Post by Pitman on Jun 12, 2012 5:05:27 GMT -6
AE Another Future takes places in an alternate timeline of earth of what if scenario of what happened after World War 3. Instead of the Nuclear holocaust end or the Crisis Route this is the third route the Divine Route. The year by our timeline is 3000 AD but in the current RP its the 447th Year of the Divine Era. Almost all forms of technology of our world is gone though some of it still in existence its all myth and legend to everyone. The RP itself is more open world and currently only one kingdom will be open in the first Continent of Altar. If story or characters plots demand expansion more of the Continent will be revealed and if we ever get bored of it we can reveal another new continent.
A
Guide Lines:
#1 All interaction in game must be in character
#2 No Flaming Arguments
#3 You cannot control other people's characters without permission
#4 Expect mature content and violence.
#5 All Equipment must be bought at a market in a town/city/or found etc
B
Character Creation Sheet:
Full Name:
Alias/Other Names:
Birthplace:
Age:
Titles/Jobs/Profession/etc:
Personality:
Appearance:
Biography: (Detailed as you wish)
Level: (Note no limit on Levels)
Job Ranks: (Note no Limit on Ranks)
Special Skills: (Note Depends on what Jobs and level)
Equipment/anything you own:
Battle Stats
[Character Name]
HP
MP/SP
SG/Special Gauge
Job
AR/Armor
AP/Attack Power
C
The current system for Another Future is based on skills of what you gain which are jobs, stats your level, and creation of new jobs through mix and matching. Some jobs can fuse together and form a new job with a set of skills you choose when using that option. As well jobs are not dependent on weapons you wield though some can enhance your abilities. As well jobs themselves are self created by the player for example I make a character who uses shadows and fights in stealthy manner but not seen I can name it a Ninja job if I wish if it replicates similar skills.
As stated due to this its far more open to what you wish as well if a job you create is mixed with another you make or you learn from another character you can make a fusion of jobs using the skills. Each Job only has a limit of 3 Skills Equipped Per Job, thus you may need to job switch in middle battle which can be done with a single payment of MP or SP depending what you choose to call it. It then allows the use of 3 other skills and can be done once per turn. You can even upgrade job skills or even replace other inactive skills into your active pool.
The stats itself is done by level which increases in 5 stats of your choice per level. The Stats are Strength, Agility, and Mana. Strength affects your HP, AR, and AP with one strength worth 10% of that set skill. Agility is your SG and AP, with each worth 5% of that stat. Then finally Mana affects your HP, MP, and SG, with each worth 10% of that stat.
What is SG? SG or short for Special Gauge is that of a specific character skill that the PC or NNPC has managed to master. These are cross job compatible thus can be used at any time regardless of your job state. They can be from your special attacks which cost Gauge Counters, special ability from area of effect healing to summoning, or etc. Each skill costs Counters with only 10 Counters to start with. Every five levels a counter is added and can go unlimited. This is up to the player how much each of their own skills are worth in the counter gauge but must be reasonable.
As stated earlier with Jobs there is no limits on how many you can make up, as well you are allowed to make a new job after every 5 levels. You start off with 100% HP already a choice of 5 Stats of Strength, Agility, or Mana; As well 200 Altar Common Coins.
D
The in game economy, market and equipment has three tiered in cost and many tiered on the gear itself. Each new tier is double the cost of the previous tier and based on what kind of weapon it is. As well Money is based on three types of money, Altar Common Coins which is the most basic money, Altar Silver Coins Which is ten times the value of the Common Coins, then finally Altar Gold Coins which is a hundred times value of the Common Coins. Market themselves are based in towns, cities, and even roaming merchants. It also depends on the place what equipment is within the market. Though note cities would likely have all tiered equipment towns only up to steel and roaming merchants iron weapons with possibility of steel weapons.
