "Harmonic Balance", where elemental balance is emphasized more than taking advantage of symbiotic elements.  Here's a quick breakdown:
Symbiotic Dual Element classes are only 5 classes long instead of 6.
Tri-element classes are available from 3-djinn and above.
A Tetra-element class line is available.

All and all, compared to Golden Sun's 34 classes (19 shared by party members), Gradient Soul's method of classes has 47 individual classes (none of which are shared with party members).  In addition, classes can change as members in your party change (ex:  If the mars striker of the team is replaced with a mars controller, all mars classes change for the party).  This is also why class naming has changed - instead of each class having a name, it's the class line that has the name, and the rest are referred to as "Ranks" (Instead of Squire → Knight → etc, it's Knight Rank 1 → Rank 2 → etc).

Isn't Moral Alignment supposed to be Good vs Evil and Law vs Chaos?
And that hasn't caused any confusion or arguments at all, has it?  In all seriousness though, this is my attempt to fix that.  What is good or evil is largely a matter of perspective, so here morality is more what a character thinks is more important - the individual rights of a person, or the collective rights of a group.  Conversley, all kinds of problems originate from the term "Chaos", so the more accurate term of "Freedom" is used in its place.  This way, it's a choice between a strong Law and Government, or a preference for people's own freedom to choose.

Are you going to play a character?
Nope.  I'm going to be more akin to a DM/GM in D&D and Fate.  I'll post for most NPCs, for describing scenery and settings, for combat situations, and any time a dice roll is needed (ex: Gambling or the like).


Any further questions can be asked below, where I'll be happy to answer them!  Applications go in this thread as well, though people are able and encouraged to create a separate character sheet in the character bios thread!  I'm sure there's plenty of things you can think of that are important to your character that I don't require, and you may desire to have a different layout than I do.




Empty until I find something new to do with this space.

#8
Rolina

    Between-Contracts Witch

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Example:


Posted ImageEvelyn Krusen
Race:  Talkind
Subrace:  Human
Gender:  Female
Age:  29
Appearance:  See Right.
Element:  Mercury
Fundament:  Sol

Innate Role:  Supporter
Sub Role:  Controller
Inept Role:  Protector
Training: Caster
Proficiencies:  Mace, Ankh, Bow

Level of Experience:  Veteran  
Class:  Inquisitor
Spells:  

Frost, Tundra, Glacier (Basic Base)
Cold, Chilling Cold, Bitter Cold (Advanced Zone)
Pray, Pray Well, Pure Pray (Focused Healing)
Wish, Wish Well, Pure Wish (Party Healing)
Rime Strike (Ailment Enchant - Seal)
Mirror Ice (Effect Reflect)
Hoarfrost Field (Effect Field - PP Damage)

Character Stats:  

HLT - D
ENG - E
ATK - B
DEF - C
CST - F
WRD - S
RSL – A


Skills and Abilities:

Professional Network (Religious, Church of Salvation) - As an officer within this organization, Evelyn is able to request assistance within reason in various areas, such as shelter, provisions, information, and medical aid.
Office of Authority - Within reason, can use her station to give orders in situations related to this profession.
Voice of Command - Authority resonates in Evelyn's voice.  When acting on her profession and expertise, she can add an intimidating edge to her voice, giving an edge to her ability to do her job.
Countercaster Tactics - Has taken training to specifically counter spellcasters, giving her an edge in tactics and techniques against them.
Triage Training - Has taken training on how to best administer medical treatment and healing in disaster and emergency situations.
Appraiser's Eye - Growing up in a merchant family gives Evelyn experience in gauging an item's approximate monetary value.

Moral Alignment:  Collective Law (+85/+35)
Social Alignment:  Wealthy Middle (+65/-15)
Character Ideal:  Duty - I will seek out those who seek to do evil and stop them.
Character Bonds:  The organization that saved me inspired me.  I strive to be to others what they were to me.
Character Flaw:  I can be overly judgemental, judging others more severely than is otherwise justified.

Character Bio:  Evelyn grew up in a moderately sized town in the Stormwind Ridge.  Born to a middle class merchant family, Evelyn grew up in an active home, helping her family in various mercantile activities such as acting as a gofer.  Around the start of her adolescence, Evelyn's life changed.

An eldritch portal was opened in her hometown, causing an even that would be later called the Stormwind Rift event.  In that event, a group of clergy from the Church of Salvation fought valiantly and stopped the warlock who summoned the creatures, sealing the portal and preventing the event from becoming a complete disaster.  Inspired by these people, she joined them, becoming an acolyte and learning the teachings of the Church of Salvation and the Brothers.

