Mtoto Wamoto
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CJ's Art Thread: Where everyone can look and say "ugh, I wish I could draw." Even if they can. Pretty much.
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Ooo, ooo, I can kidnap help you!
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Sure, sign me up as a mentor. I'm not limited to just one person. We used to do this back in the day in our old LS and found it helped a lot of newer players and characters break into the scene and get to know people easier. Edit:: Well, since everyone else is doing it... About Me: I go by Mtoto, or Toto to a small handful of people. I play Mtoto Wamoto as my main and Athumani Ashur as my alt, both of whom are Seeker of the Sun Miqo'te. IRL, I'm 23 years old. I'm a college student with a focus on Computer Science as my intended major and I work full time as a Administrative Assistant and Lead Concierge for a high rise condominium property. On the side, I enjoy art in all forms, from traditional drawing and painting to the digital medium. I'm on the Pacific time zone, but I'm usually up throughout the day for whatever reason. In terms of roleplay experience, I'm still fairly new myself. I started RPing for the first time in an MMO back at the launch of FFXIV in 2010. Since then, I've been part of several linkshells including AETHER, TALE, Everwatch, and Soliloquy. I played a very minimal role in all four of those mainly due to me dedicating most my time to the shells I led: The Eorzean Guard and Sentinel's Ark. The former being a rather established shell during its run while the latter was a smaller tight knit group. While my main character is rather aloof and distant ICly, OOCly I do what I can to assist new members in the community by helping them with gear, levels, and introducing them to the different aspects of the lore. I enjoy creating events more so than participating in them at times, and will often put things together for other people to enjoy, regardless if I'm involved ICly or not. The feedback I've received so far as been fairly positive in that light, but you needn't take my word for it, just ask some of the people who've I've RPed with or better yet, RP with me~! I enjoy writing stories and journal logs when I can, but I don't do it nearly as much as some others. This is something I plan to do more of come ARR, so I'll be making use of the new Lodestone when the time comes around. Currently, I am an officer of Blue Skies where my tasks include event planning and assisting with the organization and structure of the shell. I am also willing to help new linkshells with ideas to help get their foot in the door so to speak. Should anyone have any questions, you're more than welcome to contact me! Contact Info: Skype: Mtotowamoto Steam: Aristotleami You can also reach me by PM here and in-game!
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Those are awesome. :thumbsup:
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RP Servers: A Discussion (mods please read before locking..)
Mtoto Wamoto replied to Mtoto Wamoto's topic in RP Discussion
It all depends on how they handle it. There are a lot of different ways they can implement RP servers. I think if we're more vocal on the official forums with what we as RPers are seeking, they'll take it into consideration if there is enough feedback on the matter. We've seen them do it before on several occasions after all. Even if there is one server for Legacy players and non Legacy players, we should still think how we can have them coexist and work alongside one another. I would have no issue creating a character to RP on the other server from time to time when RP on my main one is slow for whatever reason. -
RP Servers: A Discussion (mods please read before locking..)
Mtoto Wamoto replied to Mtoto Wamoto's topic in RP Discussion
For the most part, I've been trying to take a step back from engaging in this thread since my initial post as I wanted to look over the various viewpoints presented first. I feel that too often do people come in with the intent to intent to reply before they have an intent to understand. After reading everything, I don't believe anyone here is trying to force anyone into having to pick what server they want to go. The people who want to start on a new server aren't saying that Legacy players have to leave Balmung, nor are Legacy players saying the new RPers and returning RPers have to roll on Balmung and just deal with it. It all boils down to personal preference and as several people have stated, there is no right or wrong choice in it. There's only the choice that makes the players happy in the end, and I believe that's what the most important thing to consider here is. Can there be a secondary RP server for new RPers and even people who want to get a taste of new community? Of course. Can Balmung continue to act as an unofficial RP server among a sea of others? Yes. I think something to keep in mind is that even though Balmung is considered the unnofficial RP server, it wasn't the only server back in 1.0 that had RP present. Hyperion, Masamune, Cornelia, are just a few servers I'm aware of that had some solid RP and tight knit communities. Even within Balmung itself, there was an entire community that splintered off from the RPC community due to them wanting to be on their own among other reasons. Bottom line is, communities can coexist across servers, we've seen this happen in the past. Is it detrimental to the growth of each individual community? I don't think so. Again, people will gravitate towards where they want to be, whether it be linkshells, free companies, or servers. In an ideal setting, I would love to be able to have every RPer on one single server, but having options and choices between what server people want to be on isn't hurting anyone. As a Legacy player, I feel that the most important thing that newer players need to understand is that we want to RP with you guys yet at the same time we also don't want to leave what has become our home over the past 2-3 years. I'm sure many of you understand that. Legacy elitism is something I feel is nearly non existent within this community. Personally speaking, I don't care if someone is Legacy or not, if they're nice and RP, that's good enough for me. Several points have