[12/12/2021] SOULHOUND - Jcink Premium Medieval Fantasy Buzz
POST CREATED Dec 13, 2021 7:58:42 GMT -8
Post by sage on Dec 13, 2021 7:58:42 GMT -8
SOULHOUND is currently a project in the making and will be playable sometime early Winter 2022 (or Summer for Australians & co). It will be an original 18+ Medieval Fantasy RP forum focused around a civilisation that heavily relies on magic in their day-to-day lives.
PLOT There will be a main (site) plot along with player-made sub-plots for writers to enjoy. The main plot has yet to be fully hammered out, but we're thinking of going a Hero VS Greater Trials, as is often presented in Final Fantasy and other JRP games.
INSPIRATIONS Final Fantasy, Suikoden, God of War, Horizon Zero Dawn, NieR Gestalt, Berserk, .hack//GU, Legend of Zelda: Breath of the Wild
PERKS
[*]Jcink Premium
[*]Custom skin by Von
[*]Player-made sub-plots
[*]Player-made sub-divisions
[*]Player-made species based on Folklore
SOULHOUNDS Regardless of a character's species. all player-characters are a type of "Soulhound." Soulhounds are sentient beings attuned to the elements (e.g. water). What type of magic and/or abilities an individual can use depends on the type of Soulhound they are. The four types of Soulhounds are as follows:
[*]SUNDOG This is the Tank or DPS type of Soulhound. Their magics/abilities are offence, defence, and/or DoT (damage over time) orientated.
[*]MOONDOG This is the Healer or Support type of Soulhound. Their magics/abilities are curative or passive (including HoT [heal over time] or illusions and the like].
[*]ECLIPSE This is the "adaptive" Soulhound and are very rare; it can switch between "sundog" and "moondog" stances.
[*]TERMINATOR This is the "bogeyman" of the Soulhounds, and is very rare. Unlike the other three, they can't use magic - they can only negate magic. They can, however, use familiars.
While these elements dictate what sort of magic or ability your character may use, they are flexible provided they fit within the element. For example: Aqua is both ice and water, but you don't have to go for outright water; you can go for something like blood instead.
SOULNAMES & GIVEN NAMES Characters are born with a "soulname" that are used in place of a given or surname. Soulnames are a word that describe their soul, like "Vigil" if a person's core characteristic is to be vigilant.
INNATE ABILITIES The Soulname gives an individual an ability that's relative to their Soulname -an ability they're born with. For example, the name Vigil means to watch. Maybe Vigil's innate ability is to see in the dark without aid of a light source, or perhaps their sight is generally better than most and can see long distances without the aid of a scope.
FACTIONS There will be four main factions: Armoury, Drug, Info, and Force. Each have their own purpose, and each have their own main villages. Armoury has craftsmen. Drug has alchemists. Info has scholars. Force has militants.
SUB-FACTIONS are player-made divisions that exist within one of the four aforementioned factions. A player-made tribe of warriors would be under Force, for example.
ADVENTURES & QUESTS While our main RP hub is in the Northern Territory (and everyone needs to be located there so we don't stretch too thinly location-wise), there are three other locations across the continent in which players may go out and explore of their own volition. Every once in a while, they may find some relics of the past, and/or ye olde lore tidbits.
DEITIES At some point, there will be playable "false deities," one for each element. A player may only have one. I'm thinking we may unlock one or two at a time as the main plot unfurls.
QUESTIONS Here are some questions others have asked:
Q: Will this be a statless, stat-heavy, or stat-light RP?
A: Tentatively stat-light. You'll have points to distribute into attributes, but there'll be no math, dice rolling, or RNG. It's more for a quick visual reference like, "okay, my character is much faster than theirs; however, their character is much more durable than mine."
A: Tentatively stat-light. You'll have points to distribute into attributes, but there'll be no math, dice rolling, or RNG. It's more for a quick visual reference like, "okay, my character is much faster than theirs; however, their character is much more durable than mine."
Q: Will there be any sort of stat progression, or just a set sheet with all stats from day 1?
A: There'll be stats progression along with level progression. We'll have 7-8 levels and each level will be allotted X amount of points to distribute. Levelling will be optional for those who want to keep their characters at a low level.
A: There'll be stats progression along with level progression. We'll have 7-8 levels and each level will be allotted X amount of points to distribute. Levelling will be optional for those who want to keep their characters at a low level.
CONCLUSION I think that's all I have to share at the moment! Please let me know if you're interested. I'll be sure to share a link here when it's up. :3 It's possible my mod and I may need help upon opening, but we'll cross that bridge when we get there! Thanks for reading.