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Just a Notepad document with lots and lots of silly notes

Jan 23rd, 2013
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  1. Notes on astral plane:
  2.  
  3. The basics of that being that, after death, souls enter a period of... a sort
  4.  
  5. of second life as a ghost, and during then, they get to continue wandering
  6.  
  7. the physical world, but without the ability to interact with it as they wish
  8. [11:10:00 PM] J.C. the LEGEND: i.e. someone has to invite them into it, like
  9.  
  10. a summoner ornecromancer or something like that
  11. They get reincarnated as a new being if they happen to die during that ghost
  12.  
  13. stage, which doesn't really happen naturally, and although it's harder for
  14.  
  15. physical beings to hurt them, ghosts killing each other is about as simple as
  16.  
  17. it is for the living to kill each other
  18.  
  19. [11:17:13 PM] Ampooch: also, is it like two sides of the same existence or
  20.  
  21. parallel locations?
  22. [11:17:26 PM] J.C. the LEGEND: Two sides of the same existence
  23.  
  24.  
  25.  
  26. Notes on races:
  27.  
  28. Current races & alignment:
  29.  
  30. Angelic - Electric
  31. Demonic - Poison
  32. Sylph - Wind
  33. Lucid - Water
  34. Ignis - Fire
  35. Dullahan - Earth
  36. Soulmech - Metal
  37. Werebeast - Dark
  38. Demi - Light
  39.  
  40. Types shared among races:
  41. ~ Sylph - Flying
  42. ~ Lucid - Amorphous
  43. ~ Dullahan - Undead
  44. ~ Soulmech - Robot
  45.  
  46. Possible ideas for other races:
  47.  
  48. Mandrake - Basically mini-Ents, mushroom men, something like that; Wood
  49.  
  50. aligned
  51. Cryptids - artificially created race made by the Azure Library; Dark or
  52.  
  53. Poison aligned
  54. Humans - those who wanted nothing to do with their brethren that were
  55.  
  56. becoming Soulmech; Wood aligned
  57. Sahagin - Fish-like race; Water aligned
  58. Fryst - just about established already, dwarf-like race, Metal-aligned
  59.  
  60. Need a Wood-aligned race
  61.  
  62. Werebeasts will be Dark-aligned; instead of turning those they attack into
  63.  
  64. werebeasts, will have ability to inflict curses and such
  65.  
  66.  
  67.  
  68.  
  69.  
  70. Notes on tech:
  71. Low class - steam-powered
  72. High class - magitech
  73.  
  74. Transportation - boats should be widespread, even ones that aren't based on
  75.  
  76. any sort of technology; cars might be limited to middle-high class +;
  77.  
  78. airplanes will be rare if they even exist
  79.  
  80.  
  81.  
  82.  
  83. Notes on George:
  84.  
  85. Weapon ideas:
  86.  
  87. ~ Heat-aligned sword
  88. ~ Steam-powered fists (maybe even arms?)
  89. ~ Hammer
  90.  
  91. Basises for George's durability & strength - George should be able to resist
  92.  
  93. heat capable of melting commonly used metals, while he should be able to
  94.  
  95. break boulders with a punch
  96.  
  97. If this is used, might be good to determining similar stats for characters in
  98.  
  99. general - not sure how to determine his speed
  100.  
  101.  
  102. Heat abilities will be fire/water aligned, depending on if he is raising the
  103.  
  104. temperature or lowering it, respectively; alternatively, he might also have
  105.  
  106. access to wind-type abilities this way
  107. Remember that he also still uses Flows
  108.  
  109.  
  110.  
  111.  
  112. Notes on Elizabeth:
  113.  
  114. Current story doesn't work at all
  115.  
  116. Possible stories:
  117. Member of the "Azure Library", which is basically the main organization for
  118.  
  119. research, both scientific and magical
  120. Newbie, initially joins George to figure out how monks live and view the
  121.  
  122. world, ends up helping him find his teacher as a resource of information
  123.  
  124.  
  125. Support character a la P4G Rise, can use buff spells to help the other two's
  126.  
  127. effectiveness
  128. As far as offense goes, while she isn't the most solid fighter, she can use a
  129.  
  130. magic sword to cover her in more angles than most weapon users, and she has
  131.  
  132. access to some spells - maybe Earth and/or Wood, which would coincide with
  133.  
  134. her defensive emphasis, and also open up the possibility for barrier-type
  135.  
  136. moves
  137.  
  138.  
  139.  
  140.  
  141. Notes on Agape:
  142.  
  143. Need to add movement-hindering statuses, i.e. Sleep, Slow, Stun, Trap, and
  144.  
  145. Blind
  146.  