Evelyn thrived in this environment, learning to channel her healing and grow as an adept.  Before long she was chosen to undergo more specialized training, and the direction of her zeal and desire to prevent events like the Stormwind Rift event, she was chosen to undergo the training to become an Inquisitor, learning how to combat spellcasters and disrupt the flow of energy in alchemical devices and rituals.  During this time she learned from the very Inquisitor who had once saved her hometown, a man named Lotar Hemlo, and acted as his apprentice.

Once her training was complete, Evelyn was sent out on several missions of her own, and eventually made a bit of a name for herself.  She was recently recalled after completing her latest mission to embark in the next stage of her journey - teaching an apprentice of her own.

Most Important Event:  When Evelyn was 11, a summoner moved into her hometown.  They went largely unnoticed by the militia and clergy, allowing them to build power.  In secret, they opened up a small rift in reality, letting in a steady stream of outsiders.  A variety of creatures, from aberrant horrors to eldritch abominations began to cause problems.  At first, it was small things - the slaughtering of animals and livestock in the surrounding areas, damage to fields and property, and similar problems.  However, as time went on, the problems began to grow - children began disappearing, and the poorer areas/slums of the city saw a string of bloody murders.  Things finally came to a head after Evelyn had turned 12, when the summoner made a move in the open, bringing forth the smaller outsiders in force, while ripping the rift open wide to allow for large outsiders to begin to cross over, with the ultimate goal of using the blood split to try and allow an eldritch god to cross over.

By this time, the military and clergy had begun to investigate, however they were unprepared to face the summoner and the outsiders en force, and became overwhelmed.  While the limited military present did an admirable job minimizing damage and containing the threat the best they could, it was the clergy that came through in the end.  Though at great cost, they were able to pierce through to the source of the rift and not only seal the rift, destroy the keystone that powered it.  While this stopped the flow of outsiders, the ones that had already been summoned remained.  While they were finally able to rest the town back, the outsiders themselves weren't defeated, so much as they were simply held back from razing the town, instead dispersing into the countryside.  It wouldn't be for several more years that most of the outsiders would be tracked down and stopped.

It was generally seen that four people saved the day.  In the military, it was the actions of warlord Marcus Valeri’s tactical direction that lead to the efficient defense of the people and important strategic locations in the town, using the smaller but mobile force of the stations militia to counter and rebuff the swarm of outsiders.  In addition, one valiant fighter's sacrifice saved the people from being overwhelmed.  Standing in the way, a stalwart sentinel against a large dragon-like eldritch creature.  Though unable to kill the beast, they were able to stall it until help arrived and drove it off, saving hundreds of lives.  However, they were a single person against a dragon, and soon after the battle succumbed to their wounds. On the side of the clergy stood a Paladin (Hera Morrai) and an Inquisitor (Lotar Hemlo) , sent by the church to investigate.  It was their discovery of the summoner, and their specialized training, and charge into the heart of the summoner's den that finally allowed for the sealing of the rift.

In the end, much of the town lay in ruins, and many close friends of Evelyn had either died throughout the events or had become seriously wounded.  The whole ordeal came to be known as the Stormwind Rift Event.  Evelyn herself suffered little physically, though her family did not go unscathed.  The family business had a significant amount of its infrastructure destroyed, and her mother's arm became permanently crippled.  Evelyn herself, after witnessing the horrors first hand, became determined to never allow it to happen again.  She joined the clergy, and after many years, was finally became an Inquisitor in her own right.  She now seeks out summoners and outsiders, hoping to put a stop to them before things get as out of hand as they did back in her hometown.

It should be noted though, that despite the salvaged situation, the summoner and many of the more dangerous of the outsiders, including the dragon, have not been found and stopped, and thus are still considered to be at large.

Character's Family:  

Father:  Hayden.  Alive.
Mother:  Rima.  Alive, missing her right arm.
Brother (younger):  Josephus.  Alive.

Does this character have any rivals?  If so, who?

Not quite a rival in terms of professional rivals, but an ideological one.  A couple of Evelyn's missions had her interacting with/teaming up with a canine beastman woman named Lilitu.  Evelyn is part of the Radiant sect, which believes in the church should be the shield for the people, while Lility belongs to the Shadow sect, which takes a more populist approach.  The two are friendly with one another, and enjoy the debate about the merits and faults of each method.

