Blogs:

I'm fally behind schedule...
by ranger_brianna_new on 22nd Apr 2012, 11:51 PM

So I've got a goal in mind for the world of Soano which the webcomic The Descended is set in--to make a comprehensive structure to the rules governing this game universe, to make it so that anyone could theoretically play a game using the mechanics of Soano.

 

All nice and good, but it's...shall we say...a little bit of a large task. When I'm finished, I'll be running a test-game to see if things work the way I want them to, and maybe encourage others to use the system I have devised. It's just that getting to that point is...a little bit...difficult.

 

Specifically, I'm suffering from a little bit of Writer's Block in regards to classes and elements.


Now I know a lot about the system.

 

At ~Level 200, a character can master a single element. ~400, it's two, and at ~800, all eight. For classes, it's ~300 for one, ~600 for two, and ~900 for all three.

 

I know what each of the eight elements more or less does.

Fire Ice Lightning Earth = universally offensive.

Darkness = Illusions (mage), Stealth (rogue), passion (warrior)

Light = Healing primarily (mage), Charm/Confusion (QM) (rogue), duty (warrior)

Water = Manipulation (mage), Sabotage (QM) (rogue), conservation (warrior)

Wind = Buff/Debuff (mage), Support (QM) (rogue), opportunism (warrior)

 

Heck, I've even given definitions: spells are mages, techniques are rogues, skills are warriors, and abilities are the general term.

 

I even know what the distribution will be. Offensive will universally have 10 offensive abilities and 4 non-offensive. Non-offensive will have 4-10 (mages), 6-8 (rogues), and 7-7 (warriors).

 

I've even got many of the trees worked out. Here are the ones I've got.




 

 

Energy Mage Tech Tree:

 

Element Summary: Energy is the element of, well, energy: it deals with strength and determination, stubborn to the end, where users are battling with their wills: an energy-energy match is often not decided by outmaneuvering your opponent, or overpowering them, but rather, outlasting them.

 

End: High. Power: Mid-High. Speed: Mid. Maneuver: Low.

 

Offense:

-Shock/Shock/Bolt: 1/2/3; each has 5 levels. (Total: 15.)

-Spark/Spark/Chain: 1/2/3; each has 5 levels. (Total: 30.)

-Zap/Zap/Electrocute: 1/2/3; each has 5 levels. (Total: 45.)

-Lightning/Lightning/Storm: 1/2/3; each has 5 levels. (Total: 60.)

-Divine Bolt/Divine Bolt/Divine Strike: 1/2/3; each has 5 levels. (Total: 75.)

-Shockwave/Shockwave/Blast: 1/2/3; each has 5 levels. (Total: 90.)

-Kame/Hame/Hadoken: 1/2/3; each has 5 levels. (Total: 105.)

-Shot/Shot/Beam: 1/2/3; each has 5 levels. (Total: 120.)

*9: Summon—EnerDragon Rames: Thunderstrike/Quickening Overload Steed: Thundaja Burst/Linaarch: Lithium Wire Trip; each has 5(?) levels. (Total: 135.)

*10: Limit Break—Endless Spectacle/Endless Spirit/Unending Strike; 1/2/3; each has 5(?) levels. (Total: 150.)

 

Non-Offensive:

-Drain/Drain/Drain: 1/2/3; each has 5 levels. (Total: 165.)

-Overcharge/Overcharge/Supercharge: 1/2/3; each has 5(?) levels. (Total: 180?)

-Deflect/Deflect/Reflect: 1/2/3; each has 5(?) levels. (Current Total: 195?)

-Channel/Channel/Absorb: 1/2/3; each has 5(?) levels. (Current Total: 210?)

 

Drain: Drains HP/MP/EXP, at the cost of MP/HP/MP+HP.

Overcharge: Next energy spell/spell/ability is given additional strength.

Deflect: blocks an incoming energy spell/spell/ability and shoots it out/sends back towards attacker/is channeled to target location.

Channel/Channel/Absorb: Boosts Energy Resistance/Nullifies Energy Attacks/Absorbs Energy Attacks temporarily.

 

Divine Bolt: A Shock/Bolt spell, which instead of being cast from the user, comes down from the heavens.

Shockwave: a wave of energy emitted from the user which hits all targets and does equal damage to each; has double the stun chance of a normal technique.

Kame/Hame/Hadoken: A ball of energy charged in both hands and shot out. When as a Hadoken, is a solid wave instead of just a ball.

Beam: Energy bolts shoot out of the eyes: a more precise ability than any other energy mage spell, it’s meant to target specific areas rather than specific targets.

 

Endless Spectacle/Spirit/Unending Strike special trait: Can continue to be fueled by MP, and up to 50% of current HP; Unending Strike drains MP during main attack.


 

Fire Mage Tech Tree:

 

Element Summary: Fire is the element of power and directness: like with energy, its users are strong, and share much of the stubbornness. And like energy users, battles are not settled by the wits. However, unlike with energy, a typical match between users of fire is not decided by atrophy, rather, by who strikes hardest.

 

End: Mid. Power: High. Speed: Mid-High. Maneuver: Low.

 

Offense:

-Firebolt/Firebolt/Fireball: 1/2/3; each has 5 levels. (Total: 15.)

-Torch/Torch/Flamethrower: 1/2/3; each has 5 levels. (Total: 30.)

-Comet/A-Bomb/Meteor: 1/2/3; each has 5 levels. (Total: 45.)

-Eruption/Eruption/Volcano: 1/2/3; each has 5 levels. (Total: 60.)

-Smoke/Ash/Flame: 1/2/3; each has 5 levels. (Total: 75.)

-Lava/Blaze/Hellfire: 1/2/3; each has 5 levels. (Total: 90.)

-Pyre/Pillar/Stream: 1/2/3; each has 5 levels. (Total: 105.)

-H. Ray/H. Ray/H. Wave: 1/2/3; each has 5 levels. (Total: 120.)

*9: Summon—Rames Dungeon Wyvern: Destructive Firebreath/Striker Ivaria: Chaotic Ballflame Spark/Sarphyre: Catastrophic Mars Flare; each has 5(?) levels. (Total: 135.)

*10: Limit Break—Firewheel/Flame Barrage/Heat Death; 1/2/3; each has 5 levels. (Total: 150.)

 

Non-Offensive:

-Rage/Rage/Fury: 1/2/3; each has 5 levels. (Total: 165.)

-Burning Passion/Infernal Soul/Pyromaniac: 1/2/3; each has 5 levels. (Total: 180.)

-Convert/Convert/Combust: 1/2/3; each has 5 levels. (Current Total: 195.)

-Counter/Cancel/Consume: 1/2/3; each has 5 levels. (Current Total: 210.)

 

Rage/Fury: Greatly increases the Desperation Bar fill rate; Fury gives an instant boost to it as well.

Burning Passion/Pyromaniac: Next fire spell is given strength proportional to HP already lost; Pyromaniac offers the chance to sacrifice HP to increase the given strength.

Convert/Combust: incoming fire spells/spells/abilities are reduced in damage, and grant a speed bonus.

Counter/Cancel/Consume: Boosts Fire Resistance/Nullifies Fire Attacks/Absorbs Fire Attacks temporarily.

 

Smoke/Flame: (Divine Bolt Counterpart) Flames erupt from the ground at target location.

Lava/Blaze/Hellfire: (Shockwave Counterpart) Flames flow from the user along the ground, burning all they touch; doubles potential burn damage.

Pyre/Pillar/Stream: (Kame/Hame/Hadoken Counterpart) A solid stream of fire shot from both hands.

Heat Ray/Wave: (Beam Counterpart) Laser Eye power; it is meant to be the fire precision spell, to target specific areas.