  147. Also consider proper attacks - outside of vanilla shots, she has Wind and Ice
  148.  
  149. [water] attacks; maybe switch Ice for Electric, since George already has
  150.  
  151. access to that
  152.  
  153.  
  154.  
  155. Notes on power levels:
  156.  
  157. *George
  158.  
  159. Capable of at least resisting heat capable of melting stone
  160.  
  161. "assuming george is made entirely out of stone, he would require 0.075 tons
  162.  
  163. to melt... so, for every 0.075 tons of TNT would be this many times more heat
  164.  
  165. resistant than stone. so say 7.5 tons would make him 100 times more heat
  166.  
  167. resistant than stone"
  168.  
  169. for weakest level (0.075t/75kg)
  170. Firepower - Small Building level
  171. Striking Power - Class K
  172.  
  173. For strongest level (7.5t/7500kg)
  174. Firepower - Large Building
  175. Striking Power - Class M
  176.  
  177.  
  178. Averages for stats:
  179.  
  180. Strength/Durability (physical) - Class K
  181. Strength/Durability (magical/non-physical) - Small Building
  182. Speed/Reaction time - Sonic
  183.  
  184.  
  185.  
  186.  
  187. Party layout:
  188.  
  189. Agape in front
  190.  
  191. George in middle
  192.  
  193. Liz in back
  194.  
  195.  
  196. Agape is statuses & ranged attacks; due to her speed, is safe for approach
  197. George is close-range damage + durability; covers closer enemies, and can
  198.  
  199. help defend Liz, who is generally a weak link for the team
  200. Liz is buffs + scans, so she gets to sit in the back like every support ever
  201.  
  202.  
  203.  
  204.  
  205.  
  206. Notes on a new setting concept:
  207.  
  208. astitva is actually a form of purgatory - created due to the large amount of
  209.  
  210. death on earth
  211. it serves on the principle of karma and reincarnation - how a person did in
  212.  
  213. life determines where they end up in Astitva, and how they do in Astitva
  214.  
  215. determines what will happen when they die again and return to earth
  216.  
  217.  
  218. two versions of astitva - "good" side and "bad side" - despite not really
  219.  
  220. being alternate dimensions, they cannot normally interact, and despite not
  221.  
  222. being of different races, different factors determine what side and race you
  223.  
  224. will appear on and be
  225.  
  226. soul stream is the connection between earth & astitva - a sort of soul
  227.  
  228. highway, transferring the souls of the deceased from earth to astitva, and in
  229.  
  230. the event they die again, it transfers their soul back
  231.  
  232. a mediator (maybe 3 - fates?) keeps watch over the soul highway and judges
  233.  
  234. where a soul goes and what form it will take
  235.  
  236. will probably have to divide races based on virtues & vices as a result -
  237.  
  238. that'll be fun with ten races for what's usually divided by 7
  239.  
  240. might have to buff up setting if this is the case (sorry recolor-sama)
  241.  
  242.  
  243.  
  244.  
  245.  
  246.  
  247. **** New Ideas/Updates ****
  248.  
  249.  
  250. Technology:
  251.  
  252.  
  253. Steam - maybe not as good as originally thought; one can probably come up
  254.  
  255. with more itneresting scenarios, and probably a lot easier if sticking with
  256.  
  257. modern +
  258.  
  259. Have technology be mostly modern, but concentrated in only a few areas; prime
  260.  
  261. examples being the homes of the Angelics, Demonics, Slyph - maybe/probably
  262.  
  263. more
  264.  
  265. Transportation - Still kind of divided on this. Boats would clearly be the
  266.  
  267. most common form of transport - will probably have to introduce quite a few
  268.  
  269. things concerning them. Still not sure at all about vehicles like cars or
  270.  
  271. buses, let alone airplanes. Maybe the party just travels on foot because they
  272.  
  273. feel like it?
  274. Well, probably could add a bias against technology in The Way - not too hard
  275.  
  276. to explain in their case, it'd be due to technology separating them from the
  277.  
  278. gods by reducing their need for magic. It'd at least explain George and
  279.  
  280. Hegel.
  281.  
  282. Power - Going back to looking at energy islands - at least to me, it makes
  283.  
  284. sense that a world mostly covered in water is going to look into power
  285.  
  286. systems that allow them to take advantage of that water, right? Hydroelectric
  287.  
  288. dams and tidal turbines should also probably be included if this is the case;
  289.  
  290. maybe Astitva can be a green example for the rest of everyone or something.
  291. Most realistic set-up, as far as I can tell, would be to have mostly dams and
  292.  
  293. turbines, with a small amount of energy islands for the bigger areas in
  294.  
  295. Astitva.
  296.  