Does this character have any enemies?  If so, who?

The man who attacked her hometown was never found.  He is assumed to still be at large, but his whereabouts are unknown, and it is unknown if he had any associates.  Depending on the circumstances, should Evelyn learn of this man's location, it's entirely possible she would go off mission to pursue him.

If the character is part of an organization, does it have any enemies?  If so, who?

There is a religion known as the Empty Truths.  While the Church of Salvation teaches that the Brothers brought the light and banished the void, the Empty Truths believe that the void is the natural state of all things, and that all should be returned to the void.  The CoS predates this religion by several hundred years though, so it's believed that it was created in direct opposition to the Church, but the reason as to why is unknown even by its own members, lost to the centuries.

What are you, the roleplayer, looking for in this RP?

I'm kind of tired of the usual demons and zombies you find in fantasy, and am looking for something a bit more exotic.  Would love to have a plot that revolves somewhat around eldritch creatures.  To put it one way, something more Bloodborne inspired than Tolkien inspired, so to speak.  Not sure I want full on eldritch horror, though - but the idea of having a team go and punch out Cthulhu sounds fun.

What do you, the roleplayer, specifically seek to avoid in this RP?

Race wars.  Don't care if it's Elves vs Dwarves or Orcs vs Humans, it's been done to death.  I've started skipping books that rely too heavily on this kind of stuff recently too.




Copy Paste Script

[size=6][b][Character Name][/b][/size]
[b]Race: [/b]
[b]Subrace: [/b]
[b]Gender: [/b]
[b]Age: [/b]
[b]Appearance: [/b]

[b]Element: [/b]
[b]Fundament: [/b]

[b]Innate Role: [/b]
[b]Sub Role: [/b]
[b]Inept Role: [/b]
[b]Training: [/b]
[b]Proficiencies: [/b]

[b]Level of Experience: [/b]
[b]Class: [/b]
[b]Spells: [/b]

[b]Character Stats: [/b]

[font=courier new,courier,monospace][b]HLT - [/b][/font]
[font=courier new,courier,monospace][b]ENG - [/b][/font]
[font=courier new,courier,monospace][b]ATK - [/b][/font]
[font=courier new,courier,monospace][b]DEF - [/b][/font]
[font=courier new,courier,monospace][b]CST - [/b][/font]
[font=courier new,courier,monospace][b]WRD - [/b][/font]
[font=courier new,courier,monospace][b]RSL – [/b][/font]

[b]Skills and Abilities:[/b]

[b]Moral Alignment: [/b]
[b]Social Alignment: [/b]
[b]Character Ideal: [/b]
[b]Character Bonds: [/b]
[b]Character Flaw: [/b]

[b]Character Bio: [/b]

[b]Most Important Event: [/b]

[b]Character's Family: [/b]

[b]Does this character have any rivals? If so, who?[/b]

[b]Does this character have any enemies? If so, who?[/b]

[b]If the character is part of an organization, does it have any enemies? If so, who?[/b]

[b]What are you, the roleplayer, looking for in this RP?[/b]

[b]What do you, the roleplayer, specifically seek to avoid in this RP?[/b]

Empty until I find something new to do with this space.

#9
Lunaryon

    Schrodinger's Lesbian Catgirl

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Hmmm... What kind of character to build... I kind of want to build either a full-on Magi architype, or a Dancer kind of character... not sure which one tho...

#10
Ignatius

    High Judge

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Seems like a promising system, even if it takes a while to get the hang of. A few things at this point:

View PostRolina, on 03 April 2018 - 07:13 PM, said:

What do you, the roleplayer, specifically seek to avoid in this RP?
Spending 90% of my effort into the RP on just creating the character and learning new things before I can even roleplay with it, haha.

I like having some freedom to develop my characters as I play with them. Is filling in all these fields really necessary before the RP starts? I'm looking specifically at some of the fields listed in Part VII: Conclusion.

Can you give a succinct explanation of the differences between your definition of classes and that of Golden Sun? I'm confused on a few points, including:
1) There is apparently a finite number of classes available here (47), but we're also free to name our own class, and choose pretty much all our spells (within a rough framework) except Basic Spells. How do those two work together?

View PostRolina, on 03 April 2018 - 07:13 PM, said:

classes can change as members in your party change (ex:  If the mars striker of the team is replaced with a mars controller, all mars classes change for the party).  
2) Why is my class dependent on my teammates?