Equipment it as well tiered for weaponry the tiers currently are as follows: Bronze Based (Tier One) Iron Based (Tier Two) Steel Based (Tier Three) Mythril Based (Tier Four) Altarium* (Tier Five)
* Altarium is a metal specifically made for this RP to describe it, it is much lighter then Mythril, stronger and sharper as well. It also is the perfect metal that can be used to work with magic more then other weapons and withstand the force of magic.
Equipment Defensive Armor, Shields etc.
For Body Armor:
Leather (Tier One) Iron Based (Tier Two) Steel Based (Tier Three) Full Plate Iron (Tier Four) Full Plate Steel (Tier Five) Mythril Based and Full Plate (Tier Six) Altarium based and Full Plate (Tier Seven)
For Shields:
Wooden Shield (Tier One) Wooden Shield Enhanced (Tier Two) Iron Shield (Tier Three) Steel Shield (Tier Four) Mythril Shield (Tier Five) Altarium (Tier Six)
For Range:
Short Bow (Tier One) Bow (Tier Two) Long Bow (Tier Three) Crossbow (Tier Four) Muskeet (Tier Five)
For Staff, and other magical weapons*:
Oak Wood (Tier One) Linwood (Tier Two) Norwood (Tier Three) Ashwood (Tier Four) Weirwood (Tier Five) Elder Wood (Tier Six)
*Note this is all made up each wood is has twice the magical strength of the previous tier wood.
The price of each tier is tripled per tier within the market depending on the town economy which is randomly set through dice roll when the town is entered by a character for the first time. The Dice Roll out of 6 sides will determine the basic price.
For Traveling Merchants:
1x5, 2x5, 3x5
For Towns:
1x5, 2x5, 3x5, 4x5, 5x5 6x5
For Cities:
1x10, 2x10, 3x10, 4x10, 5x10 6x10
E
To make a living one person must take a profession job, a mission, or a quest. a profession job can be from cleaning places to even running say an INN or do something within a town or city. A Mission tends to be work from either a Guild request, assassination, taking orders from a lord or King etc. The Quest is much more bigger and this is more like an adventure from slaying mythical beasts to conspiracies to simply on the hunt for someone and is cross regional sometimes. Jobs gain steady money, a mission a high risk but gain much more rewards, and quests tend to drain the money away due to constant struggle and use of funds.
More of the Guidelines and rules can be updated but this is most of what Another Future is about.
A
Guide Lines:
#1 All interaction in game must be in character
#2 No Flaming Arguments
#3 You cannot control other people's characters without permission
#4 Expect mature content and violence.
#5 All Equipment must be bought at a market in a town/city/or found etc
B
Character Creation Sheet:
Full Name:
Alias/Other Names:
Birthplace:
Age:
Titles/Jobs/Profession/etc:
Personality:
Appearance:
Biography: (Detailed as you wish)
Level: (Note no limit on Levels)
Job Ranks: (Note no Limit on Ranks)
Special Skills: (Note Depends on what Jobs and level)
Equipment/anything you own:
Battle Stats
[Character Name]
HP
MP/SP
SG/Special Gauge
Job
AR/Armor
AP/Attack Power
C
The current system for Another Future is based on skills of what you gain which are jobs, stats your level, and creation of new jobs through mix and matching. Some jobs can fuse together and form a new job with a set of skills you choose when using that option. As well jobs are not dependent on weapons you wield though some can enhance your abilities. As well jobs themselves are self created by the player for example I make a character who uses shadows and fights in stealthy manner but not seen I can name it a Ninja job if I wish if it replicates similar skills.
As stated due to this its far more open to what you wish as well if a job you create is mixed with another you make or you learn from another character you can make a fusion of jobs using the skills. Each Job only has a limit of 3 Skills Equipped Per Job, thus you may need to job switch in middle battle which can be done with a single payment of MP or SP depending what you choose to call it. It then allows the use of 3 other skills and can be done once per turn. You can even upgrade job skills or even replace other inactive skills into your active pool.