  297. Resources - Lots of mining. At least, my ignorant mind isn't too sure how
  298.  
  299. else they'd get resources. Maybe they can fish them up off the bottom of the
  300.  
  301. sea or something.
  302. Astitva will probably have quite a lot of forest, so wood isn't necessarily
  303.  
  304. in short supply. Unless you're in a heavily populated island. For certain,
  305.  
  306. the fact that there's not too much land would exacerbate the loss of land,
  307.  
  308. for a variety of reasons.
  309.  
  310.  
  311.  
  312. Magic & Souls:
  313.  
  314. Just redefining what souls and bodies are like in my setting:
  315. 1. The soul. This is essentially a life battery, giving the body an initial
  316.  
  317. source of energy, both life energy (LE) and spirit energy (SE). LE is obvious
  318.  
  319. enough; this is what keeps your vital functions working and generally keeps
  320.  
  321. you alive. SE is a secondary source of power; although it can work simply as
  322.  
  323. backup for your life energy, it is extremely common for all forms of life to
  324.  
  325. use it to perform magic. Any being with a soul is capable of magic as a
  326.  
  327. result, and many beings know certain spells by instinct. Souls are inherently
  328.  
  329. spiritual, and as a result, require something physical (i.e. a body) to
  330.  
  331. interact with the physical world.
  332. 2. The body. If the soul is a battery, the body is like an electronic figure;
  333.  
  334. it needs a soul to truly live. However, by tehnicality, everything can be
  335.  
  336. considered a body; anything can become a vessel for a soul, even if it may
  337.  
  338. not be able to do much with it. Bodies are the physical half to the spiritual
  339.  
  340. soul, allowing it to be brought out of the astral plane and into the
  341.  
  342. physical.
  343.  
  344. Going off of these ideas, it is perfectly possible to transfer souls to
  345.  
  346. objects that normally do not contain souls, since everything physical is
  347.  
  348. technically a body. This is mainly done using the art of Magichange, which
  349.  
  350. uses magic to move a soul out of one body and into another. This means that
  351.  
  352. one can place their soul in a variety of objects, ranging from weapons like
  353.  
  354. swords or guns, to objects like stones or water, or even to other living
  355.  
  356. creatures. However, magichange isn't a particularly "natural" magic, and
  357.  
  358. requires a ton of work and concentration to perform properly. This is
  359.  
  360. because, if one doesn't know how to do it properly, the results can be quite
  361.  
  362. fatal, killing their body and just placing a now-empty soul inside a random
  363.  
  364. pot. A proper magichange does more than this; it transfers the soul, mind,
  365.  
  366. and voice of the caster, allowing the object to take on their properties, and
  367.  
  368. allowing the person to continue interacting with the outside world. In terms
  369.  
  370. of combat, a magichanged weapon needs to be able to allow the wielder to use
  371.  
  372. their abilities as if their own;not only is this a much more complex piece of
  373.  
  374. spellwork, but if not done correctly, then the caster runs the risk of
  375.  
  376. letting their wielder access not just their powers, but their mind as well.
  377.  
  378. Types of magic:
  379.  
  380. * Spell - Spells are the term used for "natural" magic. This refers to magic
  381.  
  382. that any living being, including beasts or monsters, may know from instinct.
  383.  
  384. Spells are quite common, as much research has been put into them, and they've
  385.  
  386. proven to be quite effective; they are almost instant and require little SE
  387.  
  388. to use. They are normally tied to one of the ten basic elements, and as a
  389.  
  390. result, are fairly basic. The range of strength vary quite greatly, but more
  391.  
  392. often than not, the natural ability isn't particularly high level. The
  393.  
  394. ability must be worked on, like a talent, if one wishes to make it stronger;
  395.  
  396. generally speaking, however, it is naturally known at the level most useful
  397.  
  398. for that living thing. Common levels are tiers 1 to 3.
  399. Examples:
  400. Fire
  401. Lightning
  402. Bubble
  403.  
  404. * Rituals - Rituals are the term used for more complex, learnt magic, such as
  405.  
  406. magichange. Rituals are capable of bending the usual rules and standards set
  407.  
  408. by Spells, allowing one to do things that supposedly shouldn't be able to be
  409.  
  410. done; however, as a result, they are often much more difficult to use and
  411.  
  412. require a lot of preparation and careful casting. While Rituals aren't really
  413.  
  414. divided into tiers, like Spells are, they do tend to generally be stronger.
  415.  
  416.  
  417. "Life" in this setting refers to anything that has a body with a constant
  418.  
  419. source of SE. Going by this, those who live in the Astral Plane aren't alive,
  420.  