Do more advanced spells affect the environment or not? The Neutral Spells tab in the Google Spreadsheet specifies "The first spell of each of these [Basic Spell] spell families has a field effect associated with it" (ex. Flare "igniting anything it touches"), but later, "Sure, a powerful barrage of flame could clear an area, but a simple Flare gets the same job done just as well with significantly less effort from the adept."

View PostGalactaRay, on 13 August 2015 - 08:43 PM, said:

Fire is the silent hero

Recipient of Posted Image


#11
Rolina

    Between-Contracts Witch

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View PostIgnatius, on 09 April 2018 - 03:13 AM, said:

Seems like a promising system, even if it takes a while to get the hang of. A few things at this point:


Spending 90% of my effort into the RP on just creating the character and learning new things before I can even roleplay with it, haha.

I like having some freedom to develop my characters as I play with them. Is filling in all these fields really necessary before the RP starts? I'm looking specifically at some of the fields listed in Part VII: Conclusion.

Can you give a succinct explanation of the differences between your definition of classes and that of Golden Sun? I'm confused on a few points, including:
1) There is apparently a finite number of classes available here (47), but we're also free to name our own class, and choose pretty much all our spells (within a rough framework) except Basic Spells. How do those two work together?


2) Why is my class dependent on my teammates?

Do more advanced spells affect the environment or not? The Neutral Spells tab in the Google Spreadsheet specifies "The first spell of each of these [Basic Spell] spell families has a field effect associated with it" (ex. Flare "igniting anything it touches"), but later, "Sure, a powerful barrage of flame could clear an area, but a simple Flare gets the same job done just as well with significantly less effort from the adept."

Is filling in all these fields necessary:  

Yes.  Adding "Knives" to an RP or RPG is an increasingly common practice that I personally agree with - it allows me, the GM, to work in characters from your backstory and use plot ideas revolving arounde your character to help keep you interested.  There will be no blank slates in games I GM.


1:  Let me explain:

This is how Golden Sun does Classes:
Posted Image

This is how Gradient Soul does Classes:
Posted Image
(To Read:  0:0:0:0 refers to the number of Innate:Symbiotic:Neutral:Opposite djinn equipped on the character.  +## Base refers to the relative power compared to how a person is naturally (their base).  Tier refers to the qualifications for spells - I've switched to the term Class Rank instead since this image was created.  Some spells want a certain rank to be usable, or upgrade at certain ranks.)

Because we're starting with a 0 djinn beginning, you only have to worry about the Innate class - all the others?  You don't have to come up with them until they're both relevant and you have the desire to change into them.  If they aren't going to be used narratively, there is literally zero reason to make them mechanically - you can ignore it unless you want to use it.

Also, I won't be defining a single class for people to use - all classes are created by the RPer of the character they're for.  You won't be seeing me saying "this combination makes X, this combination makes Y", that's all on you, and only if you want to use it.  In my experience, people don't really use the class system in the RP, so honestly I don't think you should worry about it.


2:

That's how this works.  Your ALT-classes (read:  NOT your starting class!) have you doing your own version of what your teammates do.  If your teammate is a controller and you're a striker, by changing to the teammate's element you have your own version of striker you can do.  If that teammate leaves and the element is replaced with a Supporter, then that element is now associated with a Supporter.  For now the class system can basically be ignored, though.  You only ever have to bother with the innate abilities of your character, not the forms they take when they're augmented, unless you specifically want to use them.  Class rules are added complexity that aren't needed for the RP, so they aren't relevant to those not specifically seeking that complexity.

As for why it only refers to ALT-Classes...  Your character represents their own element in their class tree.  Why would someone else leaving the party effect what your character does with their innate element?  Their Innate class is an expression of who they are as a person.  That's not going to change just because someone else comes and goes.


Spells and Environment:  They can.  This is narrative GS, you're not bound by game mechanics.  What was mentioned later specifically refers to this - yeah, you could use pyroclasm, but that's a hell of a lot of effort that a simple Blast spell could do just the same.  Your character isn't really likely to do the super difficult thing when they could do the easy thing just as easy without a narrative reason for it (ex: training with the new spell, trying to blow up something huge, etc).  Do what makes sense for the character and the situation, it's your character after all.
Empty until I find something new to do with this space.