been made regarding the RPC and if it should act in the same vein for communities outside of Balmung as it does for the community within Balmung. I'm of the personal opinion of "Why not?" If the site is made to facilitate RP, why not add features to facilitate RP across all servers? Of course, this is something the mod and Kylin should decide, but I'm for the idea that the RPC shouldn't be exclusive to Balmung alone. Perhaps even a sister RPC can be created so the two can coexist yet cater towards different audiences. With the ability to create multiple characters across different servers, maybe we can come to an understanding compromise so that healthy interaction betweenthe our two communities can still occur. I would just hate to see us being cut off completely from a whole group of equally wonderful and creative players. We're not going to be able to make everyone happy by just one cut and dry choice. While it may seem a bit early to start making decisions, it isn't too early to make plans for alternatives should things go awry. A ounce of prevention is worth a pound of cure after all. Perhaps what we really ought to do is really push for an official RP server(s). SE has said they are considering it, but why not show them just how many people would actually be interested in it? That is an endeavor that I feel both parties can work towards rather than throw heated words across a forum all day. Let's put aside silly titles and undue stress and worry. Let us instead focus on seeing eye to eye and working in a manner that can please both sides as well as create common goals that we can both work towards. -
I'm requesting that the mods do not lock this thread. The previous comments made by others in the other thread can be moved here since they apply to the topic at hand. This is meant to be a simple thread for open and civil discussion between mature players to understand stances as well as discuss alternatives and different options. (Now...let me try to remember everything I had typed out before I found out the thread got locked... ) I never thought that the whole Legacy vs Non-Legacy debacle would ever pop up here on the RPC. I can only speak for myself, but as a player who does have Legacy, I never really felt it did much for me as a roleplayer other than let me pay a bit less on my monthly subscriptions... Before I get into the meat of things, let me state something: I play two characters. "So what?", right? Well the thing is, my first character, Mtoto, has been around since 1.0 and I suppose is what is considered a "Legacy Character" (I hate this term...). My second character, Athumani, is not. He is coming into A Realm Reborn as a fresh new face within the landscape of the community. More over, I am just as much of a gamer as I am a role player. I try to keep a pretty strict balance between the two. I'll touch more on these two facts a bit later and why I feel they are relevant to the situation... To begin, as a gamer I completely understand the standpoint of someone new coming into an already established world/server. It's a daunting feeling seeing other players run around in their high tier/end game gear or feeling like there is no one around your level to help you with quests, jobs, and other things. Trust me when I say I can empathize. The truest and closest example I can give is when I first started playing FFXI. I got into the game late in its life cycle. Treasures of Aht Urhgan had just come out I just picked up the game. Going in, I quickly realized that I was at the bottom of a huge hill. In order for me to enjoy the new content with people, I had to get my job, my subjobs, complete certain quest lines, reach a certain level, etc. etc. With the little help I received, it made it all the more difficult and I felt that had I just picked up the game when it first came out, I would have been better off. I ended up leaving XI once I hit 40, and suffice it to say, it wasn't a pleasant experience. As a role player, my stance is a bit different. I've always been of the opinion that one's character is not necessarily bound to the mechanics of the game, but rather the lore set and the realm of possibility presented within it. For example, as someone who has played the game for a long period of time, my main character is level 50 across all jobs. Does this mean that Mtoto is skilled and proficient in all weapon classes? Not at all. My character's growth has for the most part been separate from my growth as a player. In other words, the levels I gained do not translate to her acquired skill, knowledge, and experience she has gathered throughout her life. To this end, I feel that a new player who is interested in RP, shouldn't feel that just because they aren't level 50, they aren't an "established" character or hold the same skills as someone who is. A character is only as established and fleshed out as their story warrants, not by their stats or gear. A thing to keep in mind is that RPing is a form of creative interpretation and suspension of belief. We already RP out things like climbing and swimming, two things you can't do in game. So who's to say that we can't suspend our belief for new characters who are wearing not so fancy gear and instead only see the RP at hand where the character is wearing something more fitting to them or that the character is not a level 1 gladiator, but rather just an adventurer who is skilled with a sword? When RPing, don't stress out so much about the mechanics, just make sure your character is grounded to the world they live in and is believable. People tend to RP just fine in these situations from my experience... Now the question might arise, "If mechanics aren't that important in an RP setting to you, why don't you just move to a new RP server with your current character?" I admit, this is a bit harder to answer. There are a few different reasons why people don't want to do that if they have to start over. A.) This server, this world, it is a living, breathing setting. Both our characters and us as player have experienced a lot over the past 3 years. The fall of Dalamud, the Garlean invasion, the Grand Companies being reformed, Beastmen summoning Primals, the Archons, etc. There are so many things we've experienced, here, on this world, that it would be hard for myself and many others