  421. since they are just souls, and lack bodies. It also means that plants are
  422.  
  423. alive, since although they lack souls, they pull SE from the planet, and thus
  424.  
  425. have a constant source of SE. And surprisingly, magichanged objects count as
  426.  
  427. being alive, since they do have a soul and objects are technically bodies.
  428.  
  429.  
  430. Astral Plane:
  431.  
  432. The Astral Plane is a sort of afterlife, and is home to most of the souls in
  433.  
  434. Astitva. It is the spiritual side of the world, where those who lost their
  435.  
  436. bodies while in the physicl world live.
  437.  
  438. The Astral Plane is effectively a mirror copy of the Physical Plane; not an
  439.  
  440. alternate dimension, but another side of Astitva. The Astral Plane, in terms
  441.  
  442. of land and sea, is the same as the Physical, and even shares the same
  443.  
  444. locations and people. There are also a few locations that only exist in the
  445.  
  446. Astral Plane.
  447.  
  448. Residents of the Astral Plane are simply souls. From the Astral Plane, they
  449.  
  450. cannot interact with the Physical, and with the exception of their natural
  451.  
  452. world, they simply have no control over the other world. These beings,
  453.  
  454. however, can watch what happens in the physical, so it should not be
  455.  
  456. surprising for them to at least have an understanding of what is happening on
  457.  
  458. the other side.
  459.  
  460. Interaction between the two worlds can be described as such:
  461. 1. Different planes
  462. This is comparable to trying to punch the air. Yeah, you're technically doing
  463.  
  464. it, but you're not really hitting anything. Between the two planes, physical
  465.  
  466. and astral beings cannot interact at all, even if astral beings can see the
  467.  
  468. physical world.
  469.  
  470. 2. Physical Plane
  471. When an astral being is in the Physical Plane, they still cannot physically
  472.  
  473. interact with the world. You cannot touch an astral being, just as they
  474.  
  475. cannot touch you. However, they become visible, and can be spoken to. On top
  476.  
  477. of this, they can obtain the ability to interact with the physical world by
  478.  
  479. possessing an empty body, or if they're more malicious and quite powerful, a
  480.  
  481. living being. While it's normally impossible for an astral being to possess
  482.  
  483. one of the races (animals are more likely), there are plenty of substitute
  484.  
  485. "bodies" in the world for them to take over. As a result, in areas where
  486.  
  487. races fear visitors from the other world, many precautionary Rituals are
  488.  
  489. used. Once they possess a body, the astral being is treated as if they are an
  490.  
  491. inhabitant of the Physical Plane, meaning that although they can now
  492.  
  493. physically interact with the world, others can interact with them as well.
  494.  
  495. 3. Astral Plane
  496. If a physical being enters the Astral Plane, they will find themselves in a
  497.  
  498. similar situation to the astral being visiting their plane. Physical objects,
  499.  
  500. while still existing, are practically not there. A physical being will have
  501.  
  502. to deal with the same barriers as their naitive plane, but most equipment
  503.  
  504. will be worthless to them. A prime example of this is armor; it doesn't
  505.  
  506. really matter if you were to wear chain mail or a t-shirt, both would give
  507.  
  508. you about the same amount of protection on the Astral Plane. The same goes
  509.  
  510. for most weapons; you will need to give an object the ability to hit astral
  511.  
  512. beings before it will work against them. The same goes for magic; since magic
  513.  
  514. creates a physical reaction, it can be used against a physical being, but
  515.  
  516. their magic will not affect astral beings.
  517.  
  518.  
  519. Travel between Astral and Physical Planes
  520.  
  521. Normally, the method of travel between the planes is pretty basic. Dying in
  522.  
  523. the physical world sends the soul to the Astral Plane, where it becomes an
  524.  
  525. Astral Being, living a second life on the other side. At this point, they
  526.  
  527. have all of their memories of their past lives; those who belong to a race
  528.  
  529. will become ghosts, while creatures and monsters of all varieties will become
  530.  
  531. corresponding creatures on the other side. Astral beings have unique
  532.  
  533. lifespans, as left alone, they can spend a very long time in this state.
  534.  
  535. However, when fighting amongst themselves, astral beings can kill each other
  536.  
  537. just as easily as physical beings. On top of this, there is a legion of Demi
  538.  
  539. who live in the Astral Plane, and they watch over & determine if a soul has
  540.  
  541. spent long enough in the afterlife, and should be reincarnated. At this
  542.  
  543. point, all of the actions committed by that soul will be tallied up, and used
  544.  
  545. to determine what will happen to them in reincarnation; from here, the
  546.  
  547. experiences of that soul are saved as something called a Vita Fabula, and are
  548.  