#12
Carnwennan

    Newbie

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'Lo, peeps. Well, after several months of lurking I've finally decided to emerge from isolation and instead bless all of you with how terrible of an RPer I am. I'll most probably shred the correct formatting but I'll give it my best- A phrase which to many, must be terrifying.
I think I've gotten the grips with the rules, however, I've taken the liberty of heavily customising Psynergy, mainly Utility and low-power ones. If it turns out custom Utility Psynergy is off the table, I'll gladly discard what I've added.
(Edit: I had some problems with the copy&paste script so er, apologies if anything/everything seems messy)


Heph Carlyle

Race: Talkind
Subrace: Human
Gender: Female
Age: 34
Appearance: See image

Posted ImageElement: Venus
Fundament: Sol

Innate Role: Protector
Sub Role: Striker
Inept Role: Controller
Training: Warrior

Proficiencies: Spear, Sword, Hammer, Blades
Level of Experience: Expert
Class: Warsmith

Spells:

Shard, Crystal Shard, Jewel Shard (Basic, Base)
Earthrend, Ferro, Titan's Blades (Focused, Might)
Anhedral, Euhedral, Subhedral (Advanced, Zone)
Shields Up, Bastion (Counter, Cover)
Psybleed, Nullfield Blade, Astral Rend (Enchant, Channel, Psynergy Damage)

Rip, Tear, Shred (Shield, Aspect, Reflect)
Soma, Axom, Synapse (Shield, Effect Field, Psynergy Damage)
Cure, Cure Well, Potent Cure (Focused, Healing)
Vivify, Revive (Cleansing, Revival)
Move (Utility, Kinetic)
Lift (Utility, Kinetic)
Shape (Utility, Aspect, Venus) "An ancient form of Psynergy used by Cairn shamans and architects, Shape causes small rocks, gravel and sand to shift and sculpt itself into the shape the Adept wishes to form. It can be used on loose debris or solid stone, but the Psynergy's reduced power limits this to a couple of cubic meters at most. Legends tell that extremely powerful Adepts can cause solid metal to warp to the caster's whims, but Heph has yet to see such a feat."
Mend (Utility, Aspect, Venus) "Commonly known as Dôbar in the Dwarven tongue, this material-warping Psynergy repairs small dents, cuts and fractures in metals, stone and fabrics- Allowing simple repair work to be done almost instantaneously to save time in the forges."


Character Stats:

HLT - B
ENG - F
ATK - C
DEF - S
CST - E
WRD - A
RSL – D


Skills and Abilities:

Steel-Shaper: Trained in the arts of blacksmithing, Heph boasts considerable skill in all manners of metalwork and tinkering, capable of even employing Psynergy in her crafts, having been tutored by Dwarves and wandering, renowned craftsmen. Heph can manufacture a wide variety of equipment given the time, resources and tools; Heph is also savvy enough to identify an item's origin if it would be made by a smith, as every culture and region has their own touches and flairs in their crafts.
Void-Scarred Soul: Heph's curse runs deep, having almost completely drained her of magic when it was at its strongest. But it isn't without its marginal benefit, although Heph would be reluctant to see a positive side to things. She does not suffer the physical effects of being low or drained of Psynergy Points, although she is still unable to cast Psynergy or otherwise perform any action that would require such when she is low. As such, it's harder for her to tell when she's low on energy reserves. In addition, Heph has a natural affinity towards Psynergy-damaging techniques, as she has a strange form of 'harmonisation' with null-energy.
Ironblood Seal: In the forms of both an official letter and a tattoo on her forearm, Heph has been granted a Title of Superior Craftsdwarfship by the Ironblood Guilde, a clan of industrious thaumaturges and blacksmiths in the northern Datan Peaks. Any Dwarf worth their salt would begrudgingly respect the title, but amongst other societies it is probably less known. However- Heph is sure to find work or at least a mug of ale within any form of metalworking, geology, gemmology or tinkerer's guild.
Psy-tech Tinkerer: Although by no means an expert, Heph has an inkling on Dwarven technomancy and Psynergy devices. She is able to identify the rough purpose and materials of most Alchemical devices and tools, and quite possibly create simple devices. Or at least theorise them, as most inventor is prone to do.
Cynic's Sense: As tough as it is to believe, always being untrusting, critical and doubting of anything said to her does have its benefits. Heph is difficult to persuade and even more difficult to deceive, and is capable of picking up ulterior angles and motives where others would trust.
You Fail To Impress: Tough, bitter and marred with the weight of many dark memories, Heph remains implacable in the face of fear. She is highly resistant to intimidation tactics, and can remain cool and calm under stress. Her mind is that of solid steel, and empty words will not pierce it.
Make My Day: Strike Heph, and she'll only hit back harder. Her toughness will shrug off the worst of blows, and pain only stokes the embers of her fury. If Heph immediately performs an offensive action after taking damage, her anger empowers her strikes and punishes foes, either amplifying her force or adding a tactical edge to her assault, such as fear or momentary stun.


