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.