  549. sent to a being named Pandora.
  550.  
  551. Outside of death, there is also summoning. Beings from either plane can
  552.  
  553. summon and be summoned by beings of the other side; however, this sort of
  554.  
  555. Ritual requires one to be quite specific. Not doing a summon properly may
  556.  
  557. result in summoning the wrong spirit, summoning more of them than one can
  558.  
  559. handle, or even putting oneself in the other plane.
  560.  
  561. Lastly, there are four gateways across Astitva, allowing one to simply enter
  562.  
  563. as they wish. Watched over by the Fates (see below), these gates allow one
  564.  
  565. free travel between the worlds, on the grounds that you accept the Fate's
  566.  
  567. rules. Trying to challenge these rules can result in one quickly being sent
  568.  
  569. away from the area, with their intentions of interplane travel removed from
  570.  
  571. their minds.
  572.  
  573. There are Demi that watch over travel between the planes, who refer to
  574.  
  575. themselves as the Fates, or if one prefers longer names, the Directors of
  576.  
  577. Fate. There are nine of these Demi - Clotho, the guardian of the physical
  578.  
  579. north; Lachesis, guardian of the astral north; Atropos, guardian of the
  580.  
  581. physical east; Wyrd, guardian of the astral east; Verandi, guardian of the
  582.  
  583. physical south; Skuld, guardian of the astral south; Nona, guardian of the
  584.  
  585. physical west; Decima, guardian of the astral west; and Morta, a travelling
  586.  
  587. guardian who deals with constant non-gateway travel.
  588.  
  589.  
  590.  
  591. Notes on stats:
  592.  
  593. * will probably need to buff everything big-time
  594.  
  595. Need to at least be able to handle lightning techniques - high speed +
  596.  
  597. reaction time
  598.  
  599. averages:
  600.  
  601. Strength/Durability (physical) - Class G-
  602. Strength/Durability (magical/non-physical) - Hill Level
  603. Speed/Reaction time - Mach 400/Mach 440
  604.  
  605. really tempted to have it be island level for both, but at that point that is
  606.  
  607. just super silly
  608.  
  609.  
  610.  
  611. Ideas on "traits":
  612. These are little add-on pieces of information, usually just one word or so,
  613.  
  614. that indicate that an ability has a certain aspect to it. This isn't really a
  615.  
  616. definite thing, but a quick way to indicate abilities of a move.
  617.  
  618. Current trait ideas:
  619. ~ Cold
  620. Mainly used with Water techniques, this indicates that an attack is an "ice
  621.  
  622. attack". Some characters, such as members of the Lucid race or enemies that
  623.  
  624. are similar to plants, can absorb water, but are weak to cold. In this case
  625.  
  626. (as well as in similar ones), the tecnique is treated as though the character
  627.  
  628. resists it.
  629.  
  630. ~ Astral
  631. Astral abilities completely ignore physical defenses, as they hits souls
  632.  
  633. directly, instead of physical bodies. This includes armor and shields, as
  634.  
  635. well as walls.
  636.  
  637. ~ Pierce
  638. Abilities that are likely to break through physical defenses have this trait.
  639.  
  640. This works for other objects, such as walls.
  641.  
  642. ~ Mental
  643. These abilities don't hit physically or spiritually, but rather, hit
  644.  
  645. mentally. These abilities also tend to pull power from the user's mind. This
  646.  
  647. is generally a trait of scan abilities.
  648.  
  649. ~ Hitscan
  650. This sort of ability simply cannot miss, as it is a truly instant attack. Not
  651.  
  652. sure if this will get much use, but it's definitely something worth noting.
  653.  
  654. ~ Faith
  655. This ability runs on how strongly one believes in something, usually a
  656.  
  657. religious figure of some sort. However, it can also apply to other
  658.  
  659. situations, such as one's friends or that something will not happen.
  660.  
  661.  
  662. Weaknesses & resistances:
  663. Alongside the elemental alignment all characters have, they may also have a
  664.  
  665. varity of secondary weaknesses and resistances. These are just as important
  666.  
  667. to remember as the elemental alignment, since they might hint to an easier
  668.  
  669. elemental weakness to exploit, or to a strength you ned to avoid.
  670.  
  671. Weakness - Characters are weak to these elements and traits. Can combine with
  672.  
  673. the actual elemental alignment to become a sort of double weakness (think
  674.  
  675. quad-effective moves from Pokemon).
  676.  
  677. Resist - Characters resist these elements and traits. Can combine with the
  678.  
  679. actual elemental alignment to become something like a double resistance.
  680.  
  681. Immune - Characters are barely, if at all, affected by this. This normally
  682.  