 

Firewheel/Flame Barrage/Heat Death special trait: Desperation Bar is set to 75/50/25% rather than 0; Heat Death drains HP from enemy.

 


 

Ice Mage Tech Tree:

 

Element Summary: Ice is the offensive element of speed—its users tend to act quickly, emphasizing quickness in their attacks. This is one of the main reasons why many Ice attacks slow or stop a target: because if you can’t act quickly in battle, then you can’t win. Battles between ice users are not typically won by wits, or by strength or endurance, but rather, by who strikes first.

 

End: Low. Power: Mid. Speed: High. Maneuver: Mid-High.

 

Offense:

-Spike/Spike/Icicle: 1/2/3; each has 5 levels. (Total: 15.)

-Frost/Frost/Freeze: 1/2/3; each has 5 levels. (Total: 30.)

-Ice/Prism/Burst: 1/2/3; each has 5 levels. (Total: 45.)

-Snow/Snow/Bliz: 1/2/3; each has 5 levels. (Total: 60.)

-Fall/Fall/Hail: 1/2/3; each has 5 levels. (Total: 75.)

-Cold Breeze/Cold Snap/Winter Storm: 1/2/3; each has 5 levels. (Total: 90.)

-Snowball/Iceball/Avalanche: 1/2/3; each has 5 levels. (Total: 105.)

-Cold Hand/Cold Hand/Frozen Fingernails: 1/2/3; each has 5 levels. (Total: 120.)

*9: Summon—Ruler Chivu: Shivering Matriarch/Narve Rixia: Chilling Frostwave/ShyrÅ«sanzer Kelum: Antarctic Sting; each has 5(?) levels. (Total: 135.)

*10: Limit Break—Glacier/Icefall/Absolute Zero; 1/2/3; each has 5 levels. (Total: 150.)

 

Non-Offensive:

-Store/Surplus/Siphon: 1/2/3; each has 5 levels. (Total: 165.)

-Fission Finger/Hailstone Hand/Arctic Arm: 1/2/3; each has 5 levels. (Total: 180.)

-Exaggerate/Expel/Exhaust: 1/2/3; each has 5 levels. (Current Total: 195.)

-Alter/Abstain/Abolish: 1/2/3; each has 5 levels. (Current Total: 210.)

 

Store/Surplus/Siphon: MP use reduced/MP use eliminated/Boosts MP if your opponent has extra MP (though it doesn’t steal it from them).

Finger/Hand/Arm: Next ice spell/ice attack/attack is cast twice/three times/four times (at reduced strength).

Expel/Exhaust: incoming ice spells/spells/abilities cost the user extra MP to cast; Exhaust drains HP as well.

Alter/Abstain/Abolish: Boosts Ice Resistance/Nullifies Ice Attacks/Absorbs Ice Attacks temporarily.

 

Fall/Hail: (Divine Bolt Counterpart) Ice falls from the sky.

Cold Breeze/Winter Storm: (Shockwave Counterpart) a wave of cold air sweeps across the field, damaging all it touches; doubles chance of slow; triples chance of freeze.

Snowball/Iceball/Avalanche: (Kame/Hame/Hadoken Counterpart) throws a ball of snow—it grows as an Iceball and as an Avalanche transforms into a solid wave of snow.

Cold Hand/Frozen Fingernails: (Beam Counterpart) A fine stream of ice from the fingers, meant as the precision ice spell.

 

Glacier/Icefall/Absolute Zero special trait: User regains all MP; in Absolute Zero, enemies lose all MP as well.

 

 

Spike/Icicle: Beginning spell; shoots an ice spike.

Frost/Freeze: continuous bombardment of ice.

Ice/Burst: The stereotypical Ice spell cast in a game.

Snow/Bliz: Continuous version of Frost/Freeze.

 


 

 

Earth Mage Tech Tree:

 

Element Summary: Earth is the offensive element of manipulation—its users are slow, but they win battles by outmaneuvering each other. This is the main reason why Earth has the status ailments Stun, Poison, and Petrify; each comes in handy when trying to get battles over with one’s wits.

 

End: Mid-High. Power: Mid. Speed: Low. Maneuver: High.

 

Offense:

-Dirt/Dirt/Mud: 1/2/3; each has 5 levels. (Total: 15.)

-Pellet/Pellet/Seed: 1/2/3; each has 5 levels. (Total: 30.)

-Split/Tremor/Fissure: 1/2/3; each has 5 levels. (Total: 45.)

-Earth/Shake/Quake: 1/2/3; each has 5 levels. (Total: 60.)

-Stalagmite/Stalagmite/Stalactite: 1/2/3; each has 5 levels. (Total: 75.)

-Pillar/Platform/Wall: 1/2/3; each has 5 levels. (Total: 90.)

-Stone/Boulder/Rockslide: 1/2/3; each has 5 levels. (Total: 105.)

-Earth Strike/Terra Finger/Gaia’s Hand: 1/2/3; each has 5 levels. (Total: 120.)

*9: Summon—Tonhecmal the Titan: Mountain Crush/Fenris: Land Swallow/Taia Gyr: Crumbling Midgar; each has 5(?) levels. (Total: 135.)

*10: Limit Break—Earthen Impact/Catatonic Cavein/Terrestrial Terror; 1/2/3; each has 5 levels. (Total: 150.)

 

Non-Offensive:

-Ivy Snare/Tangled Branch/Grounding Vine: 1/2/3; each has 5 levels. (Total: 165.)

-Blunt Force/Traumatic Toxin/Poisonous Paralyzer: 1/2/3; each has 5 levels. (Total: 180.)

-Dust/Quicksand/Sandstorm: 1/2/3; each has 5 levels. (Current Total: 195.)

-Leaf Me Alone/Unbreakable Iron/Rock You: 1/2/3; each has 5 levels. (Current Total: 210.)

 

Ivy/Branch/Vine: Immobilizes target; saps MP/HP/EXP from them; has a higher chance of casting petrify/stun/poison.

Force/Toxin/Paralyzer: Next attack has a significantly increased chance of causing stun/poison/petrify, a higher chance of casting petrify/stun/poison, and a slight increase in the chance of poison/petrify/stun.

Dust/Quicksand/Sandstorm: Incoming earth spells/spells/abilities have a chance of being deflected/being deflected or fading out/being deflected, fading out, or rebounding; in the case of a rebound, target may receive stun, poison, or petrify.

Leaf/Iron/Rock: Boosts Earth Resistance/Nullifies Earth Attacks/Absorbs Earth Attacks temporarily.

 

Stalagmite/Stalactite: Spikes shoot from the ground; in Stalactite, they fall from the sky as well.

Pillar/Platform/Wall: Pillars of Rock/a solid platform/a series of walls shoot out from the ground, dealing significant damage to all enemies—with a significant chance to poison/stun/petrify, while boosting caster’s defense as well.

Stone/Boulder/Rockslide: throws a rock—it’s a large rock as a boulder, and as a Rockslide transforms into a solid bombardment of rocks.

Earth Strike/Terra Finger/Gaia’s Hand: Strikes at a precise location/creates a finger from the earth/creates a hand from the earth to do specific tasks.

 

Earthen Impact/Catatonic Cavein/Terrestrial Terror special trait: All enemies are left with a guaranteed stun/poison/petrify, unless an enemy has resistance, in which case, they receive a second/two more/three additional attack(s).

 

 

Dirt/Mud: Beginning spell; user flings dirt/mud.

Pellet/Seed: continuous bombardment via pellets/seeds, like dirt but not stopping.

Split/Tremor/Fissure: The ground splits open/collapses/becomes one huge gap, and deals massive damage to all enemies.

Earth/Quake: Continuous fissure; enemies are dealt wave after wave of damage.