to just up and leave. This is our home and we are proud of it. B.) Not only has lore been established from 1.0, the community has established quite an extensive lore in itself. You have hundreds of characters who have interacted with one another in some way, shape, or form. Relationships have been forged, friendships have been made. This isn't even limited to only a RP thing. Balmung is home to many friendly non-Rpers as well who many of us have grown close to over the years. We also don't want to lose the ability to play with friends here. C.) This one is more about gameplay than RP. We've invested a lot of time into the characters we have. A lot of us just aren't willing to lose all of that if we can't carry this version of our characters to the new server. That's the simple, cut and dry truth for many of us. Let me touch base with what I said earlier about me having two characters. As I said earlier, my secondary character is new to ARR. As it were, he is starting off at 1.0 in many cases. However, in his character story and background leading up to ARR, he has quite a bit of experience and is a monk. Obviously as a new character, I'm not going to have access to that from the get go, so does that mean my character is unable to be a monk? Does he literally have to start at square 1? Personally, I don't RP that way as I've already stated. I would simply RP him out how he is meant to be, not what the game mechanics restrict me to. So long as he isn't a Mary Sue character and isn't breaking lore or the realm of possibility, I don't see and issue with doing this. I feel that new RPers coming in shouldn't either. I remember talking to a few friends a little while back and the topic of "would you go stay on Balmung if another server designated for RP were created?" came up. I said yes I would stay, but I also said that if the majority of the RP community where to go to the RP server, I would simply make a character on both worlds. One to RP with on the RP server, and one to play the game with on the server I'm already on. Others also said they'd be prepared to do something like this should the need arise. So I ask a question to new players coming into the game and are looking to move to a new server. Has creating two versions of your character been thought of? As in, have you thought of creating one on the new server to experience the game new with other new people and creating another character on the RP server strictly for RPing come up at all? In this manner you get the new game experience and also can stay in touch with the RP community that has been formed, which in my opinion, would be much easier to do than go and create an entirely new one that is isolated from this one. Many of us want to RP with new faces! The bottom line of all this is that I think it would be sad to see new people and returning rpers have to split from other rpers because they have some stupid title like Legacy or they don't want to leave their friends. In the end, I feel that we are all roleplayers, and that should be enough to be like, "Hey! Wanna RP?" "Yeah, sure!" I don't think Legacy or non Legacy should divide role players.
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Here's another sketch. Unfinished, but it's coo. I'll update it when I do.
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A comprehensive look at the Seventh Umbral Era story arc [1.0]
Mtoto Wamoto replied to Merri's topic in Lore Discussion
If I remember correctly.... Hildebrand ended up acquiring it when his assistant Nashu found it in the garden outside of the Coffer & Coffin. As Hildebrand's fate is left up in the air by the end of 1.0, Bradamante's current location is likely also unknown. -
I'll volunteer Mtoto for the carpenter spot if you'll have her! Of course, if you want to limit the amount of Miqo'te for this or someone else really wants it, I'll be happy to pass
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Greetings everyone! Fernehalwes here! OMG!!!!!!1!!! It's less than two weeks until the launch of the third phase of the beta test!!!!!!!1!!!11!1! OMGUBITB'IBi567'&ri6r76vB&r6rfUfr676r'IR&!B!&R!BBR&!BR!1 Yes, but you didn't come here to watch me get all hot and bothered, you came here for deep-fried, juicy, golden-brown nuggets of exclusive info (with your choice of barbecue, honey mustard, or sweet and sour sauces). Well, my friends, dinner is served. I bring to you tonight...World server names! (crickets chirping...) I know, I know. Server names aren't quite as sexy as pics of...oh, let's say...a new job, but still, it's something, right? (I'm not going to say that Yoshi-P's hoarding all the cool stuff for E3, but Yoshi-P's hoarding all the cool stuff for E3.) And so, without further delay, your Beta 3 World names! ▼New Worlds (Enemies from FINAL FANTASY) Group JP Atomos Bahamut Chocobo Garuda Ifrit Mandragora Ramuh Tiamat Titan Tonberry Group NA/EU Adamantoise Behemoth Cactuar Coeurl Diabolos Gilgamesh Goblin Leviathan Malboro Midgardsormr Ultros Cerberus (EU) Moogle (EU) Odin (EU) Shiva (EU) ▼Legacy Worlds (used for 1.0 data transfer) Group JP Aegis (LEGACY) Durandal (LEGACY) Gungnir (LEGACY) Masamune (LEGACY) Ridill (LEGACY) Group NA/EU Balmung (LEGACY) Excalibur (LEGACY) Hyperion (LEGACY) Sargatanas (LEGACY) Ragnarok (LEGACY/EU) As you can see, servers are divided up into two groups: JP (recommended for Japan) and NA/EU (recommended for North America and Europe). Remember, just because a World is recommended for a certain region does NOT mean the World can only be joined by players from that region. The recommendations are based solely on the physical location of the World servers. I personally pushed for a Fernehalwes server, but it was shot down because, unlike the cool kids Odin, Shiva, Bahamut, and the rest, I've not appeared in any FINAL FANTASY titles. We'll have to do something about that... Fernehalwes http://na.finalfantasyxiv.com/blog
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Here's a quick 40 minute sketch of an elderly elezen man. I decided to go back to just sketching things out lightly and building up from there. I mirrored parts of the face because I was lazy. Also didn't feel like blending values or outlining/putting more weight in the lines this time around. Edit: I don't like his face...I'll fix it later. Bah.