  683. isn't for an enemy or a trait, but rather for statuses. When combined with
  684.  
  685. the weakness that comes with an elemental alignment, it results in a
  686.  
  687. resistance to that element instead; having an elemental resistance as well as
  688.  
  689. an immunity more or less guarantees that this element will never affect you.
  690.  
  691. Absorb - Usually used with elements, characters can absorb these abilities,
  692.  
  693. and can use it to either become stronger or even heal. This will take into
  694.  
  695. consideration the weaknesses and resistances of the character; being immune
  696.  
  697. to an element won't be of much help for absorbtion. Being able to absorb an
  698.  
  699. element, but being weak to a trait will result in a resistance to that
  700.  
  701. ability.
  702.  
  703.  
  704.  
  705. Character notes:
  706.  
  707. * Arcanas!
  708.  
  709. Yes, characters will have arcanas. This is mainly for flavor, since it
  710.  
  711. doesn't have an effect on anything in-story, but if you know what to expect
  712.  
  713. when you see an arcana, then you can get a hint of what their character is &
  714.  
  715. where it's likely to go. An "R-" in front of the arcana indicates that they
  716.  
  717. represent the reverse side of the arcana; I try to avoid these. Probably a
  718.  
  719. habit I should get out of.
  720.  
  721. George - Magician
  722. Agape - Lovers
  723. Elizabeth - Priestess
  724. Samuel - Fool
  725. Felix - Chariot
  726. Golem - Strength
  727. Pichuko - Hermit
  728. Salandra - Empress
  729. Wendy Wakana - Sun
  730. Alena - Tower
  731.  
  732.  
  733.  
  734.  
  735. * New character ideas:
  736.  
  737. Just ideas. Probably won't do much with them right now.
  738.  
  739. Samuel - Werebeast Dullahan. Dark aligned. Uses a sword. Not sure what to do
  740.  
  741. with his story. From the get-go, is very JRPG hero-ish. I would like to avoid
  742.  
  743. making something like "RAAARGH I CANT CONTROL MY BLOOD RAAAAAAAGE" if I can -
  744.  
  745. hate that sort of character most of the time. Highly physical attacker, can
  746.  
  747. use the Dark element to "create" weaknesses in enemies, via exploiting
  748.  
  749. character types and using hits specifically meant for the living & dead. In
  750.  
  751. the case of exploiting types, would need to make a system for that & explain
  752.  
  753. how it works - probably not worth it.
  754.  
  755.  
  756. Felix - Angelic. Electrically aligned. Detective who uses electric magic as
  757.  
  758. well as gun; a Gunner to Agape's Archer. Not as status heavy, though. Global
  759.  
  760. person who simply travels and deals with odd cases.
  761.  
  762.  
  763. Golem - Lucid. A friend that Felix picked up a long time ago. It lives inside
  764.  
  765. of a suit of armor that gives it the appearance of a golem, hence it's
  766.  
  767. nickname, Golem. Uses an axe. Ridiculously powerful, and can take equally
  768.  
  769. powerful hits, but is kind of stupid and slow. Will always listen to Felix,
  770.  
  771. though.
  772.  
  773.  
  774. Salandra - Demonic. Aligned with Light. A witch whose husband, Scathan, was
  775.  
  776. one of the most powerful mages of his time, until a rather rowdy duel left
  777.  
  778. him with a curse that would kill him in less than three hours. Not able to
  779.  
  780. get medical help right away, and with Scathan not willing to lose his life
  781.  
  782. over a petty duel, she magichanged him into a different body - that of a cat.
  783.  
  784. With her husband now as her pet, she began becoming a stronger magician, and
  785.  
  786. began a potion-making business. Salandra spends a lot of time on her private
  787.  
  788. boat, the Unscathed Glory, and explores the world of magic alongside her
  789.  
  790. husband.
  791. An offensive mage - maybe comparable to a Disgaea Witch or Black Mage from
  792.  
  793. FF, but not quite as frail. Her own movepool is somewhat small, but thanks to
  794.  
  795. magichanging Scathan, she has access to far more magic. When not in a serious
  796.  
  797. fight, she also uses him as a weapon, smacking opponents around with a cat
  798.  
  799. that has rather surprising durabiity. Naturally, he kind of hates her for
  800.  
  801. that. The two often just spend time finding ways to annoy each other.
  802.  
  803.  
  804. Wendy Wakana - Angelic. A young musician who was paired with a troubled
  805.  
  806. orphan named Alena, and acts as a mentor to her. She makes Alena a member of
  807.  
  808. her now-two-man rock band, saying that it would provide a good outlet for all
  809.  
  810. of her anger and depression. She actually intends to use Alena's surprising
  811.  