Moral Alignment: -60/-25 Individual Freedom
Social Alignment: +40/-30 Comfortable Common
Character Ideal: Freedom of movement. Anyone and everyone should have the right and the ability to move towards greener pastures, so long that they provide their skills and don't disrupt the peace. Feudal and slavery conditions are backwards, as they disrupt and subjugate those of free will.
Character Bonds: Her own resilience and willpower; the quiet hope of mentoring others to look before they leap, lest they end up like her.
Character Flaw: Cold, untrusting bitterness and reluctance to warm up to people; bias and closed-minded attitude towards those against her moral compass.


Character Bio:

A promising warrior and mystic user, Heph grew up in the sleepy village of Silverside, nestled within a large valley full of grassland and lakes. Although small in size, Silverside enjoyed the passage of travellers and adventurers seeking renown within the nearby mountains, making the village a comfortable place to pawn off goods and sleep through the night, attracting all sorts of figures and peddlers. Heph, caught up in the romanticism of adventure and heroics, bugged the militia and whined at the hunters until she received martial training out of sheer stubbornness- The discovery of her strong affinity towards earth and crystal-based Psynergy the begrudging tipping point as it was clear that she had a knack for her would-be vocation regardless.

Most of her adolescence was spent training and spending time with her mother, Alissa, who was a jeweller that infected Heph with her interest in gemstones and precious stones. She learned how to differentiate all sorts of gems, and even picked up a rough skill in metalworking, although she was much more interested in her martial practices. Her father, although warm to her as well, didn't approve of Heph's grand visions of her future, quietly suggesting to her that she stays within the region as a military captain or huntress instead, close to home, but without being stifled. However- The young are hard to dissuade, and in time through meeting fellow Adepts on their respective journeys, eventually departed her home village at 21 to see the world, and strike a name for herself.

Through a mixture of her hometown sage's knowledge, first-hand experience with learned adepts and a healthy dose of autodidactism, Heph boasted a considerable font of power and finesse in using Psynergy, bolstering her own body as she trained until she deemed herself fit to venture towards more dangerous lands. She spent a couple of years simply travelling, taking the odd contract and bounty to clear wild creatures and maybe even the odd bandit- Until one particularly unusual job offering caught her eye, near the port city of Armspoint, one Spring's morning.
There had been rumours and whispers of a strange figure roaming the hills nearby at night, reportedly abducting townsfolk and disrupting the local Psynergy field. The cause pinned to be a rogue Adept- Heph signed up as part as an investigative group to track down and take out whoever or whatever was disturbing the peace, banding together with 3 warriors, young, essentially sellswords with nothing more than cantrips and tricks to them- Ylia, Markus and Sorjun, and a more studied, powerful Adept of the Maelstrom caste that dominates winds, Elise.

What happened during that day is not something she's keen on speaking about, but it's apparent that the aftereffects have their claws deep within her flesh still.

After her recovery of what she'd give the name as her Branding, her life took a very different path to what she had aspired to do with eyes full of fire and naiveté. She returned to her mother's traditions and honed her skill in jewellery, until she realised that the call of the hammer and anvil was just as, if not more inviting. She had a knack for the trade, and eventually decided to immerse herself fully in a region where blacksmithing and geology were just as fundamental in society as its own culture- The Dwarvern kingdoms.
Datan Peaks, renowned for its guild of metalworkers, was also oddly welcome to outsiders, providing all manner of individuals the chance to hone their craft in the iron-wrought cities. Not only acquiring her Ironblood Seal, Heph also picked up a few Dwarvern Psynergy tricks and old cantrips, allowing her enervated power to flew its metaphorical fingers for the first time in years.
Once she was satisfied, she set off from the city to- As she once did, wander. She lacked a clear, striking purpose, but she knew that she still had enough fire in her to keep wandering for a few years more, to master her handiwork and breathe some life into her system.