 


 

...And here is where things begin to fall apart.

 

 

Light Mage Tech Tree:

 

Element Summary: Light is the magical element of healing, focusing on bringing (relative) peace and prosperity to those in its users’ favor. While primarily for keeping people alive, it has a fair deal of powerful spells to use as well.

 

Non-Offensive:

-_/_/Heal: Restores some/a lot/all of HP to target.

-_/_/_: Nullify status ailment if they have it or give immunity if they don’t/cure all status ailments/cure status ailments for all.

-_/_/_: Revives player with partial/half/full HP; spell if cast on living gives auto-life.

-_/_/_: Heal player fully while removing status ailments/heal party while removing status ailments/heal party fully while removing status ailments.

-_/_/_: Target gets light protection/spell protection/gets regen.

-_/_/_: Expose something/expose something automatically/expose everything.

-_/_/_: Let target see point of view/let everyone see point of view/force target to accept point of view.

-_/_/_: Heal party some/lot/fully.

-_/_/_: Reveals stats/blinds target/blinds everyone.

(10)

 

Offensive:

-_/_/_: Deals Precision damage.

-_/_/Holy: Deals massive damage.

*_/_/Asunos Phelak: Summon.

* Limit Break: Vitam/Novus Vita/Genesis.

 

I originally had way too many abilities and way too many names available. I've fixed (over-fixed, in fact, having one open, now) the former, but the latter has only gotten worse, as I've got WAY too many names to choose from.

 


 

Darkness Mage Tech Tree:

 

Element Summary: Darkness is the magical element of illusions, focusing on deception and manipulation to the users’ favor. While primarily indirect in its technique, the darkness element has a fair share of powerful spells to unleash.

 

Non-Offensive:

 

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

 

 

Offensive:

 

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

*Summon—_: _/_: _/Danerios: _.

*Limit Break: _/_/_.

 

 

Note: I’m fairly confident I can make an element revolving around illusions almost entirely (though I may need to tap into “Hard Light” to do so)—it’s just that I need to do research on similar takes on the darkness element, such as Shadow Evocation and other similar D&D spells, which of course requires internet. (Which I didn't have at the time I was writing this note. You can tell these become progressively less and less complete...)

 


 

Wind Mage Tech Tree:

 

Element Summary: Wind is the magical element of buffs and debuffs, focusing on making people stronger or weaker, to gain an extra advantage in battle. While primarily meant to give that extra edge, it has a decent array of weaponized spells as well.

 

Non-Offensive:

Smart Guy/Stupefy: Increase/decrease target’s Int. Also boosts/hinders Mag Atk.

Spidy Sense/Numb: Increase/decrease target’s Ins. Also boosts/hinders Mag Def.

My Name Is Neo/Dodge This: Increase/decrease target’s Ref. Also boosts/hinders Eva.

Hover/Ground: Increase/decrease target’s Nim. Also makes target immune/vulnerable to traps and boosts/hinders their attack and counterattack capabilities.

Firm Hand/Butterfingers: Increase/decrease target’s Dex. Also boosts/hinders Acc.

Adrenaline/Atrophy: Increase/decrease target’s Str. Also boosts/hinders Atk.

Motivate/Discourage: Increase/decrease target’s End. Also boosts/hinders Def.

Lucky Star/Broken Mirror: Increase/decrease target’s Luk. Also has a chance of causing the Blink/Eject status effects (respectively; Note: Ejected enemies do still give experience, but not items).

 Swift/Quicken/Haste: Increase target’s speed.

Drag/Delay/Halt: Decrease target’s speed.

Dispel/Silence/Syphon: Eliminates buffs/prevents buffs from taking effect/prevents spells from being cast.

Reflection: Spells bounce.

Shield/Shell: Half physical/magical damage on target.

Morph Change/Morph Size: Transform target positively (allies) or negatively (enemies)/make target smaller (enemies) or larger (allies).

 

Offensive:

-Airhead/Spoony Bard: 1/2; _/_; required for Drain4.

-Drain4: Drains EXP, at the cost of only MP.

-Blow You Away/Razor Wind/Sonic Boom: 1/2/3; _

*Summon—_: _/_: _/Arreow: _.

*Limit Break: Muster/Rally/Second Wind.

 


 

Water Mage Tech Tree:

 

Element Summary: Water is the magical element of manipulation, focusing on controlling and deceiving targets into doing what the users wish them to. While primarily indirect in application, there are plenty of powerful spells to drown targets with.

 

Non-Offensive:

 

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

 

 

Offensive:

 

-_/_/_: 1/2/3; _.

-_/_/_: 1/2/3; _.

*Summon—_: _/_: _/Mirya: _.

*Limit Break: _/_/_.

 

 

Note: I’m not sure how I’ll be able to pull this off, actually. I need to research the concept of mind control and body control, I suppose, and see what kind of variety I can put into the element. This is to my knowledge a fairly unique take on the Water element; the closest I can think of is Magic: The Gathering.

 

(You know, Darkness is sacrifice, Light is life, Forest is growth, Fire is speed, and Water is manipulation...)

 


 

And by now, things have completely fallen apart, as this is the format all below follow...

 

Energy Warrior Tech Tree:

 

Element Summary: Energy is the element of, well, energy: it deals with strength and determination, stubborn to the end, where users are battling with their wills: an energy-energy match is often not decided by outmaneuvering your opponent, or overpowering them, but rather, outlasting them.

 

End: High. Power: Mid-High. Speed: Mid. Maneuver: Low.

 

Offense:

-_/_/_: 1/2/3; each has 5 levels. (Total: 15.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 30.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 45.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 60.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 75.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 90.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 105.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 120.)

*9: _—_: _/_: _/_: _; each has 5 levels. (Total: 135.)

*10: Limit Break—_/_/_; 1/2/3; each has 5 levels. (Total: 150.)

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels. (Total: 165.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 180)

-_/_/_: 1/2/3; each has 5 levels. (Current Total: 195)

-_/_/_: 1/2/3; each has 5 levels. (Current Total: 210)

 

NO 1:

NO 2:

NO 3:

NO 4:

 

O1

O3

O4

O5

O6

O8

OS9

OLM10

 


Fire Warrior Tech Tree:

 

Element Summary: Fire is the element of power and directness: like with energy, its users are strong, and share much of the stubbornness. And like energy users, battles are not settled by the wits. However, unlike with energy, a typical match between users of fire is not decided by atrophy, rather, by who strikes hardest.

 

End: Mid. Power: High. Speed: Mid-High. Maneuver: Low.

 

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*9: _—_: _/_: _/_: _; each has 5 levels.

*10: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

 

O1

O3

O4

O5

O6

O8

OS9

OLM10

 


 

Ice Warrior Tech Tree:

 

Element Summary: Ice is the offensive element of speed—its users tend to act quickly, emphasizing quickness in their attacks. This is one of the main reasons why many Ice attacks slow or stop a target: because if you can’t act quickly in battle, then you can’t win. Battles between ice users are not typically won by wits, or by strength or endurance, but rather, by who strikes first.

 

End: Low. Power: Mid. Speed: High. Maneuver: Mid-High.

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*9: _—_: _/_: _/_: _; each has 5 levels.

*10: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

 

O1

O3

O4

O5

O6

O8

OS9

OLM10

 


 

Earth Warrior Tech Tree:

 

Element Summary: Earth is the offensive element of manipulation—its users are slow, but they win battles by outmaneuvering each other. This is the main reason why Earth has the status ailments Stun, Poison, and Petrify; each comes in handy when trying to get battles over with one’s wits.

 

End: Mid-High. Power: Mid. Speed: Low. Maneuver: High.

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*9: _—_: _/_: _/_: _; each has 5 levels.