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I took a peak at the dictionary and saw that Wolf is in fact listed as Wilf and Wzyn is found near the bottom of the list and translate into White. Uwil on the other hand translates into Owl. Hope that helped! References: http://forum.square-enix.com/ffxiv/threads/61147-Roegadyn-Dictionary
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Heeeeey, I want one! It's been forever since the last bust portrait you did of Mtoto. Or you can draw Athumani...or both
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Forum RP experiment - Seeking Volunteers
Mtoto Wamoto replied to Mtoto Wamoto's topic in RP Discussion
Thank you! I'm glad you think so. It's completely understandable that interest in this type of system would be very small, I expected this from the beginning. But by all means, if you know people that may be interested in this, feel free to send them this way to take a gander. On a side note, I'd like to state that I've never personally played D&D. I have played one or two other table top RPGs (whose names I can't recall for the life of me...), but most of my experience derives from other systems such as TRPGs, TCGs, and board games, which I feel are evident in how the turns and rounds function. I did look into how D&D and other table top systems work and I also spoke to a couple people who do play D&D or have experience with it and asked what mechanics would likely work or fail in a normal RP setting. The idea was initially thought out as a system that myself and a few others who expressed interest could use when we can't RP in-game, but wanted to keep the element of "realtime" RP in a forum setting when in combat while also making it fun and engaging for all those involved. Again, I'd like to stress that the system above would only ever be used when in combat in certain instances (not every instance), while RP would function normally outside of these. Anyways, I'll be creating a new RP thread for the first test session either tonight or tomorrow. To everyone who has volunteered, please have your character profile/affinity chart ready if you haven't posted it in this thread yet. Thanks again guys! -
Forum RP experiment - Seeking Volunteers
Mtoto Wamoto replied to Mtoto Wamoto's topic in RP Discussion
Updated the main post with a few things. Figured that since I've been answering questions left and right on the mumble I frequent, I'd take some time to answer them here for others to see as well as the answer any other questions asked. Q: Is this something you intend to use on a regular basis? A: No, this is merely an optional alternative should people be interested in using a structured system in an RP setting. Q: What about RPing out dungeons and fighting mobs in game and in real time? A: This system was designed for use in a forum setting. The amount of calculations that the DM must make at the end of each round, while not overbearing or overly time consuming, would not fit within the real time environment of RPing in the game and thus would not be something that I feel would be appropriate for it. Q: What about role playing player vs player fights? A: A similar system could be made up that involves PvP and the use of character sheets, but I'm not touching PvP with a ten foot pole right now. Q: My character is level 50 in-game in every class and I RP that accordingly, what does this mean within the structure of this proposed system? A: The idea is that this system is made to create diverse characters and show what each individual character specializes in when placed in a group of other adventurers. While the system gives each character 10 allocation points to spend across 10 general weapon and spell affinities, characters aren't bound to just those 10 points. The thought is that the character profile is something that grows with your character overtime, meaning that a character could potentially be S ranked in 3 or more weapon or spell affinities. Honest assessment of the character is strongly encouraged. Q: Your system seems stifling and appears to limit creativity. Limiting the amount of actions, determining results by dice roll, and using affinity profiles seems counter to what RP should be. Why would you design an RP system that limits RP? A: The short of it is, I'm not, nor is that my intention in creating this. The long version is a little more complicated. For one, I designed this system with two things in mind. Strategy and speed. Yes, looking at the Great Wall of Text may seem daunting, but I feel from a the perspective of the player who is RPing a character involved in a situation using this system, it is rather casual for them as they aren't dealing with number crunching or anything of that nature. They are simply RPing as they would with a few guidelines and boundaries set in place. All the logistical elements; i.e. the number crunching and dice rolling, would be done primarily by the DM. So long as the characters abide by the turn system in place, rounds should be very fast. Effectively, the length of an entire round is equivalent to about 30 - 60 seconds within the actual setting of the role play. I also feel the mechanics in the system I proposed offer a level of tactics and strategy to the role play at hand, which are two things that I feel should be at the forefront of RP when a character is engaged in battle. Limiting how much or far a character can move in one turn makes the character think about their positioning in the battle. Limiting possible actions and reactions to a standard number for all those involve allow battles to be sped up as well as encourage actual party role play dynamic. Instead of a single character simply steam rolling an NPC mob, all party members are able to be engaged in someway under this system. Again, I'm not trying to stifle creativity, however, I do understand that the limitation of this system prevent characters from having long, elaborate actions in a single turn. In this case, the character would expand that long action over a series of turns or simply condense it in a way for it to work. I feel that players/characters are still able to be quite creative under this system, but just in a different manner of thinking compared to the traditional free flowing forum RP. Q: Since we don't have Arcanist spells yet, how would we handle that? A: Until Arcanist is detailed further, I won't be using it in the current testing phases. While I have seen the translated list of spells, they can't be confirmed until the game comes out. All class abilities and items used within the system currently are things that were present pre 2.0. Q: Are bows and quivers/arrows included as a single item or separate? A: Ideally, I would say that a bow and a quiver take up their own item slots within the characters 25 slot inventory. Arrows are placed within the quiver, and thus do not take up any slot since it technically is in one already. The system doesn't take into account number of arrows and the DM will not use it in calculating results. I suppose that the number of arrows is something predetermined by the player-character before the session and they are held accountable for giving an honest portrayal of wielding their bow (i.e. Arrows don't just come from nowhere and typically quivers in real life hold between 5-15 arrows at a time.) That's all for now, I'll update the Q&A as I receive them! Thanks everyone and I look forward to testing -
Oh my gaaaaaaaaahd. Can I have your cintiq please?!?