13 years after she had first set out, Heph now travels alone, prickly, jaded and cynical- But tougher than the steel on her back. She has no ultimate vengeance to enact, no melodramatic adventure to retrieve her loved one from the clutches of deepest, darkest evil. The only foe she faces is the chore of appeasing her vital functions and do something meaningful with her time.But she knows deep down within her, there are a couple of loose ends to tie up, although finding leads is going to take some field work.


Most Important Event: When once she stood tall, practically radiating energy and power- Something caused her to crash, along with some of her original ideals and values that she once thought immutable. Her Branding, whatever that may be, has more depth to it than just the burn-like wound around her left eye.

Character's Family:

Alissa Carlyle (Mother, Deceased)
Tobias Sinclaire (Father, Deceased)

Does this character have any rivals? If so, who?

It is no secret that Heph's curt, abrasive attitude doesn't make her the most charismatic of individuals- Unless you're a Dwarf that is, who would admire a pragmatic demeanour like such- So it's inevitable that she sorely lacks in friends, and has probably been the cause of a grumbly day for an extortionate merchant or overly-enthusiastic priest. However, Heph's nomadic, isolated lifestyle means that she has the advantage of not having to parley with any disgruntled townsfolk as she'll resolve the issue entirely by leaving soon enough. Were anyone to harbour any resent for her, it'd be someone in Silverside. But why should she care? It's been years since she's even set foot in its boundaries.

Does this character have any enemies? If so, who?

To her knowledge- All of her grievances have been met with the sharp end of a blade. Now all that's left are her own thoughts, shaking their chains in the quiet of the night.

If the character is part of an organization, does it have any enemies? If so, who?

The Ironblood Guilde, although amicable towards its peers and fellow industrial guilds, has its own splinters of envious smaller organisations and budding entrepreneurs. Nothing that would incur a conflict barring the positively civil (in Dwarvern culture) discussion of disagreements in the form of a drunken tavern fight, but to Heph's understanding nobody would resent the guild or its representatives. There's always rumour about dubious sources of materials- But what's a rumour-stirrer to do when out of truths to share?

What are you, the roleplayer, looking for in this RP?

Mainly, something interesting that's beyond "Find the bad thing, stab the bad thing until it is dead, acquire currency." Golden Sun presents a very interesting lore with plenty of potential for intriguing threads, be that the investigation of ruins, occult magics or tears in reality- To political intrigue and how exactly Adepts fit in this new society free of overwhelming evil. It doesn't have to be a thrilling, philosophical murder-mystery fest 5000- It just has to be something that will let me remember what transpired.

What do you, the roleplayer, specifically seek to avoid in this RP?

This is just down to personal preference, but unless there's a very interesting narrative reason or twist to it, the "Chosen One" trope is very old to me. It's a party-huddling mechanic, I'm aware, but it still wears thin and removes all of the potentially intriguing string of reasons why a party would band together towards a common goal. The world doesn't have a neverending string of Isaacs, and personally, I've always been much more a fan of those that cut a name for themselves without the use of protagonistic intervention.
"Hey Red. We're not going to get away with this, are we?"

#13
Rolina

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Whoa, might wanna go in and fix some formatting there.  Looks like the wysiwyg editor fought you on that, it's pretty tough to read now.  Try going into the full editor, and clicking the lightswitch looking button in the top right next to the eraser.  Make sure everything is spaced well, that it's not converting things into code, and that when to toggle it again, you're seeing the effects of the tags rather than the tags themselves.

I know the wysiwyg editor here can be a pain - lord knows I've had to redo all kinds of stuff because of how it reacts when hitting the backspace button on the keyboard.  You'll find it's better to copy paste stuff into the other mode then using preview to make sure it looks right.
  Looks like you got it!

Okay, here's what I see so far:

1:  You only get one Counter Spell in an Innate or Dual element class, so you have to choose between Cover and Punish.  Considering her "Make my day" trait, I personally recommend keeping the Cover spell over the Punish spell.
2:  In correcting it, you wind up with 14 spells, so you'll need to add or tweak something to hit 15 again.

3:  I suppose this is my fault for not making it clearer - things from the forums such as the clans specifically don't exist in this world.  It's a unique world all of its own.  For that matter, people knowing psynergy is the norm - it's basically considered a skill that anyone can develop.  Adepts thus refer to those who developed the skill further than just what they were born with.  It'd be better to come up with new names and places instead, so I can use them in the RP itself.  The more namedropping that happens, the easier it is for me to use things to keep you guys invested.