*10: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

 

O1

O3

O4

O5

O6

O8

OS9

OLM10

 


 

Light Warrior Tech Tree:

 

Element Summary: Light is the Warrior element of duty; those who have it as one of their elements devote themselves to a cause—good or evil—and their skills are mostly devoted to helping achieve their mission, whatever it may be.

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*6: _—_: _/_: _/_: _; each has 5 levels.

*7: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

NO 5:

NO 6:

NO 7:

 

O1

O3

O4

O5

OS6

OLM7

 


 

 

Darkness Warrior Tech Tree:

 

Element Summary: Darkness is the Warrior element of passion—in contrast to Light, Darkness Warriors are not necessarily devoted to a mission/idea/duty, but rather, to their own emotions: their skills gain strength based on the emotional state of their user, with all of them based around the basic drives of individuals.

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*6: _—_: _/_: _/_: _; each has 5 levels.

*7: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

NO 5:

NO 6:

NO 7:

 

O1

O3

O4

O5

OS6

OLM7

 

Note: I *might* have the basic drives of people steal from Green Lantern—that is, Fear, Rage, Love, Compassion, Greed, and maybe Hope with Will. It’d fit, since I have seven offensive/non-offensive in each category, and there are seven ‘drives’.

 

Also note—while Darkness and Light are obviously meant to be basic opposites of each other (with some Sith/Jedi influence, naturally), the two are not mutually exclusive, as one can be both passionate and dutiful, as can a person be neither passionate nor dutiful.

 


 

Wind Warrior Tech Tree:

 

Element Summary: Wind is the Warrior element of opportunity—users seize any chance they can get, with skills focused on taking advantage of any advantageous situation, along with some supporting skills to help keep them alive when they’re not on top.

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*6: _—_: _/_: _/_: _; each has 5 levels.

*7: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

NO 5:

NO 6:

NO 7:

 

O1

O3

O4

O5

OS6

OLM7

 


 

Water Warrior Tech Tree:

 

Element Summary: Water is the Warrior element of conservation—its users play conservatively, not typically giving their all to offense, focusing mainly on keeping themselves (and their party) alive.

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*6: _—_: _/_: _/_: _; each has 5 levels.

*7: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

NO 5:

NO 6:

NO 7:

 

O1

O3

O4

O5

OS6

OLM7

 

 

Note: Like with Light and Dark, Water and Wind are opposites, but not mutually exclusive—you can be conservative while still being opportunistic, seizing the moment with caution. Also, the elements obviously can work together, as one can do their duty with enthusiasm or with a skeptical eye, and can be passionate and pragmatic, or passionate with control.

 


 

 

Energy Rogue Tech Tree:

 

Element Summary: Energy is the element of, well, energy: it deals with strength and determination, stubborn to the end, where users are battling with their wills: an energy-energy match is often not decided by outmaneuvering your opponent, or overpowering them, but rather, outlasting them.

 

End: High. Power: Mid-High. Speed: Mid. Maneuver: Low.

 

Offense:

-_/_/_: 1/2/3; each has 5 levels. (Total: 15.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 30.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 45.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 60.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 75.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 90.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 105.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 120.)

*9: _—_: _/_: _/_: _; each has 5 levels. (Total: 135.)

*10: Limit Break—_/_/_; 1/2/3; each has 5 levels. (Total: 150.)

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels. (Total: 165.)

-_/_/_: 1/2/3; each has 5 levels. (Total: 180)

-_/_/_: 1/2/3; each has 5 levels. (Current Total: 195)

-_/_/_: 1/2/3; each has 5 levels. (Current Total: 210)

 

NO 1:

NO 2:

NO 3:

NO 4:

 

O1

O3

O4

O5

O6

O8

OS9

OLM10

 


 

Fire Rogue Tech Tree:

 

Element Summary: Fire is the element of power and directness: like with energy, its users are strong, and share much of the stubbornness. And like energy users, battles are not settled by the wits. However, unlike with energy, a typical match between users of fire is not decided by atrophy, rather, by who strikes hardest.

 

End: Mid. Power: High. Speed: Mid-High. Maneuver: Low.

 

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*9: _—_: _/_: _/_: _; each has 5 levels.

*10: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

 

O1

O3

O4

O5

O6

O8

OS9

OLM10

 


 

Ice Rogue Tech Tree:

 

Element Summary: Ice is the offensive element of speed—its users tend to act quickly, emphasizing quickness in their attacks. This is one of the main reasons why many Ice attacks slow or stop a target: because if you can’t act quickly in battle, then you can’t win. Battles between ice users are not typically won by wits, or by strength or endurance, but rather, by who strikes first.

 

End: Low. Power: Mid. Speed: High. Maneuver: Mid-High.

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*9: _—_: _/_: _/_: _; each has 5 levels.

*10: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

 

O1

O3

O4

O5

O6

O8

OS9

OLM10

 


 

Earth Rogue Tech Tree:

 

Element Summary: Earth is the offensive element of manipulation—its users are slow, but they win battles by outmaneuvering each other. This is the main reason why Earth has the status ailments Stun, Poison, and Petrify; each comes in handy when trying to get battles over with one’s wits.

 

End: Mid-High. Power: Mid. Speed: Low. Maneuver: High.

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*9: _—_: _/_: _/_: _; each has 5 levels.

*10: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

 

O1

O3

O4

O5

O6

O8

OS9

OLM10

 


 

Light Rogue Tech Tree:

 

Element Summary: Light is the Rogue element of confusion and charm—the skills associated with a light rogue deal with leaving the opponent more under the user’s influence, to help take control of the situation.

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*5: _—_: _/_: _/_: _; each has 5 levels.

*6: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

NO 5:

NO 6:

NO 7:

NO 8:

 

O1

O3

O4

OS5

OLM6

 


 

Darkness Rogue Tech Tree:

 

Element Summary: Darkness is the stereotypical Rogue element, as it deals with Stealth: the skills involved deal with keeping oneself masked from others, permitting sneaky moves during combat.

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*5: _—_: _/_: _/_: _; each has 5 levels.

*6: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

NO 5:

NO 6:

NO 7:

NO 8:

 

O1

O3

O4

OS5

OLM6

 


 

Wind Rogue Tech Tree:

 

Element Summary: Wind is the Rogue element of support—like with mages, a Wind Rogue does not focus primarily on killing enemies, but rather, on backing up allies. Unlike with mages, however, Wind Rogues do deal damage frequently, just not at the front line of things (they typically deal damage from a range).

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*5: _—_: _/_: _/_: _; each has 5 levels.

*6: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

NO 5:

NO 6:

NO 7:

NO 8:

 

O1

O3

O4

OS5

OLM6

 


 

Water Rogue Tech Tree:

 

Element Summary: Water is the Rogue element of sabotage—users specialize in shutting their opponents down, rather than back their allies up.

 

Sabotage

 

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

*5: _—_: _/_: _/_: _; each has 5 levels.

*6: Limit Break—_/_/_; 1/2/3; each has 5 levels.

 

Non-Offensive:

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

-_/_/_: 1/2/3; each has 5 levels.

 

NO 1:

NO 2:

NO 3:

NO 4:

NO 5:

NO 6:

NO 7:

NO 8:

 

O1

O3

O4

OS5

OLM6

 



 

Mage Spell Tree

 

1:

2:

3:

4:

5:

6:

7:

8:

9:

10:

11:

12:

13:

14:

15:

16:

17:

18:

19:

20:

 

 

 

Long Weapon Mastery (passive): Ideally, the mage’s long weapon of choice is a staff, simple or elegant not really mattering. However, mages often find themselves in less than ideal situations, and this skill permits them to use other long weapons (such as Spears and Rifles) as if they were staves. Each level makes the weapon progressively stronger and increases the mage’s proficiency in using it during melee.