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Forum RP experiment - Seeking Volunteers
Mtoto Wamoto replied to Mtoto Wamoto's topic in RP Discussion
Once I've gone over how the spells are handled, I'll add the information to the main post (as well as how certain other spells are handled). For the sake of consistency and testing, I'm going by pre 2.0 skills and associated lore. Below are just some ideas I have currently that may or not make it into the system. Curing would remove a strike the character has gained from being hit in battle. Debating on having the effect be increased by spell rank/grade (example, conjury for the healer is at A. Because they have a higher healing potency, the remove more damage, thus they are able to clear more strikes in one turn up to a limit. Thinking B grade would remove 1 extra strike, A removing 2 extra, and S removing a total of 4 in one cast.) Curaga would remove a strike from everyone with the spells effect (how many people could be determined by DM and D20 roll, with a certain number or higher needed to heal x amount of characters at once.) Revive would remove incapacitation at the start of the next round. Esuna would remove a negative status effect during the round it is casted. The effect removed is random Potions have the same effect of cure. Hi-potions have the same effect as a Grade B Cure (2 strikes removed) Elixirs have the effect of a Grade S Cure (4 strikes of damage removed) Not sure if I missed one, but let me know if I did. Sorry if any of that seemed confusing. I'm dead tired :sleepy: -
Forum RP experiment - Seeking Volunteers
Mtoto Wamoto replied to Mtoto Wamoto's topic in RP Discussion
Xenedra, Caysen, and Kannadi - Thank you guys! I've updated the initial post with some changes and adjustments. I'll make some other changes and necessary things based on internal discussions. -
Forum RP experiment - Seeking Volunteers
Mtoto Wamoto replied to Mtoto Wamoto's topic in RP Discussion
To add to that wall of text...(I'll reformat and clean later) I am looking for 6 volunteers to test out a non canon rp scene using the system outlined above. This would of course just be used a fun little experiment to test a new system and the plausibility/functionality of it within an RP setting. It also would provide the chance for new character and players to get a feel for their characters in a party settings against mobs as well as older players to flex some RP muscles or test new things. The only two things I ask of people who are volunteering are that for the testing week, the volunteers should be semi-active, posting at least within a 24 hours time period as well as coming in with an open mind set. As well as the above systems, I still plan to add a few things (armor affinity, party positioning, etc.) which are likely to be added before the test rp session once I've finished outlining them. As such, while me and a few others work out some kinks, I ask that feed back be held until testing is underway. If you are interested in taking part, please drop your name in the comments! Thank you! -
Forum RP Experiment - Dungeon Crawling RPing PvE situations and IC character profiling/character sheets. The following is a system that could possibly be used as a potential alternative for roleplaying player vs environment situations such as dungeon crawling as well as establish a character profiling system that would facilitate the RP combat system. I’m presenting this as a fun little experiment that could potentially serve as an alternative system to dungeon crawling RP where the characters involved may engage in combat against monsters and other enemy NPCs. The battle system described below is designed to aid in RPing out fight scenes against NPCs only. I do not intend to have this used for any manner of RP PvP. For this system to function, players who use it would need to create a character sheet as outlined below at the bottom of this post.. The goals are as follows: Present a streamlined manner to handle PvE from an in-character perspective. Allow and promote quick responses which moves the RP along at a faster pace. Keep the RP driven, engaging, and moving forward by use of a DM. Introduce tactics and strategy to RP combat against NPC mobs with the aid of player made character sheets. Create focus on a combat situation and call to attention the direness of the battle. Starting the RP At the start of the RP session, the creator (from here on known as the DM) will give an opening scene to establish the time, place, NPCs involved and any events that are currently happening as well as the max amount of character allowed in the session. Each person who is involved in the RP will be given one turn per round. Each round ends once all players have gone, at which point the DM will determine the outcome of events based off of what has happened so far in combination of dice roll. In the case that a player is unable to go during that round due to being absent for a certain period of time or should they choose to pass, the player will forfeit their turn for that round. Before a character may take their first turn, the player must register their character sheet in their opening post (this may include their turn). The following information is required for registration. Items the character has on hand, up to a max of 25 This includes gear, weapons, potions, ethers, elixirs, antidotes, poison powder, etc. Items do not stack (no 99 potions...) Personal items such as journals, lockets, pendants, jewelry, small accessories, etc. are not included in this count. Items that have magical attributes such as enchanted weapons and armor must be stated during this phase (e.g. A sword that has the ability to strike with fire, shield that protects better against ice elements, etc.) If the enchantment is not stated during this phase, the DM will not take it into consideration when calculating round results. All weapons have an item cost of 2. The more items a character is carrying, the more of a hit they take to their base line roll when trying to dodge/evade (-1 for every 10 items). Weapon affinity. See chart below. Elemental affinity. See chart below. Character Turns - How They Work At the start of every