You are a band of common travelers, admiring the beauty of the natural world. Belonging to no true kingdom, you live your lives in the fast lane, inn-to-inn. Years pass, and you all settle near each other in the kingdom of Cikoray(chi-cor-ay). Your kingdom is grand and powerful - soon, it turns greedy, sending elite knights out to claim the ancient treasures of civilizations past and present. After a while, this backfires, and a kingdom that was long thought dead was awakened again, angry at the meddling of Cikoray. A scourge sweeps across Cikoray, killing everyone. Sensing a problem, you and your friends are able to escape into the wilderness, to an inn. With Cikoray absorbed into this new evil kingdom, you know you're the only ones with a deep enough understanding of this foe to clean up the mess.
I'll be accepting four people. Here are the classes!
FIGHTER CLASSES
Knight - Medium HP, attack, defense, and agility Base Stats HP: 100 Attack: 50 Defense: 50 Agility: 50
Paladin - high HP, medium attack, medium defense, low agility Base Stats HP: 150 Attack: 50 Defense: 50 Agility: 10
Reaper - medium HP, high attack, low defense, medium agility Base Stats HP: 100 Attack: 90 Defense: 10 Agility: 50
Assassin - low HP, medium attack, medium defense, high agility Base Stats HP: 50 Attack: 50 Defense: 50 Agility: 90
MAGE CLASSES
Neptune Mage - medium HP, attack, defense, and agility - uses water-based magic Base Stats HP: 100 Attack: 30 Defense: 30 Agility: 50 Spells: Icicle, Whirlpool, Convalesce, Spout(will explain later) Jupiter Mage - medium HP, low attack, medium defense, high agility - uses wind-based magic Base Stats HP: 100 Attack: 5 Defense: 30 Agility: 100 Spells: Gale, Zephyr, Wind Slash, Zap
Pyro Mage - low HP, medium attack, high defense, medium agility, uses fire-based magic Base Stats HP: 50 Attack: 30 defense: 100 agility: 50 Spells: pyre, sear, flare, hot flash
Geo Mage - high HP, medium attack, medium defense, low agility, uses earth-based magic HP: 150 attack: 30 defense: 30 agility: 5 Spells: tremor, rockfall, sandstorm, crush
SPELL EFFECTS
Water spells - Neptune mages can use these infinitely,
Icicle - do high damage to a single enemy, pierces armor
Whirlpool - delay the actions of enemies randomly for three turns
Convalesce - heal one ally for half of the maximum HP
Spout - do high damage to a single enemy, lowers enemy attack
Wind spells - Jupiter mages can use these infinitely
Gale - do low damage to all enemies or medium damage to three
Zephyr - heal all allies for a little HP
Wind Slash - do high damage to a single enemy or medium damage to three
Zap - stun an enemy and do a little damage
Fire spells - pyro mages can use these infinitely
Pyre - has a small chance to instantly kill an enemy, does a little damage if it fails
Sear - do medium damage to two enemies
Flare - do very high damage to one enemy
Hot flash - raise the attack of a fighter by a random amount
Earth spells - Geo mages can use these infinitely
Tremor - do low damage to all enemies and destabilize them
rockfall - do medium damage to three enemies
sandstorm - demolish the armor of two enemies
crush - do high damage to a single enemy
NOTE: there are other, highly secret spells to be learned later on
Because it's a pain in the a** to type out a gigantic OP, Imma post the item selection stuff after this. Please don't post yet, because it will make me very sad.
Anyway, you two now have a spot. And I am not very sad.
WEAPONS - one per person
Greatsword - knights and paladins only attack+20
sword-and-shield - knights and paladins only attack+12, defense+10
steel spear - knights and paladins only attack+17, good reach
ball-and-chain - knights only attack+25, good reach, tough to control
one of those big swords from Soul Calibur - paladins only attack+20, good reach, good potential to knock over enemies
double blades - reapers and assassins only attack+9, strikes twice per attack
katana - reapers and assassins only attack+20, good critical hit rate
curved sword - reapers and assassins only attack+20
Death Scythe - reapers only attack+30, small instant-kill rate, sloppy
Bloodthirsty Sword - assassins only attack+17, small instant-kill rate, high critical hit rate
Staff - mages only, boosts magic power
SIDEARMS - three per person, optional
Dagger - all classes attack+5
shortsword - knights and paladins only attack+7
stiletto - knights only attack+6, double damage against armored opponents
White Dagger - paladins only attack+6, double damage against bosses and mini-bosses
serrated dagger - reapers and assassins only attack+8, can leave an open wound
sickle - reapers only, can decapitate enemies attack+12, can instant-kill
cruel blade - assassins only, not very nice of a sword attack+11, insanely high critical rate
magic amp - mages only, ups magic power
ARMORS
Knight's armor - armor for knights defense+15
Paladin's Armor - the name says it all defense+12, HP+5
Black Robe - reapers only defense+8, attack+12
Leather armor - armor for the assassins among us defense+10, veeeeerrryyyy quiiiiieeeeeeeetttttt
Elemental Robe - mages only, ups magic power defense+10
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URGENT MESSAGES
GUYS, DON'T BE ALL THE SAME CLASS. THAT WOULD MAKE ME SUPER SAD AND MAKE THE RPG BORING. HAVE A MIX OF THE FIGHTERS AND MAGES SO THE TEAM CAN WORK IN GOOD SYNERGY, KTHXBAI
THERE WILL BE OTHER SPELLS AND WEAPONS AVAILABLE, AND ARMOR UPGRADES TOO. THEY WILL BE DESCRIBED AS THEY ARE OBTAINED.
IN COMBAT, THINK CREATIVELY. THIS IS NOT RIGID AND BORING TURN-BASED CRAP, YOU CAN USE SOME STRATEGY AND MAKE YOUR LIMITED POWER GO FURTHER
THIS IS ALSO GOING TO NOT BE RIGID OUTSIDE OF COMBAT. IT'LL BE FLEXIBLE AND KINDA QUIRKY, LIKE DYSTOPIA WAS
Depending on when we get a 4th person, we will start today or tomorrow. If I don't update in a while, it's because school is busy, so cordially remind me and I'll get to it.