V

Short Weapon Mastery (passive): Ideally, the mage’s short weapon of choice is a wand. However, mages often find themselves in less than ideal situations, and this skill permits them to use other short weapons (such as Daggers and Pistols) as if they were wands. Each level makes the weapon progressively stronger and increases the mage’s proficiency in using it during melee.

V

Misc. Weapon Mastery (passive): Ideally, the mage’s miscellaneous weapon of choice is scrolls of various kinds. However, mages often require a certain variety in their method of attack which scrolls do not offer, and this skill permits them to use other items (such as Rings and Pendants) as focus points for magic, just like scrolls. Each level makes the items used progressively stronger and increases the mage’s flexibility with their weapon.

 

 


 

Rogue Technique Tree

 

 


 

Warrior Skill Tree

 


 

And that's literally all I've got. As you can see, I've gotten a decent amount of the work needed done, but there's still a ton left for me to do. Now it's obviously highly incomplete, and quite vague in a lot of areas (some because I explain elsewhere in more detail, others because I haven't thought UP the details), but hopefully it's not too confusing, considering the end format will probably be a cleaned up more polished form of the above, lined out in more detail and precision.

 

 

Now I posted the above as I did for basically a few reasons.

1: Reading these things in a 111-page Microsoft Word document is a little bit...difficult...for me to do, and I figure that having a place where I can look at them more clearly (like a webpage) will help.

2: To keep my (nonexistent) fanbase up to date with my progress.

And of course, 3: To see if my (extremely nonexistent) readers could come up with any ideas to help me. And if not an idea, at least point me in a direction to something which may be able to help with me efforts. Since, well, I'm building a whole RPG by myself, effectively. Building and balancing a whole GAME, without aid, only with the references I can find by myself. That makes...progress quite slow, especially when I hit a wall, so honestly, I could use any help I can get. With proper credit, of course; you'll have my eternal gratitude if you help me move forward even an inch.

 

Speaking of which, I'm giving a huge shoutout to Matt, who I contacted and have been rambling to for a few months, now on our TVTropes accounts. (I of course am using TVTropes quite a lot, as I have the longest ComicFury TVTropes page by quite some margin.) Thanks for reinvigorating me, Matt!

A lot has happened. And yet...
by ranger_brianna_new on 20th Apr 2011, 12:34 AM

I'm still not even close to being done with my work on The Descended, but I've made some progress. How so? Well, in quite the number of ways, actually. First of all, I've finished both the Character and Inspiration pages. (The About page...eh...still working on it. :/ But, hey, at least it shows you the prototype for the world setting!) More than that, there's one page which I'm quite happy to have finished: the Fanart Page! :D

 

More than that, there's something else I've been working on. In fact, I've been working on it quite some bit. I wanted to present it to you when it was finished (or, well, as finished as I could be with it. :P), but decided there's really no point in waiting. (I get like, four unique views a day, right now. Nobody really sees what I'm writing here, right now. And if people are coming here later and going on a Blog Binge, then by that time, I'll have presumably finished.)

I've actually started a TVTropes Article for The Descended! It's far from finished (and is quite pathetic right now, actually), but trust me. I've hunted down nearly two-dozen tropes I could possibly add, and I'm not going to stop there. ;) I want to have the best-constructed TVTropes page of any ComicFury webcomic! :D

 

You can find more reasons in...oh, I forgot to mention that, didn't I?

One more thing I've been working on is that I now have a Shameless Advertisement thread! ;)

It details a lot of the stuff I don't bother to put here. (Or for that matter, anywhere else.)

 

All of this is, naturally, to give me more reason to work on The Descended, that extra piece of motivation I need to push myself to that final goal. I've still got lots to do, though. Like to change my sig so it can fit The Descended in there.

 

By the way, I spent a lot of time (okay, ten mintes :P But throw in the typing/researching time, and you get it close to an hour or two! :P) on creating a few ideas. Here they are.

 

 

Third Axis

 

The Third Axis problem developed when I looked at my character's alignments--which I know shouldn't and won't be changing--didn't quite meet up with the expectations of said alignment. What was I suppose to do, twist the system to force it to fix? No, I decided to merely evolve it, to expand it, to create that extra level which theoretically bridges the gap and makes things work. Essentially, I needed to help explain the discrepancies between them, and I felt that the Third Axis was a way to do it, at least, theoretically. It's a bit of a rough system, but it's still a neat little thought. I might not end up using it officially (nine's enough, thank you very much!), but unofficially, I definitely think it'll be in effect. It uses both TVTropes and Wikipedia as influences, though I am also drawing from my own experience a great deal.

 

Basically, a third axis to the standard alignment wheel of 9. What could this third axis be? Idealism versus Cynicism.

 

Unfortunately, I’m still working the exact system out. As well-versed as I am in alignments, I am no expert at things and these alignments are still open for a little revision. But I like the idea, and think if I iron out the details, it’s a solid system.

 

 

Lawful Good: The basic pattern is the combination of what I’ve read on TVTropes and Wikipedia. I’ve read both quite frequently and am pretty familiar with the material, so will elaborate on them if necessary. However, these are the takes with the third axis included:

Lawful Good A: Idealist. These people follow the heart and soul of the alignment. They have that strong code of conduct and believe in doing what’s right. If a law is wrong, they’ll try and change it to be right, for instance. They are the hardest alignment possible to pull off, simply due to the nature of balance. Sanik A. Ronado post-defeat is the only main cast character who can pull this off.

 

Lawful Good B: Middle of the scale. These people are basically the “Good is Lawful Stupid” type. They don’t put much thought into their actions, quickly jumping to a conclusion about what they’re supposed to do as their alignment. They follow the alignment to the letter, not often making exceptions either way. (Type As will sometimes make an exception if they feel it’s for a long-term instead of short-term good. Type Cs will make exceptions whenever they feel it is necessary.) This doesn’t always make them bad at playing their alignment, just frequently does. Probably the second-hardest to pull off without getting yourself killed.

 

Lawful Good C: Cynic. These people believe Lawful Good is more of a…Guideline…than actual rule. They follow the letter of the alignment, but will not always follow the spirit. They’re still Lawful Good, and their actions tend to generally show it—but they tend to be more pragmatic in their approach to a situation, not above using cheap moves to win. Aria currently is of this type, and Sanik was this type pre-defeat.

 

Neutral Good: I’m pretty familiar with this alignment as well. In fact, I probably can write it better than Lawful Good.

Neutral Good A: Idealist. They really try to be as good as they possibly can be. They reach for that level of perfection, wanting to get things right.

 

Neutral Good B: Middle of the scale. The “basically a nice person, doing what they think is right” kind of person.

 

Neutral Good C: Cynic. They will help others, and frequently even feel the compulsion to help others, because they’re supposed to do what’s basically the right thing. But they’re far from nice and tend to be merciless. Davos is of this type.

 

Chaotic Good: Years ago, I took an alignment test, and this is what I was. I don’t know if I still am or not, but the fact remains I am quite familiar with the alignment.

Chaotic Good A: Idealist. These people tend to just dislike the restrictions of laws (but not necessarily laws themselves), liking to live life free. They’re strong advocates of personal freedom, and they strongly believe in doing the right thing. (They also tend to not quarrel with those who have a strong sense of personal codes.)

 

Chaotic Good B: Middle. These people dislike laws themselves, thinking they get in the way of freedom. They believe that freedom is more important than basically anything else, and choose to do the right thing because they think that it should be done.