4:  A setting specific thing this world shares with Golden Sun though is that magic is considered something fantastical, while Psynergy is just another part of science.  They don't consider it mystic like we would.  Amusingly, stuff we take for granted, like firearms and ballistic weaponry, they'd consider magic, since in that world stuff like gunpowder doesn't behave like that.  Not saying they won't get guns in the future, but the tech tree would be very much more a magitech aesthetic to us than the industrial aesthetic we're used to.

5:  The question about Rivals is missing.  Not sure if it was done on purpose or a victim of the strange formatting stuff that the editor does, but it is a required field.

Apart from that, for the most part I like what I see.  It's a pretty solid character.  I might like a bit more elaboration in the most important event in her life, but I think I can see some of traces of it in the bio, but it has me wondering what made it so impactful with what I'm reading right now.  Definitely like the concept of her low Energy being the result of scarring from a major event in her past, good job on the creativity there.

I guess I'll leave you to make some tweaks - ask anything you have questions on, and I'll answer it.
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#14
Carnwennan

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Yyyyup! It was all looking pretty good until I hit Enter, and then the gates of formatting Hell opened to smite me and my poor decisions. Should be wrangled now, but I must've messed up somewhere, so I played it safe, hah.

Edit: Thank you kindly for reviewing my concept with the speed in which you did so! And of course, thank you for pointing out a couple of issues. My apologies, it took me some time to wrap my head around the spells component, heh.
I was also unaware of how common Psynergy would be in society, so the clarification is appreciated. I'm now intrigued by the direction in which all kinds of stories could potentially go, knowing this; I've mended most of the backstory now.

Ack! You're right, Rivals got eaten by the Formatting Void, so that should be fixed.

And yes- I've deliberately spared the details of what exactly happened for Heph's important event, as I enjoy having a couple of things slowly ebb out in narrative as opposed to dumping all the edgy, dramatic backstory in one swing. (Of course, I'll flesh it out fully if needed for DMing purposes. The omition of information is purely to pique people's curiosities.)
"Hey Red. We're not going to get away with this, are we?"

#15
Rolina

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Heh, we must be looking at this thread at about the same time, I edited that after I saw you'd gone in and fixed it. XD

Edit:  Looks good!  Welcome to the RP!  Feel free to post their profile in a style and design of your choice over in the Character Bios section of the forums so others can join in the discussion~
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#16
Carnwennan

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Will do! And thank you kindly for the help. Lookin' forward to seeing where this all goes!
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#17
Ignatius

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How does one gain access to High Power Debuffs? The two categories of Basic and Advanced Debuffs only seem to mention Low and Mid Power.

When the spell sheet refers to "allies", does this include the caster themselves? For example, can the Protector's Punish spell be used to pre-emptively strike attackers targeting the caster?

View PostGalactaRay, on 13 August 2015 - 08:43 PM, said:

Fire is the silent hero

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#18
Rolina

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In the more complex system, it requires augmentation via djinn.  Since this is a simplified version, that doesn't matter.  When you pick an Advanced Buff or Debuff you choose whether it's an Area, Power, or Long buff when you list it in your class' spell list.  Area Buffs work like High Impact (half power of basic buff, applies to an area), Power Buffs work like Weapon Grace (double power of basic buff, applies to single ally), and Long buffs last twice as long and resist spells like Break (same power as basic buff, 2x duration, dispel resist).

You can find the three types of Advanced Buffs/Debuffs beneath the Advanced buffs/debuffs section, where they're detailed a bit more.

Yes, allies includes one's self.  If the defender is alone, it doesn't render their counter spells worthless.  You would be able to use it to make pre-emptive strikes like you suggested it.
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#19
Ignatius

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Okay, thanks. Also, I see spells (Debuff and Geomancy) that affect Agility of enemies and allies, but Agility's not listed as one of our stats. Can you clarify?

View PostGalactaRay, on 13 August 2015 - 08:43 PM, said:

Fire is the silent hero

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#20
Rolina

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That can just be done narratively - these would be effects that slow down/speed up the target's movements.  If you're under such an effect, you could describe yourself feeling sluggish in your movement and having trouble keeping up like you used to be.  If you slow the enemy, then the shoe's on the other foot.

For the Geomancy effects, that can be handled based on how it works.  For example, tangling vines would result in a character's feet constantly getting caught by the tangled vines that grew on the ground.  Since they're contextual based on their effect, it tends to be easier to interpret than simple buff/debuffs narratively.
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