character’s turn, the following options are given to them. React This option is available right at the start and only at the start of a character’s turn. Attempted reactions are done in response to any previous actions from the current round. Reactions include countering, parrying, and evading. Moving during the reaction does not use up the character’s move option. Success is determined at the end of round. Constantly using the react option every turn will will result in a penalty after the 3 consecutive turn. The penalty is -2 to the character’s dice roll. This penalty is removed and the count is reset once a turn has gone with a reaction. Move Moving your character in any manner. Characters who move are unable to cast spells. The character may only move once outside of a reaction. Action Below are the list of actions that a character may make. Characters may only choose one. Alternatively, the character may ready an action to be used in the next rounds opening turn. (Raises your weapon to strike at anything that may come into range for example would create a means to attempt to parry an unsuspecting attack.) This preemptive action becomes the reaction of the next turn. Combat Attempted actions such as attacking or defend. Success is determined at end of round. Cast Spell Chant out the incantation to a spell. Can only be done when a character has not moved. Every character has a reserve pool of aether within themselves in order to cast spells. There are two prerequisites to casting spells. A. The character must be able to physically cast spells. This means they must be able to do the associated casting motions/chant/song. If they are unable to (due to being muted, stunned, etc.) they cannot cast the spell. B. The character must know the spell to begin with. There is no limit to the amount of spells a single character can know, however, the spell grade and affinity determine the potency of the spell being cast. Effect of Spell Grade for attack spells. (same chart under character weapon/magic affinity) S + 6 to dice roll. A + 4 to dice roll. B + 2 to dice roll. C + 0 to dice roll. D - 2 to dice roll. E - 4 to dice roll. Effect of Spell Grade for healing spells. S: 4 strikes removed on heal. A: 3 strikes removed on heal. B: 2 strikes removed on heal. C: 1 strike removed on heal. D: 0 E: Spells take longer to cast. Goes off at start of the round after it was cast. Effect if Spell Grade for buffing/debuffing spells. S + 4 round to casted buffs/debuffs on target. A + 3 round to casted buffs/debuffs on target. B + 2 round to casted buffs/debuffs on target. C + 1 round to casted buffs/debuffs on target. D + 0 E + Spells take longer to cast. Goes off at start of the round after it was cast. Use Item Use an item stored in your character’s inventory or change weapons. Before a session begins, every character must register their character with the DM. Each player will inform the DM of the items in their characters bag, the weapons they have on them, and equipment they are carrying. No stats are taken into consideration so that information is irrelevant to the RP session. Each character may only hold up to 25 items. As a general rule of thumb, characters should only carry what they can feasibly carry, realistically speaking. An important thing to also consider is that the more items and gear your character has on hand, the more they will weigh, thus their mobility in combat is decreased. This is taken in consideration when the DM rolls for action results involving fighting and dodging. [*]Interact The character is presented the option to interact with the environment. This could include setting traps, moving obstacles, opening/closing gates, etc. This option is situational and its available use is determined on the current setting of the scene. Skip Turn Forfeit your turn. Turns are automatically forfeited are a certain amount of time has passed (typically 48 hours) Full Turn Action Use a job’s special skill (Dragon Dive, Holy, etc.) Using a Full Turn Action consumes both the movement option and action option. It also prevents the character from being able to react during the next turn except in an attempt to dodge. Limit Break. Two or more characters within the party must state that they are working towards a limit break in their RP text. This consumes the movement and action options of everyone involved but deals one singular attack that has a +10 modifier. It also removes the minimum round restriction of the enemy and also reduces the maximum round value by 2 rounds. (please see further below for more details on this) However, there are two prerequisites in being able to use a limit break. The first is that the characters involved must have been engaged in combat for a cumlative total of 10 rounds across however many confrontations prior. From an in-character perspective, the characters are “building up” momentum to a momentous attack. The second condition is that the characters involved must actually be able to perform a skill/attack/stunt of that magnitude ICly. A character green behind the ears, for example, would likely not be able to pull it off.. Example Scenario: Towering over the party, a massive structure of metal stands before the group, blocking their path and preventing them from proceeding any further. It begins to rattle and shake, coming to life as one armored leg moves forward, stepping towards the trio before it. The giant’s folded arms groan as the rusted chain and plate begin to shift all the while reaching to take hold of an equally massive greatsword placed in front of the hulking dulahan. Without hesitation the giant draws his weapon, swinging it down towards Genevieve. The above is the opening to the round, which details the current situation at hand. An event has occurred and the group is thrust into a battle against it. Nimble as can be, Mtoto leaps towards the hulking mass of rusting iron, making an attempt to strike at the weaker metal surrounding the dulahan’s knee joint in hopes of disabling the giant’s right leg. “Look for weak points!” she yells back to her party. Mtoto has moved and used a combat action, thus her turn is over. Noticing his comrade lunge towards the giant iron clad monster, Myllor