The stats itself is done by level which increases in 5 stats of your choice per level. The Stats are Strength, Agility, and Mana. Strength affects your HP, AR, and AP with one strength worth 10% of that set skill. Agility is your SG and AP, with each worth 5% of that stat. Then finally Mana affects your HP, MP, and SG, with each worth 10% of that stat.
What is SG? SG or short for Special Gauge is that of a specific character skill that the PC or NNPC has managed to master. These are cross job compatible thus can be used at any time regardless of your job state. They can be from your special attacks which cost Gauge Counters, special ability from area of effect healing to summoning, or etc. Each skill costs Counters with only 10 Counters to start with. Every five levels a counter is added and can go unlimited. This is up to the player how much each of their own skills are worth in the counter gauge but must be reasonable.
As stated earlier with Jobs there is no limits on how many you can make up, as well you are allowed to make a new job after every 5 levels. You start off with 100% HP already a choice of 5 Stats of Strength, Agility, or Mana; As well 200 Altar Common Coins.
D
The in game economy, market and equipment has three tiered in cost and many tiered on the gear itself. Each new tier is double the cost of the previous tier and based on what kind of weapon it is. As well Money is based on three types of money, Altar Common Coins which is the most basic money, Altar Silver Coins Which is ten times the value of the Common Coins, then finally Altar Gold Coins which is a hundred times value of the Common Coins. Market themselves are based in towns, cities, and even roaming merchants. It also depends on the place what equipment is within the market. Though note cities would likely have all tiered equipment towns only up to steel and roaming merchants iron weapons with possibility of steel weapons.
Equipment it as well tiered for weaponry the tiers currently are as follows: Bronze Based (Tier One) Iron Based (Tier Two) Steel Based (Tier Three) Mythril Based (Tier Four) Altarium* (Tier Five)
* Altarium is a metal specifically made for this RP to describe it, it is much lighter then Mythril, stronger and sharper as well. It also is the perfect metal that can be used to work with magic more then other weapons and withstand the force of magic.
Equipment Defensive Armor, Shields etc.
For Body Armor:
Leather (Tier One) Iron Based (Tier Two) Steel Based (Tier Three) Full Plate Iron (Tier Four) Full Plate Steel (Tier Five) Mythril Based and Full Plate (Tier Six) Altarium based and Full Plate (Tier Seven)
For Shields:
Wooden Shield (Tier One) Wooden Shield Enhanced (Tier Two) Iron Shield (Tier Three) Steel Shield (Tier Four) Mythril Shield (Tier Five) Altarium (Tier Six)
For Range:
Short Bow (Tier One) Bow (Tier Two) Long Bow (Tier Three) Crossbow (Tier Four) Muskeet (Tier Five)
For Staff, and other magical weapons*:
Oak Wood (Tier One) Linwood (Tier Two) Norwood (Tier Three) Ashwood (Tier Four) Weirwood (Tier Five) Elder Wood (Tier Six)
*Note this is all made up each wood is has twice the magical strength of the previous tier wood.
The price of each tier is tripled per tier within the market depending on the town economy which is randomly set through dice roll when the town is entered by a character for the first time. The Dice Roll out of 6 sides will determine the basic price.
For Traveling Merchants:
1x5, 2x5, 3x5
For Towns:
1x5, 2x5, 3x5, 4x5, 5x5 6x5
For Cities:
1x10, 2x10, 3x10, 4x10, 5x10 6x10
E
To make a living one person must take a profession job, a mission, or a quest. a profession job can be from cleaning places to even running say an INN or do something within a town or city. A Mission tends to be work from either a Guild request, assassination, taking orders from a lord or King etc. The Quest is much more bigger and this is more like an adventure from slaying mythical beasts to conspiracies to simply on the hunt for someone and is cross regional sometimes. Jobs gain steady money, a mission a high risk but gain much more rewards, and quests tend to drain the money away due to constant struggle and use of funds.
More of the Guidelines and rules can be updated but this is most of what Another Future is about.