 

Chaotic Good C: Cynic. These people hate laws, thinking any law at all prevents themselves from acting freely. (Some go to the extreme, and actively try to destroy laws whenever possible. That gets them dangerously close to Neutral, though.) More than that, they dislike (or even flat-out hate) personal sets of conduct, thinking those get in the way of doing good.

 

Lawful Neutral: Alright, admittedly, this alignment is not my strongsuit. I have trouble understanding characters of this nature, so they’re a bit difficult to write. My basic take on ‘em (as with all others) is the Wikipedia-TVTropes combo, but said combo fails to take into account my third axis:

Lawful Neutral A: Idealist. These people believe that the way to a perfect existence lies in strong, solid laws which will guide people to the correct direction. They will uphold the laws at all possible times and are bound to follow them. (That said, they aren’t Lawful Stupid—if they see a law that they know doesn’t work, they’re going to change it so it does work.) Idealists tend to think that the laws of the nation override the laws (personal code of conduct) of an individual.

 

Lawful Neutral B: Middle. These people follow the law to the letter. (This does make most of them Lawful Stupid, but not necessarily all of them.) They believe that those laws hold the key to their goals, whatever they may be. However, they do accept personal codes of conduct as being important, willing to recognize actions followed under them.

 

Lawful Neutral C: Cynic. These people think that laws act as a guide, but that one’s personal code of conduct is the true way to their enlightenment (so to speak). Laws of a nation can’t possibly apply to every individual, no matter how well-written they were, after all. M falls under this category.

 

 

True Neutral: Also a hard alignment for me to write as, because I have trouble figuring out what’s in the head of a person with this alignment.

True Neutral A: Idealist. These people just do whatever the heck they feel like doing, not caring at all about alignment.

 

True Neutral B: Middle. These people believe in a balance in the world. They cannot take the side of chaos, lest order be overwhelmed. And they recognize that order cannot overpower chaos, without risking destroying the world. The same goes for good and evil: either triumphing over the other would be extremely bad.

 

True Neutral C: Cynic. These people take it one step further than Bs. They actively try to restore balance which has been upset. Whereas a type B simply believes in balance and follows it as a personal code, a type C actively tries to enforce it on others.

 

 

Chaotic Neutral: This one’s a bit easier, but still rather hard compared to the Good alignments.

Chaotic Neutral A: Idealist. These people are the ultimate advocates of personal freedom, to the point where they don’t care about good or evil: so long as they have the choice, the free will, they’re okay.

 

Chaotic Neutral B: Middle. These people just hate laws, and actively encourage people to have a free will and not be limited by laws.

 

Chaotic Neutral C: Cynic. These people believe that laws should not exist at all. They actively try to get in the way of laws, wanting to destroy and mess with them whenever possible. Some take this a step further and think that people should never have a personal code of conduct, and should just do what’s natural, given the situation.

 

 

Lawful Evil: This one’s actually a bit easy. Evil Overlords tend to be a good model. People who want to rule like tyrants, for instance. But this doesn’t quite fit what I had in mind, because the third axis modifies the system…

Lawful Evil A: Idealist. These people have a strong personal code of conduct, but tend to not really care that much about the laws of a nation. They take pleasure in acts of evil and will frequently take the evil choice when offered the chance (so long as it doesn’t violate their code of conduct), but they do not actively seek out evil deeds to do. To them, evil is just something which should happen naturally: you do it when you feel like it, and it feels good. Overuse of it becomes tedious and boring.

Nathan Betrax is of this type.

 

Lawful Evil B: Middle. These people follow the alignment to the letter. They are the totalarian rulers who command things with an iron fist. They’re in it for the power, and they know to get it done, they need a set of strict rules to be enforced ruthlessly. That said, because their motive is essentially ultimate power at all costs, they tend to generally be likeable people, who won’t harm you just for the lulz. They’ll only remove you if they see you in the way of their goal.

 

Lawful Evil C: Cynic. These people take the Middle and push it further: they strictly enforce their rules, and if anyone doesn’t follow them exactly to their satisfaction, then they will kill that person, eradicate that obstacle: after all, they might not have currently been a problem, but they inevitably would be eventually. They actively pursue their agenda at all times, not willing to compromise for so much as a single moment.

 

 

Neutral Evil: I’ll admit it: I really have no clue how to write a character being evil just for the sake of being evil. “For the evulz” was never a good motive for villains of mine; most of my villains fall into one of the Lawful types, actually.

Neutral Evil A: Idealist. These people enjoy doing evil at all times, not caring about law or chaos. That said, they’re still theoretically nice people. They might be evil, but they’re not insane—they can be reasoned with. For instance, they can be convinced to do a good action if it’s explained to them in a way that sounds evil.

 

Neutral Evil B: Middle. These people simply remove the portion about being reasoned with. If given the choice between a lesser evil (good) or greater evil, they’ll almost always take the greater one.

 

Neutral Evil C: Cynic. These people take Bs and take it one step further—they actively seek out evil acts. While both A and B tend to be Evil and do evil things as often as they can, they tend to keep it relatively reasonable. Not a C. These people simply can’t stop being Evil, and will hunt down beings of Good. They torture, they kill, they’ll thrive on Evil until the day they die, never relenting on their quest for as much Evil as they can get.

 

 

Chaotic Evil: I’ve been forced to explore this alignment fairly detailed, simply because I have two characters who are generally okay guys, and their Chaotic Evilness has been brought into question. I finally found the answer with the third Axis idea how they can fit into this alignment.

 

Chaotic Evil A: Idealist. These people believe that everyone has a bit of evil in them at heart, that all actions are simply a choice of which evil to do—in other words, that there is no such thing as a noble action. (“…And this is the idealist?!?” …Eh, it’d probably fit better as the Cynic, but for the sake of consistency [that being, idealists are generally better people and less effective at their chosen alignment whereas cynics are worse people but who manage to pull off their alignment more successfully—more or less, that’s what the scale has been so far], I’ll keep it here.) They don’t actively seek out evil deeds—they just do ‘em whenever they want to, because the choice is what’s really important. They tend to focus more on the Chaos half, hating laws. (That said, Idealists who are Chaotic Evil can have personal codes of conduct, so long as those codes are guidelines and not rules.)

Kinas is of this type. Argus is technically not this type, but his actions tend to frequently come into this type.

 

Chaotic Evil B: Middle. These people also focus a great deal on anarchy, wanting to introduce it into the system of order and disrupt the established system. They hate laws, and thrive in evil—they don’t hesitate to do evil, and are quite charismatic when it comes to convincing others to accept evil. In other words, these people are theoretically the worst out there, simply because they thrive on both halves of the alignment, following it as closely as they can and introducing evil into others.

Argus is technically this type, but probably falls somewhere between here and Ideal.

 

Chaotic Evil C: Cynic. These people are—essentially—the insane people out to destroy the world. (Of course, not all type-Cs are insane. Just most.) They see the world as a pathetic piece of trash, their personal playground. Because they see the world as effectively their toy, they think of everything as being disposable. They destroy laws, they create the anarchy, and they do whatever the heck they feel like—and in their dark twisted minds, whatever they feel like doing is always evil, because it’s how they’re wired to think, to have no conscience when it comes to lives, feelings, laws, etc. Again, this is all due to their belief that the world is their playground. Since everything in the playground can be replaced, they take fun in destroying what’s in the playground, knowing there will always be more around.

 

 

Again, I’d like to remind you that this is just a rough system I’ve developed. It was a thought I had on a whim. Pretty darn good for a thought which suddenly popped into my mind, but still improvised and imperfect. The exact transitions between alignments under this 27-alignment system is a bit blurry. While that might not necessarily be a bad thing (people change, and most people have the ability to alter their alignment if they so choose to do so), I feel that for the most part, the lines are currently a bit too blurred, with no clear boundary between them at all. I’ll see if I can work on improving it myself, but feedback would be appreciated.