uses this chance to chant out the words to cast a volley of stone towards the creature. Myllor has not moved and is allowed to cast a spell which has now used up his combat action and ends his turn. Attempting to quickly hop out of harms way to dodge the dulahan’s crushing blow, Genevieve jumps back as she prepares her weapon in the process. “Watch out! This one is heavy!” Genevieve is reacting to an attack the dulahan made earlier in the round by attempting to dodge by jumping backwards. This has not yet consumed her move option nor has she actually performed an action for this turn. Both are still available to her should she choose to do so. At this point, each players turn will be taken into account to determine the outcome of the round. How results are calculated. At the end of each round (once every player has used up their turn), the DM will review each turn and determine the results and the effects of the events that have just taken place. Combat related actions. In the case of a combat action, the DM will roll a D20 dice to determine the result of said action. The base factor is a roll of 10 and under is a miss or failed attempt, while a roll of 11 and higher results in a successful action. This base factor can be altered through the following ways. Status effect of the character. Has a max effect of +/- 1. Each buff the character has adds +1. Each debuff the character has adds -1. The difference between the total buffs vs. debuffs will result in the character receiving either +1, 0, or -1 to their dice roll. Higher buffs = +1 to dice roll. Higher debuffs = -1 to dice roll. Tie = 0 to dice roll. A character with no buffs or debuffs receives a 0. Number of items the character in question is carrying. Has a max effect of -2 / +0. -1 for every 10 item slots used. This modifier is a constant, passive effect that can change depending on the character’s inventory. Character’s weapon/magic skill. Has a max effect of +6 / -4. Character’s are graded on how well they are able to wield the weapons they are using on a scale of S-E.S being the highest and E being the lowest. Characters are given 10 points to spend towards assigning grades across 10 general weapon varieties. Sword, Shield, Dagger, Axe, Polearm, Bow, Hand to Hand, Conjurer/White Mage Spells, Thaumaturge/Black Mage Spells, Arcanist/Summoner/Scholar Spells. Characters may choose to not allocate all their points and instead grow into categories over time. You do not have to spend all 10 points. By default all categories are set to E. Please keep in mind that this 10 point allocation is not a hard limit. Allocation and affinity grows with your character. If you feel that your character is more experienced in certain areas that go beyond your allocation point, there is no penalty. This is all just a honest evaluation of your character. S - Master. +6 to dice roll. Costs 4 points. The character can be considered equal to or on par with a high ranking guild member. A - Expert. +4 to dice roll. Costs 3 points. B - Adept. +2 to dice roll. Costs 2 points. C - Adventurer. +0 to dice roll. Costs 1 point. The character is considered average. D - Novice. -2 to dice roll. Costs half a point. E - Apprentice. -4. to dice roll. Cost nothing. Example Setup: Mtoto Wamoto Sword - A Thaumaturge Spell - A Shields - B Bows - C Mtoto uses 4 types of categories which add up to a total of 9 points overall, preventing her from adding more points to her other categories as she’s used up her allotted amount. Character elemental affinity. Has a max effect of +/- 2. Only is added during attacks that have elemental properties. Enchanted weapons always receive a grade of A during attacks only. Enchanted gear receive a grade of A when defending only. Character’s are graded (by their respected players) on how well they are able to attack with certain element or defend against it. Characters are given 10 points to spend over 6 categories. The categories are Fire, Water, Earth, Wind, Ice, Lightning. Characters may choose to not allocate all their points and instead grow into categories over time. You do not have to spend all 10 points. By default all categories are set to E. Please keep in mind that this 10 point allocation is not a hard limit. Allocation and affinity grows with your character. If you feel that your character is more experienced in certain areas that go beyond your allocation point, there is no penalty. This is all just a honest evaluation of your character. A - Strong. +2 to dice roll. Costs 4 points. B - Above Average. +1 to dice roll. Costs 3 points. C - Average Affinity. +0 to dice roll. Costs 2 points. D - Below Average. -1 to dice roll. Costs 1 point. E - Weak. -2 to dice roll. Costs nothing. Example Scenario - Defending: The party has engaged in combat against a large clay golem. The golem has used a large area of effect Earth based attack on the party. Mtoto’s elemental affinity profile: Fire: A Water: E Earth: C Wind: D Ice: E Lightning: B Because Mtoto has an elemental affinity towards earth with a grade of C, no modifications are made during the dice roll the attack against her. Myllor’s elemental affinity profile: Fire: C Water: C Earth: B Wind: C Ice: E Lightning: D Myllor has a higher elemental affinity towards earth and is able to resist some damage. Because of this, the clay golem recieves -1 to its dice roll during the attack on Myllor. Example Scenario - Attacking: Using the above elemental affinity profiles for the two characters once again, we’ll take a look out how the system works on the attacking side. Mtoto attacks the clay golem by chanting a fire spell and firing it at the earth construct. Mtoto has a elemental affinity towards fire with a grade of A, meaning her dice roll receives +2 during her attack on the clay golem. Myllor draws his Icebrand, a sword gifted with the power of frost, and charges the clay golem. Myllor is using a weapon with an elemental property. Even though Myllor is weak towards ice on his elemental affinity profile, his weapon is enchanted giving him an A ranking when attacking with Icebrand. Therefore, his dice roll receives +2 during his attack towards the clay golem. Example Scenario - Attacking and Defending, Coming all