Ping-pong Jiggerong
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Roleplaying Game Stuff

  • The game uses a timer-based combat system.
  • Actions determine Alignment.
  • There are three Alignments, Good, Neutral, and Bad. They are represented by the colours White, Red, and Black. And the titles Illumin, Crimson, and Raven.
  • All Skills, Abilities and Spells of the first level are open to all characters, based on alignment.
  • When leveling, characters are given 'Personalization Points', which may be used to upgrade Stats, Skills, Abilities, and Skills. Or learn new ones.
  • Depending upon Alignment, different Skills, Abilities, and Spells will be available to characters.
  • Experience is gained through combat and usage of Skills, Abilities and Spells.
  • Skills, Abilities and Spells gain experience, making them more effective and easier to use with usage.
  • Skills, Abilities and Spells that are of the opposing Alignment of a character are less effective.
  • Each class has nine circles of Skills, Abilities and Spells per Alignment.
  • Characters may take a total of nine circles of Skills, Abilities or Spells out of all available.
  • New, higher circles only become available if the circle below them has been learned.
  • Races, either Human based or Fictional are still in debate
  • A party's movement speed is an average of the range available to all members of the party, rounded down.
  • The game takes a top-down view straight out of Ultima or Final Fantasy, but with monsters and other parties visible prior to the conflict.
  • A deusomancer, or god talker, communes with only one god, if they move to an alignment outside of their god's, they do not have access to their god-based powers until they return to the proper alignment.
Class/Alignment Relations
Class  Good - Illumin  Neutral - Crimson  Bad - Raven
Pyromancer
- Warding Against Fire Damage
- Offensive Fire Magic
- Weapon Specialization: Staff
- Enchanting Items With Fire Properties
- Offensive Fire Magic
- Weapon Specialization: Staff
- High Powered Offensive Fire Magic
- Weapon Specialization: Staff
Aeromancer
- Warding Against Physical Damage
- Fogs/Mists
- Weapon Specialization: Staff
- Increased Speed Spells
- Breathing Spells?
- Weapon Specialization: Staff
- Magically Throwing Things
- Storm Spells
- Weapon Specialization: Staff
Hydromancer
- Warding Against Water Damage
- Offensive Water Magic
- Weapon Specialization: Staff
- Water Walking Spell
- Breathing Underwater Spell?
- Weapon Specialization: Staff
- High Powered Offensive Water Magic
- Water Projectile Spells
- Storm Spells
- Weapon Specialization: Staff
Geomancer
- Warding Against Physical Damage
- Earthshield
- Weapon Specialization: Hammer
- Golems
- Sandtrap
- Weapon Specialization: Staff
- Earth Projectile Spells
- Sandstorm(blind all but caster)
- Weapon Specialization: Mace
Kronomancer
- Group Speed Boost
- Weapon Specialization: Sword
- All Speed Equalizer
- Weapon Specialization: Sword
- Group Speed Decrease
- Weapon Specialization: Sword
Necromancer
- Resurrecting
- Exorsism
- Weapon Specialization: Staff
- Mastering Dead
- Weapon Specialization: Staff
- Reanimation of Dead
- Summoning Dead
- Weapon Specialization: Staff
Daemomancer
- Anti-Daemon Spells/Abilties
- Weapon Specialization: Whip
- Daemon Mastery
- Weapon Specialization: Whip
- Daemon Summoning
- Weapon Specialization: Whip
Deusomancer
- Healing
- Blessing
- Curing
- Cursing
- Damning
- Weapon Specialization: God Dependent
Druid
- Summoning Animals To Protect
- Possessing People Using Animals
- Weapon Specialization: Staff
- Taming Animals
- Possessing People Using Animals
- Weapon Specialization: Staff
- Summoning Animals To Attack
- Possessing People Using Animals
- Weapon Specialization: Staff
Healer
- Healing
- Curing
Paladin
- Blessing Weapons - Nullify Blessings/Cursings On Weapons - Cursing Weapons
Knight
- Attack Blocks
- Defend Females well
- Attack Blocks
- Defend Party slightly
- Attack Blocks
- Defend Self well
Pimp
- Pro-female Stuff
- Increased Money from Loosers
- Mixed-female Stuff
- Increased Money from Loosers
- Anti-female Stuff
- Increased Money from Loosers
Amazon
- Anti-male Stuff
Ranger
- Tracking
- Moving Silenty/Quickly In Forests
- Weapon Specialization: Bow/Sword
Thief
- Stealing
- Weapon Specialization: Dagger
Barbarian
- Bashing Things
- Warcry; Defense
- Bashing Things
- Warcry; Defense/Offense
- Bashing Things
- Warcry; Offense
Berserker
- Furious Battle Techniques
- Party Looses 30% Defense, Gains 30% more Offense temporarily.
- Furious Battle Techniques
- Party Looses 50% Defense, Gains 50% more Offense temporarily.
- Furious Battle Techniques
- Party Looses 70% Defense, Gains 70% more Offense temporarily.
Bard
- Item Identification
- Sleep Song
- Item Identification
- Slow Song
- Item Identification
- Confusion Song (randomly changes targets for spells/abilities of target)
Archer
- Fire Arrows
- Weapon Specialization: Bow
- Higher Damage Arrows
- Weapon Specialization: Bow
- Poison Arrows
- Weapon Specialization: Bow
Samurai
- Highly Powerful Hits
- Multiple Strikes
- No Loot Taken From Loosers
- Weapon Specialization: Sword
Mongol
- Highly Powerful Hits
- Increase Party's movement range
Dragoon
- Counter Attacks
- Weapon Specialization: Pike
Highlander
- Throwing Attacks (only counterable by other thrown attacks)
- Inrage Target (makes them use basic attack next turn)