 

 

Equipment

The next thing I decided I needed was Equipment--I definitely wanted things to be vague enough on Equipment as to not limit my freedom. After all, equipment is the main form of Deus Ex Machina I have! :P So, naturally, these are far from final, and are essentially guidelines, more than actual rules to what I need.

Equipment:

I figure that there has to be some standardization of equipment. Let’s start from the bottom and work our way up. Bolded are things which I am certain about including. Things not bolded are optional, which I’m not sure whether I want to include or not.

 

Footwear: Self-explanatory; what goes on the feet. (Has optional invisibility and is color-customizable.) Boots, sandals, etc.

Example—Argus wears “Boots of Levitation”, which render him immune to all traps (Castle of the Winds shoutout) and allow him to cast “Levitate” with no MP cost.

 

Leggings: While some sub-divide this, I prefer to keep it the same. Essentially, it’s what you wear for, umm, down there. (Is there a better way to put it?) Can’t be set to invisible, but can be set to “blend into armor” (see below). And are color-customizable.

Example—for mundane things, it’d be shorts, sweatpants, slacks, etc. More fantasy things include leather leggings, chain leggings, etc.

 

-Accessory: under-leggings. Effectively? Socks. (Are by default invisible.)

Example—athletic socks: +2 nimbleness, +1 dexterity, +1 strength, +5 Ice resistance.

 

-Accessory: Belt. Pretty self-explanatory. Belts tend to not have many bonuses, but they do allow for quick access to items without the trouble of going into one’s storage area. Think of a Belt as a type of “Quick Select”—instead of going to the menu and manually selecting what you want, items on a belt will be instantly available. Belts allow for additional weapons to be carried as well. They’re by default visible, but can be set to invisible. (And are color-customizable.)

 

-Accessory: Storage pack. This is where all things not currently equipped are stored. Now, at lower levels, these things have limits. Backpacks, chests, bags, etc. They have a finite amount of storage space. (With the exception of Money, which is unlimited.) Characters have to make due with what they’ve got. However, it doesn’t take long for them to acquire items which greatly increase storage.

Examples—Bottomless Backpacks, Bags of Holding, heck, even Hammerspace Arsenal! These items are of increasingly unlimited value, and obviously offer unlimited storage of items. The lowest of these unlimited storage items can be found as early as level 75 (but before then, there are items such as “Enchanted Backpack of increased storage” and such), and are commonplace by 100. Hammerspace Arsenal has the limit/advantage of it being only usable by the person who originally merges with it—nobody except the original user and a permitted few can use it. (This is why adventurers can access each others’ items—because of a shared Hammerspace Arsenal.) And that item is available as low as level 150, becoming common at 250. In other words, item storage is pretty lenient and almost-unlimited.

 

-Main Body Armor: What you wear on your torso. (Color customizable, but can’t be set to invisible, for obvious reasons.) They have a wide variety, but tend to fall into one of the three class classifications: Robes (Mages), Heavy Armor (Warriors), and Light Armor (Rogues).

Examples—Argus wears Robes of Absorbsion, which absorb 25% of all elemental magic damage at all times (and his choice of one element which will absorb 100% of the elemental damage), reduce ranged attacks by 25%, reduces melee by 33%, and half the amount of magical damage he takes. Plate Mail, Chain Mail, etc. are examples of Warrior armor, and Leather Armor, Padded Armor, etc. is for Rogues.

 

-Accessory: Underarmor: it’s be rather uncomfortable if some of the clothing options mentioned above were the bottom layer, now, wouldn’t it? These things give minor increases to protection.

Examples—T-shirts, tank-tops, robes, etc.

 

-Accessory: Shoulders. While not Warrior-exclusive, most shoulder items tend to be centered on them.

Examples—shoulder pads, shoulder spikes, card storage (you know, for Rogues to hide items up their arm…), Mana Batteries, etc.

 

-Accessory: upper-arms. (Optional because they can be included as part of the Main Body Armor.) These things cover the upper-arms.

Examples—plate armor, upper armband, switchblade, shield (?), etc.

 

-Accessory: elbows.

Examples—elbow pads, elbow spikes, Mana Batteries, etc.

 

-Lower Arms: Separate from armor because I see a lot of items which are specialized for the lower arm. The forearms can have items which require separate equipping or are equipped as a pair. (The item will describe which it is.) These things are quite diverse; trust me. (Color-customizable, but can’t be set to invisible. [Not like they’d show, anyway, but still…])

Examples—wristblades, small shields, armbands, bracers, etc.

 

Accessory: Wrists. Items which attach specifically to that section. There are plenty, enough for me to consider this a vital spot.

Examples—dozens of different bracelets, arrow shooters, lower wristblades, etc.

 

-Handwear: Things worn on the hands. (Color customizable, and able to be set invisible, though most choose not to.) They offer protection, and frequently give other bonuses. Like with the lower arms, some can come individually (and will warn you of such), but most come as a pair.

Examples—gloves, gauntlets, etc.

 

Accessory: Rings. Grant various bonuses. Dexterity and Intellect are both extremely common bonuses for rings to give, for instance. Can have one on each hand.

Accessory: Rings (further)—we have ten fingers. While I figure thumb-rings are pretty rare (too big) and pinkies are too small, that still leaves the three middle fingers, so why not rings for all three on each hand? Giving a total of six of this accessory.

 

Examples—Ring of Intelligence, Ring of Strength, Ring of Endurance, Ring of Wisdom, Ring of Dexterity, Ring of Adornment, etc.

 

Overgarment: The inverse of undergarment, this is what goes above the armor. Mainly, this is capes, but it can be things such as cloaks. (Color-customizable and can be set to invisible if needed.)

Examples—Supes Cape (allows for levitation, +5 strength, +3 reflex, +2 endurance), Cape of Protection, Cloak of Invisibility, Ranger Robes, Wings, etc.

 

-Accessory: Neckwear. Things which go on your neck. You can have two at a time. (The first accessory can’t be colored or made invisible, but the second one can.)

Examples—necklaces, scarves, hoods, etc.

 

-Accessory: chin. Things which go on the chin, below the mouth. These can include beards, bandannas, etc. (Optional, because it can be somewhat redundant with…)

 

-Accessory: Mouth. Things which go on the mouth. Can be made invisible, and are color-customizable.

Examples—silly lips, mouth-rings, bandannas (if not in chin), gags, etc.

 

-Accessory: Earrings x 2 (one in each ear). Since we have a lot of other jewelry options, might as well make it a complete package. However…

-Accessory: Earrings x 4 (two on each ear). The ears can generally fit more than just one earring at a time—it’s common enough in RL, so why not include it in the game? (Soano has game mechanics.)

Examples—earrings of various shapes and sizes, ringed earrings, etc.

 

-Accessory: Nose. While not a vital accessory, it still is an important enough one that I consider it vital.

Examples—mustaches, nose rings, etc.

 

-Accessory: Eyes. Can be one eye or two; if it’s one eye, then you have the option of choosing which eye the item appears on. Can be set to invisible, but aren’t color-customizable.

Examples—glasses, shades (sunglasses), monocles, eyepatches, bifocals, spectacles, etc.

 

-Accessory: Forehead. Can be set to invisible, and is color-customizable.

Examples—headband, wrappings, ringband, etc.

 

-Helmet: The main protection for the head. Can be made invisible (to the point where almost all characters have a helmet, just not visible), and is color-customizable.

Examples—Caps, Spartan Helmets, Roman Helmets, Modern Helmets, Samurai Helms, Hoods (up), etc.