  812. talent with the guitar to escalate herself to fame and fortune throughout
  813.  
  814. Astitva. Very self-centered, and seems to switch between not noticing it to
  815.  
  816. flat-out admitting it. Generally very fun to be around, although her lack of
  817.  
  818. seriousness combined with her self-centeredness can make her rather annoying.
  819.  
  820. She is just about never depressed, ever. Uses a rather cartoonish hammer in
  821.  
  822. battle, and mainly works to pester enemies with her jokes. She does have
  823.  
  824. techniques with her hammer that can inflict trauma rather easily, however. As
  825.  
  826. a musician, she's a vocalist, although her hammer can be transformed into an
  827.  
  828. acoustic guitar.
  829.  
  830. Alena - Angelic. A young girl who witnessed the murder of her parents by
  831.  
  832. someone who was supposed to be one of their closest friends. She quickly lost
  833.  
  834. faith in others and became increasingly violent, feeling that if she couldn't
  835.  
  836. protect herself, then she might be betrayed like her parents were.
  837.  
  838. Eventually, she met Wendy Wakana as a "big sis", mainly in an attempt by her
  839.  
  840. uncle to improve her social skills. The two became friends, albeit shaky -
  841.  
  842. Alena is still very wary and doesn't like joining Wendy Wakana on all of her
  843.  
  844. misadventures. She uses her own axe guitar as an instrument; she is mainly a
  845.  
  846. fist fighter, as far as combat goes, and carries a knife with her at all
  847.  
  848. times.
  849.  
  850.  
  851.  
  852.  
  853. spring = birth
  854. summer = maturity
  855. autumn = aging
  856. winter = death
  857.  
  858.  
  859.  
  860. Terms for setting:
  861.  
  862. Monster - Refers to an antagonistic creature of some sort. They will not
  863.  
  864. necessarily be evil, but they will get in the way and serve as common
  865.  
  866. enemies.
  867.  
  868. Great Expansion - A period of time where the races became more globally
  869.  
  870. aware, and began to realize that others existed in the world. During this
  871.  
  872. time, several things happened:
  873. 1. Werebeasts began to appear afterwards, the cause unclear.
  874. 2. The term Godkin was coined, Astitva's equivalent to how we refer to
  875.  
  876. ourselves as humanity.
  877. 3. Demonics and the Lucid began to suffer prejudice; The Demonics withdrew as
  878.  
  879. a result, preferring to live with monsters over other Godkin, while the Lucid
  880.  
  881. retreated a little, but otherwise ended up becoming almost subservient to the
  882.  
  883. other races, in order to avoid any trouble.
  884. 4. Atropism and The Way became more global religons. The Way is currently
  885.  
  886. more powerful a force.
  887.  
  888.  
  889.  
  890.  
  891. race backstory rewrites & new ones to fill in old spots now unfilled
  892.  
  893. Demonics - A race that people used to believe were descended from demons,
  894.  
  895. resulting in them being feared, as demons were supposedly powerful monsters
  896.  
  897. that destroyed good people and propagated evil. As the races began
  898.  
  899. researching their world more, this belief was proven false, but the damage
  900.  
  901. was dealt. Demonics had long ago decided to remove themselves from other
  902.  
  903. races. They actually have a close connection to monsters, made stronger after
  904.  
  905. they decided to remove themselves from other Godkin.
  906. Alignment - Poison
  907. General traits - Flight [limited], Monster Kinship
  908.  
  909.  
  910. Angelics - Race that began the research on magic, resulting in them
  911.  
  912. developing much of the technology in this world, alongside their allies the
  913.  
  914. Sylph. They are generally an intelligent race, and their home, Charon, is
  915.  
  916. full of many schools and factories due to both traits. They are highly
  917.  
  918. developed compared to many of the other races, but others tend to complain of
  919.  
  920. their tendency to keep all of this knowledge and tech to themselves. As a
  921.  
  922. result, they have begun attempting to reach out to other races, with mixed
  923.  
  924. results; in particular, they have begun working on repairing the relationship
  925.  
  926. between Demonics and the other races.
  927. Alignment - Electricity
  928. General traits - Gliding, Spirit Regen [limited]
  929.  
  930.  
  931. Ignis - A peaceful and much-loved race, they are well-known for how religious
  932.  
  933. they are. Their religion is simply referred to as "The Way", a set of beliefs
  934.  
  935. started by a prophet who referred to himself as the "Light of the Gods". He
  936.  
  937. preached a method of living that would allow one to be more in tune with
  938.  
  939. nature and the gods, allowing one to realize one's potential and become a
  940.  
  941. symbol of good. After the Great Expansion, the Ignis began travelling to
  942.  