Racial Ideas:

  • Trolls; Strong, Stupid, Slow, Weak to Non-Fire Magic, Strong to Fire Magic.
  • Goblins; Weak, Stupid, Fast, Weak to Non-Air/Non-Water Magic, Strong to Air/Water Magic.
  • Dwarves; Strong, Smart, Slow, Weak to Non-Eath Magic, Strong to Earth Magic.
  • Elves; Weak, Smart, Fast, Strong to Magic (especially Druidic).
  • Humans; Medium Strength, Medium Intellect, No Magic Advantages or Disadvantages.
  • Ogres; Super Strong, Stupid, Slow, Weak to All Magic.
Or:
  • Satyrs; The Goatmen; Medium Strength, Higher Intellect, Fast, Great Bards.
  • Alfar; The Goblins; Weak Strength, Extreme Intellect, Medium Speed, Great Thieves and Mages.
      - Salamanders are Fire
      - Sylphs are Water
      - Undines are Air
      - Gnomes are Earth
      - Ruled by Gob, a Gnome, and are often called Goblins because of it.
  • Juten; The Giants; Extreme Strength, Extreme Stupidity, Medium Speed, Great Fighters.
  • Centaurs; The Horsemen; Medium Strength, Medium Intellect, Extreme Speed, Great Fighters and Archers.
  • Minotaurs; The Bullmen; High Strength, Low Intellect, Medium Speed, Great Fighters.
  • Terathans; The Spidermen; Medium Strength, High Intellect, Medium Speed, Great Fighters.
  • Ophidians; The Snakemen; Medium Strength, Medium Intellect, Extreme Speed, Great Mages.
  • Humans; The Loosers; Medium All
Creatures
  • Basilisks; the winged snakes
      - Golden; poisonous
      - Blood Red; extremely powerful
      - Weak against Weasles, who are immune to their effects, and Cocks, who's crow will kill them instantly.
      - Reflective spells/Mirrors will instantly kill a Basilisk, through fright.
      - Druids holding either a Cock or Weasle are immune to Basilisks.
      - Characters possesed by Cocks or Weasles are immune to Basilisks.

  • Dragons; the great lizards
      - T'ien Lung; Celestial Dragon; Helps lost parties anywhere on the map. Unique
      - Fu Tsang Lung; Treasure Dragon; Gives great wealth if the party can prove themselves. Unique
      - Ti Lung; Earth Dragon; Lives in the water, and can be called upon for aid. Unique
      - Shen Lung; Rain Dragon; Lives in the water, and can be called upon for aid. Unique
      - Hydra; Fire Drake; Lesser Dragon that breaths fire, and will attack parties or aid them depending upon the party alignment and make-up. Is Evil. Starts with Nine attacks (heads), and for each killed gains two more. Unique
      - Chimera; Dark Drake; Lesser Dragon that is physically powerful, and will attack parties or aid them depending upon the party alignment and make-up. Is Evil. Unique
      - Cerberus; Noble Drake; Lesser Dragon that is physially powerful, and will attack parties or aid them depending upon the party alignment and make-up. Is Good. Unique
      - Fafnir; Treasure Drake; Lesser Dragon that is physically powerful, and will attack parties, and loot them. Is Evil. Unique
      - Some Dragons have wings, some do not. Summoners of various classes can Summon Dragons which they have incountered and either befriended or defeated.
      - Dragons can have Fire, Ice, Physical, or Water attacks.

  • Sphinx; the winged lioness
      - Asks a riddle, if the party answers correctly, they are rewarded. If they are wrong they are attacked. Unique

  • Tengu; the birdmen
      - Able to go invisible.
      - Powerful Mages.
      - Kidnap children (for quests)

  • Thunderbirds; lightning and rain birds
      - Powerful beings able to use lightning.

  • Tch'e-yeou; the weapon demon
      - Has the body of a man, hoves of a bull, four eyes, six hands, a copper head, and iron forehead.
      - Parties that defeat him are given more powerful weapons, imbued with magic effects.

  • Troll; Cyclopes; one-eyed giants
      - Single-eyed beings of great strength.
      - Evil.

  • Ki-rin; Ch'i-lin; The Unicorn
      - A horse with a single horn sticking out of it's head.
      - Attacks only those of bad alignments, heals those of good alignments.

  • Faery; Fairy; The Fey; Pixie; Jinni (Genie); Elves
      - Goofy creatures, that will, on a whim, be good or bad to a party.
      - If the party has recently been bad to one, the creature will attack.
      - Powerful Mages.

  • Grendel; water demon
      - A being invulnerable to physical and water attacks.

Weapons:

Special stuff like:
Whips, Chains, Flails

Swords:
Short Sword
Long Sword
Bastard Sword
Broad Sword
Swordbreaker
Sabre
Scimitar
Foil
Katana
Kopesh
Flamberge
Rapier
Claymore
Long Machaira
Kryss
Scorpion Tail

Poles:
Naginata
Staff
Bardiche
Halberd
Pike
Spear
Scythe
Glaive

Bows:
Short Bow
Long Bow
Crossbow
Pecbow
Heavy Crossbow
Ballista
Arbalest

Weapons must have advantages to each and drawbacks, such as range, modifers when encountering particular armour types, classes, genders, and environmental effects such as rain.

The sprites used here come from the People's Sprites, which has a public domain gallery, and are only for ideas on what the classes may look like. Sure, they're public domain, and that means no need to say a word, but I felt like linking the site, so there. And, since fair is fair, those modified are also released into the public domain. How's that for plain and dull? It's very much a tired concept, but it shouldn't be too hard to do, which is what's important.




This site and it's contents are copyright © 2005 - 2024 Nathan Montague. Reproduction of content of this site is prohibited except where otherwise explicitly granted.