 

 

 

Of course, this is just a list I’ve compiled based on a few RPGs here and there. Castle of the Winds, Chrono Trigger, Fable, Gameboy versions of LotR: Two Towers and Return of The King, FaceMaker (for the head accs.), Final Fantasy, Dragonfable, etc. combined with, well, just my common sense and what I feel like it should be. As I remember more, I might modify this list, but it gives you a general idea of my thought process.

And, once more, I must remind you that this IS just my general thought process and I will probably never include exact Item Limitations in the game itself--the guideline, the implied rules, are good enough. You obviously can't quadruple-wield weapons, to give a basic example.

 

And that is all. For now, anyway.

A lot has happened.
by ranger_brianna_new on 19th Mar 2011, 12:41 PM

I just did a ton of updates. I added a few pages, completely redid the Character page, and added a banner for the webcomic, among others. But I also thought I'd officially set in stone what the stats are in The Descended, something I never did before. I brainstormed the concept one night on paper, and this is what I came up with:

 

 

-Intelligence: Controls both the amount of MP someone has and how much damage Magic-type attacks do. Reflex is given a small bonus. Raw brain power of someone; this is how smart someone is, their IQ, I suppose. The smarter they are, the quicker they can formulate complex plans.

 

-Wisdom: The counterpart to intelligence, wisdom is Soano's equivalent of real-world experience. (Someone lacking in Wisdom isn't stupid--just naive. Someone lacking in Int might be dumb, but experienced enough to have the knowledge necessary on how to act and when, despite that. Seems like the shortest way to describe the difference.) As such,  it's one of the few stats which can be gained without either leveling up or drinking a potion (or wielding an item for that matter). It can be gained in that manner--you can invest extra points into wisdom--but it's not the only way possible to be earned. People naturally gain 1 Wisdom every time they level up and every time they have a birthday. This extra point can be traded for other stats (3 for level, 2 for birthday), though it's definitely not recommended.

Wisdom is totally separate from intelligence--it's possible to be the smartest person alive, but be naive due to inexperience, due to lacking wisdom. Similarly, if you're dumb as a rock, as long as you have enough wisdom, knowledge of what needs to be done, then you'd...be able to out-smart people with higher Int scores, due to your approach being more crafty.

 

-Instinct: For the sake of not having too many stats, this stat also includes something else I was considering making a stat, "sixth sense". People with a lot of Instinct are in tune to their world, able to do a lot without thinking much. (Yes, this makes them another counter to Intelligence: Instinct and Intuition are often called opposites for a reason.) While not a complete opposite to Intelligence (if you do it right, you can combine them, with side-effects often including instantaneous and perfect reaction to situations), they frequently are seen as clashing. As such, this stat also gives a Reflex bonus. (This bonus is tripled when combined with the Int bonus.) Another side-effect of combining Instinct with Intellect is a .25 Wisdom bonus per point in each (that is, 1 point of int+inst = +.25 Wisdom).

Instinct is one of the main stats used to shrug off status effects, making it the bane of Water, Darkness, and Wind Mages who specialize in magic which does as much. Intelligence and Wisdom both play a part, however. Endurance will not increase resistance to mental status effects like illusions, but will increase resistance to physical status effects.

 

-Dexterity: Skill with your hands. The better your DEX score, the better you are at parrying. High Dexterity is good for dual-wielding, sword-and-shield combos, two-handed weapons, and ranged weapons. It greatly amplifies skils such as pickpocketing, allowing them to be much easier. It improves Ranged-type weapon damage. Additionally, it also gives a slight Reflex bonus.

 

-Nimbleness: The opposite of Dexterity, Nimbleness is for the legs. The more Nimble you are, the better you dodge. You gain a balance bonus, as well as a +.5 strength roll to all kicks. Additionally, you also receive a Reflex bonus due to leg improvement.

 

*Reflex: Not a stat itself; it's a sub-stat of INT, INS, DEX, and NIM. Put simply, it's how fast you can react. Reflexes make you go faster, able to run quicker, react sooner, swing faster...it's really one of the most important stats for all classes (especially Rogues) to have, which is why so many stats give it a bonus. While this could also be called, "speed", speed is what I consider to be a kind of superstat for Rogue-type stats, which include Dexterity and Nimbleness.

 

-Luck: How fortunate you are. People with bad luck do poorly in life no matter how good their stats are and no matter how hard they try. (They get hit more frequently than they should, suffer constant Disaster Dominoes, can never seem to land a blow, etc.) Inversely, people with good luck can have horrendous stats, absolutely suck, and shouldn't survive any encounter at all. That high luck stat will make them win via Deus Ex Machina, Contrived Coincidences, basically, sheer dumb luck. People with higher luck scores receive bonuses on all rolls (when rolls are applied), whether those rolls are known or not. The most common way to see this is that someone with high luck improves the enemy's chance of missing, like DEX and NIM do.

 

-Charisma: How charming and persuasive you are. This is basically your ability to convince anyone and everything to do whatever you want them to. A good skill for Rogues, because it influences things like bluffing and whispering, among others. It also influences how they see you; better Charisma, better perceived appearance.

 

-Strength: Your raw power. The stronger you are, the more damage you inflict. (Gives an attack bonus, as well as a slight bonus to accuracy. The main accuracy-boosting stats are Dexterity and Reflex.) Melee weapons receive a strong damage increase. Ranged- and Magic-type weapons used in ways they were not meant to be (such as a staff as a club, an arrow as a dagger, etc.) receive a slight bonus from this stat, too. (At the cost of only receiving half the bonus from their normal type.) Strength also gives a .4 bonus to Endurance.

 

-Endurance: How much damage you can take. It both increases the maximum HP of a person and reduces the amount of damage they take when hit.

 

I think that nicely sums up what each stat does primarily. I might include a "strongest stat/weakest stat" in the character pages eventually, now that I have this worked out. :)

We're not dead! Honest! :P
by ranger_brianna_new on 13th Nov 2010, 9:01 AM

...Okay, so maybe a little. :P

Writer's block is a killer. However, I can use this time to reinvent the world. I've forgotten most of the details in Soano, 'cause I never got around to writing them; I rushed into the comic. However, now that I've hit a roadblock, I can continue on expanding. For instance, I am beginning to finalize the characters themselves. I also have the original document which has the info on them, too--what does that mean? I can name them, at last!

The Earth-user in the Elementals I remembered the name of, but I'm not sure whether I want to keep "Nira" as her name. All the other Elementals have been renamed. (The Water User is technically nameless, but is called "M".) So, she might become "Tyra", I'm thinking. The Light User was "Aersin", which I think with a simple rewording makes it sound more appropriate for her former element of darkness: "Sinaer". :P The Energy User was "Anarch". (An Arc. Energy. Electric. Get it? :P) I'm thinking "Enlec" or "Enlecar" for him. (Sanik was Arrow, Sarge was Sarph, "M" was Miyar [girl], Kinas was Jake Sunos, and Nathan Betrax was Sheila Summers [girl].)

So, my to-do list:

-Character Page. Finalize the details for all three teams, give them concrete personalities.

-Character Influences. Only after the above is finished, so you can appreciate how the characters have become unique despite being born from other ideas.

-World Rules. Soano already has some stuff laid out, but certain elements I never quite finished working out the details of.

Wish me luck! This'll take a while...

"Huh? What Happened?"
by ranger_brianna_new on 17th Oct 2010, 4:55 PM

Basically, I found a format better than JPEGs: PNGs. That's how I'm uploading them, now. I also figured I'd make a modification or two while I was at it, so you'll note most Author's Notes will have an "EDIT" section describing the change, with an occasional comment outside of it, too.

I might someday incorporate the JPEG look--I mean, in some ways, it IS cool. But for the most part, the original is better, so that's what I'll leave. I still have the JPEGs any time I need them. ;)

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