Story:
5 years ago, there was a terrible storm. All of the villagers fought against the avalanche that came from Mt. Aleph to the North.
A giant boulder fell, crushing half of the town of Vale. Killing most of your community.
After the accident, you dedicated your life to the research of Psynergy to learn the secrets of Alchemy. Practicing hard to learn the basics of the art, you begin to advance in the field of psynergy. Learning that the storm was no mere accident, you and a group of your friends decide to head into Mt Aleph to learn of why the events occured 5 years ago.
Class system:
This is just the character building system for now, the storyline will come later.
You are an Adept. A person who can utilize their mind to bend the elements to your will.
Each adept is associated with a planet, each planet has an element.
Mercury=Water
Venus=Earth
Mars=Fire
Jupiter=Wind
Each adept can manipulate these elements, which they call "Psynergy".
Each psynergy correlates to a planet, and again to an element.
Each character also has a fighting style, which are Warrior, and Mage.
Each have its own specialization for weapons.
Weapons
Earth Warrior: Longsword, Light Blade, Axe, Mace
Earth Mage: Light Blade, Staves
Fire Warrior: Longsword, Light Blade, Axe, Mace
Fire Mage: Light Blade, Staves
Wind Warrior: Claws, Light Blades
Wind Mage: Light Blade, Staves, Bows
Water Warrior: Longsword, Light Blade, Axe, Mace
Water Mage: Mace, Staves
Each class will have access to "utility psynergy" which can be used outside of battle, some can also be used during battle. Because utility psynergy is important, even though most utility psynergy can be figured out by looking at the name, ill explain them now. Many utility psynergy will not be avilable until the appropriate level of experience.
One might ask, "Some of this stuff our combat psynergy can do" and to you I say, you're character is fairly new to the Adept game, and therfore does not have complete control over his element's psynergy yet, there will be npc's in this RP that will teach you control, and therfore you will learn the psynergies below if you do not already.
Name Element Description Available at Start
Move Venus Moves an object Yes
Avoid Mercury Lowers enounter rate of monsters No
Burst Mars Destroys a smaller object No
Lift Venus Lifts and moves a small object a short distance No
Catch Venus Grabs an object at a distance And brings it to the user Yes
Cure Venus Heals about 50 HP Yes
Poison Mercury Same effect as an "Antidote" Yes
Cyclone Jupiter Creates a light wind current to Clear the way of small objects No
Douse Mercury Puts out fires, fills things with water (Empty ponds, pots,etc) Yes
Force Venus Hits an object No
Frost Mercury Freezes an object Yes
Grind Venus Crushes large stone No
Growth Venus Causes plants to rapidly grow (Vines, trees, etc) Yes
Halt Jupiter Stops an object from moving for a short time No
Hover Jupiter Hovers in the air No
Lift Venus Perpetually holds an object in the air No
Mind read Jupiter Allows to to read the mind of someone you are touching Adepts can resist this.Yes
Parch Mars Evaporates water No
Pound Mars Slams an object into the ground No
Retreat Venus Teleports the party to where they entered the dungeon Yes
Reveal Jupiter Shows what the eyes cannot see No
Sand Venus Burrows into the sand, and allows the user to move aorund freely No
Teleport Mars Allows the part to teleport between discovered teleport circles No
Tremor Venus Creates a tremor to shake objects No
Whirlwind Jupiter Creates a small tornado that one can manipulate for a short period of time Yes
Healing psynergy can be used outside of battle, but I found it redundant.
Depending on what element and fighting style you choose, you will be assigned a class.
Earth
Warrior: Squire class
Mage: Shrine Maiden class
Fire
Warrior: Guard Class
Mage: Fire Seer Class
Wind
Warrior: Beastling Class
Mage: Wind Seer Class
Water
Warrior: Mariner class
Mage: Water Seer class
Level up system
Each class, after a number of levels, gets a class upgrade.
For example, lets take a look at the squire class:
Squire
\/
Knight
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Gallant
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Lord
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Slayer
There are items in the world that one can find to change their character to a unique class.
There are also hidden classes that are assigned when one collects enough djinn of the right element.
Here is a chart for ALL classes.
Djinn
Djinn are scattered throughout the world, exactly 18 for each element. You can only hold a maximum of 9 djinn to yourself, and you can only hold as many djinn as the person with the least number of djinn in your party +1. For example, there are 4 (which there will be, we have enough) people in your party, 3 of them have 2 djinn, but the fourth only has one. The next djinn found must be given to the player with only one djinn. Afterwards, djinn are free game for whoever ifnds them.
Collecting djinn will boost your class if they are the same element as your character, as well as change it if you are not.
For example, a Squire class adept equips a mars djinn, that character is now a combination of fire and earth adept, they become a Brute class, and recieve access to some of both Fire and Earth Psynergy.
Of course, splitting yourself away from your home element will leave your character weaker than what they could be at that level if they remained specialized, but they now have access to a greater pool of psynergy. Mix and Match djinn to find a combination you like.
Djinn behaviour can be categorized in 3 ways; Set, Standby, and recover.
When a djinn is set, its elemental abilities affect the owner, boosting their current class or changing it, as well as permanently buffing them until their behaviour is changed. One can use a djinns ability on an enemy, and by doing this, it puts them in Standby.
For example, using the Venus Djinn "Flint" will cause you attack and do x2 damage for the turn.
When a djinn is in Standby, the player gets no equip bonus, and their class does not change. But, you will have access to summons.
The entire party can share djinn when in standby, and so, anyone can use any summon provided enough djinn are in standby mode. It is reccomened that you use summons in correlation to your element to do extra damage.
Summons utilize the power of the djinn for powerful spells that can exceed even the most powerful psynergy. When used, they put the djinn that were called into recovery. Recovery is the behaviour a djinn enters after a summon is used, each djinn will leave the recovery state, and switch into the set state when their "Recovery timer" equals zero.
Recovery timer exists so that your djinn arent sent into set at the same time.
For every djinn that is used in a summon, the recovery timer will increase by one for each corresponding djinn.
Example: you summon Ramses, which costs 2 Venus Djinn. Those djinn will enter recovery, one will have their recovery timer to be 1, while the other will be 2. These decrease over time, as the battle progressesm as well as travelling outside of battle.
This gives you a basic understanding of the class system. If you have any questions regarding the class system, utility psynergy, or djinn, please join me in the #LiveRP channel before Game Day and I'll be happy to explain if im present. Wailord, Frenchfry, and Jerry will also be able to explain.
HP PP Atk Def Agi Lck
Silver 30 20 13 6 8 3
Mr.Pokemon 33 18 11 8 6 2
Wailord 28 24 8 4 11 4
St. Jimmy 29 21 11 5 10 4
Jerry 29 21 12 5 9 4
Ruby 29 23 9 5 7 5
Frenchfry 30 19 11 7 6 3