together: Using the above example where Mtoto and Myllor attacked the clay golem with elemental based attacks, we will look at how the dice rolls on the opposing side are affected as well as the end result. The clay golem has the following elemental affinity profile: Fire: C Water: D Earth: A Wind: E Ice: E Lightning: C The clay golem is weak to Wind and Ice based attacks, but strong against Earth. It has no weakness towards Fire and Lightning and is somewhat weak to Water. Since Mtoto attacked with a strong Grade A fire based spell, the golem receives no defense to her +2 dice roll. However, Myllor, who used an ice based attack, not only recieves +2 during his attack for using a Grade A ice weapon, but the golem loses -2 to its defense during its counter roll. Character armor affinity. Has a max effect of + 2. Character’s are graded on how well they are able to make use of their armor when defending. Characters are given 5 points to spend over 4 categories. The categories are Heavy Armor, Medium Armor, Light Armor, and No Armor. Characters may choose to not allocate all their points and instead grow into categories over time. You do not have to spend all 5 points. By default all categories are set to E. Please keep in mind that this 10 point allocation is not a hard limit. Allocation and affinity grows with your character. If you feel that your character is more experienced in certain areas that go beyond your allocation point, there is no penalty. This is all just a honest evaluation of your character. A - Very Experienced. +6 to dice roll when being attacked. Costs 4 points. B - Experienced. +4 to dice roll when being attacked. Costs 3 points. C - Somewhat Experienced. +2 to dice roll when being attacked. Costs 2 point. D - Knowledgable. +0 to dice roll. Costs 1 point. E - Inexperienced. -2 to dice roll when being attacked. Costs 0 points. A character’s armor type is determined by what pieces of armor they are wearing most of. For example, a character who is wearing a full plate set is given the Heavy Armor type, however, in order for them to gain any benefit from that set of armor, they need to have points allocated towards Heavy Armor category with a grade of B or higher. If a character is wearing an equal mix of various armor types, they are treated as a Light Armor type. Heavy Armor: Plate Mail, Heavy Plate Mail Medium Armor: Chain Mail, Scale Mail Light Armor: Padded Leather, Harness Set No Armor: Clothing of any variety. The character’s armor type also determines their turn order within the round. No Armor = Faster Turn Order, higher chance to go first in the round, Heavy Armor = Lower Turn Order, higher chance to go last in the round. Incapacitation, Knock Out, NPC Defeat & Party Defeat Conditions Being Incapacitated/Knocked Out In the case that the results end with the character being struck and hurt, they are given a strike. Should any character reach 5 strikes within a session, they are considered incapacitated and down until they are otherwise “revived”. When the character is down, they only have two options available to them. They may either roll a D20 dice for a chance to be brought back in a severely weakened state which bringing the character back down to 4 strikes. or they may skip their turn and wait for another character to revive them by acceptable means. If the player chooses to roll the D20, the character is considered to be attempting to get up and stand. In order for the character to succeed, they must roll higher than a 15. A failed roll results in the character falling back into incapacitation. Winning At the start of each session, the DM who has organized the event will gather all the NPCs that the characters involved may potentially fight and assign them two values. The first value is the minimum amount of rounds the enemy must be out for. This means that if the minimum value is 4 rounds, the characters may damage and injure the enemy, but cannot kill it until after 4 rounds has completed. This ensures everyone can play a part in the fight and get a hit in. The second value the DM assigns is the maximum amount of rounds that the enemy can be on the field for, exceeding no more than 10 rounds ever. Once the minimum amount of rounds has been exceeded, +2 is added to every characters dice roll when attacking the enemy in question. +2 is added for every round past the minimum value. For example, a mob with a minimum value of 4 and a max value of 7 would mean that during the 5th round, all characters receive a bonus of +2 to their attack rolls and during the 6th round, all characters would receive a +4 to their attack rolls against the enemy. If the group somehow is unable to defeat the mob by the final round, it is considered a victory so long as 1 party member is still alive, at which point, the mob they are fighting will be defeated and the combat system will end. Losing In the case that every party member becomes incapacitated during the same time, the group will either be warped out of the dungeon or the group will be allowed to retreat with their injuries. The rest will be RPed out accordingly. The conditions of defeat and whether the party will be warped out or given the option to retreat will be stated at the start of the session both ICly and OOCly. Character Sheet Template: Character Name: Armor Type: Total # of items: Weight (+1 for every 10 items, up to a maximum of 2): 1. 2. / 25. Weapon/Spell Affinity: 10 points to spend. Max per category = 4 Sword Shield Dagger Axe Lance Hand to hand Bow Conjury Thaumaturgy Arcana Elemental Affinity: 10 points to spend. Max per category = 4 Fire Water Earth Wind Ice Lightning Armor Affinity: 5 points to spend. Max per category = 4 Heavy Armor Medium Armor Light Armor No Armor
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Some non FFXIV art. Figured I'd show some original stuff from time to time.
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Thank you for the kind words, everyone~ Ronberku, I'm glad you like it I decided to draw Myllor today. Big thanks to Xenedra for helping me correct the face
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Thank you everyone I'm glad you like them! Here's another Elezen. This time Ronberku.