  943. spread the word of their religion; while they are respected for being amongst
  944.  
  945. the kindest people, their adherence to their religion is quite strong.
  946.  
  947. Newcomers from other races of Godkin are introducing their own variations on
  948.  
  949. the religion, but the original religion is still very prevalent.
  950. Alignment - Light
  951. General Traits - Heat Aura, Health Regen
  952.  
  953.  
  954. Sylph - A birdlike race who are good friends with the Angelics, and have
  955.  
  956. access to similar amounts of tech and knowledge. They consider themselves
  957.  
  958. more academic, and many of the research towards the Angelic's tech was
  959.  
  960. performed by the Sylph. Their unique body structure, which prevents them from
  961.  
  962. being able to hold objects, but gives them constant access to flight, has
  963.  
  964. forced the Sylph to be much more magically oriented than any other race. They
  965.  
  966. were the race that started the Great Expansion, the term used for the period
  967.  
  968. in the world's history that resulted in the races ultimately discovering that
  969.  
  970. there were other races besides their own, and begun the use of the term
  971.  
  972. "Godkin" to refer to the people of the world as a whole.
  973. Alignment - Wind
  974. General Traits - Flight [natural], Spirit Regen [normal]
  975.  
  976.  
  977. Dullahan - A race of physically powerful beings, the Dullahan have a tendency
  978.  
  979. to enjoy showing off their strength. After the Great Expansion, Dullahan have
  980.  
  981. appeared all over, being capable workers as well as fighters. Dullahan are
  982.  
  983. largely superstitious, due to their home, the island Styx, being the location
  984.  
  985. of a gate to the Astral Plane. Dullahan, interestingly enough, look similar
  986.  
  987. to the appearance of ghosts, and they even share some common traits;
  988.  
  989. supposedly, a long time ago, their ancestors had lived with spirits, but at
  990.  
  991. some point removed them from Styx, and they became the rather ghastly-looking
  992.  
  993. race they are now. As a result, there is a small religion that the Dullahan
  994.  
  995. share, Atropism, which is largely intended to remove the influence of the
  996.  
  997. dead from the Physical Plane, and it is from this that much of the current
  998.  
  999. understanding on souls & the Planes have been based on.
  1000. Alignment - Earth
  1001. General Traits - Aura Vision, Ghostly Body [limited]
  1002.  
  1003.  
  1004. Lucid - A slime-like race. Unlike the Demonics, who were believed to have
  1005.  
  1006. descended from demons, but never did, the Lucids actually are mutated
  1007.  
  1008. versions of the wild monsters referred to as "slimes". Lucid have developed
  1009.  
  1010. much more solid, humanoid forms, and with it, they have developed minds -
  1011.  
  1012. simple ones, but ones capable of thought and self-control, two things their
  1013.  
  1014. monstrous cousins lack. Being related to one of the most elementally-aligned
  1015.  
  1016. monsters has also resulted in them sharing these traits, including their
  1017.  
  1018. unique ability to absorb water; however, the Lucid have had to deal with the
  1019.  
  1020. same sort of problems that the Demonics faced. It didn't help that they
  1021.  
  1022. aren't anywhere near as intelligent, and thus weren't sure what to do about
  1023.  
  1024. their predicament. Nowadays, they are mostly cowardly, and often aim to
  1025.  
  1026. please, in order to avoid negative judgement; this is partially because they
  1027.  
  1028. haven't realized attitudes towards them have begun changing.
  1029. Alignment - Water
  1030. General Traits - Amorphous Body [limited]; Regeneration
  1031.  
  1032.  
  1033. Werebeast - Unusual Godkin that take the form of another race by day, but
  1034.  
  1035. take the form of an animal by night. This trait has been currently
  1036.  
  1037. unexplored, but what is known is that they only began to appear after the
  1038.  
  1039. Great Expansion, meaning that their existence might have been caused by some
  1040.  
  1041. event during this time lost to history. Generally speaking, Werebeasts are
  1042.  
  1043. looked down on by others, due to the belief that, since they transform into
  1044.  
  1045. animals, they must be more like animals than actual people. Werebeasts have
  1046.  
  1047. few of their own unique traits, generally combining abilities from both of
  1048.  
  1049. their forms, but one commonly known ability is their "unlucky aura" -
  1050.  
  1051. Werebeast have the power to curse anything they touch, and depending on their
  1052.  
  1053. skills with magic, this can be controlled as needed. This ability doesn't
  1054.  
  1055. help their reputation at all, but it does let them often get a chance to get
  1056.  
  1057. back at those who they've had to deal with.
  1058. Alignment - Dark
  1059. General Traits - Unlucky Aura, Transformation
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