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Forums » Looking for RP » The Protectorate needs your help! (closed)

This Looking For RP topic is marked as closed, meaning it is no longer seeking new players.

Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

Michael wrote:
Sevio Vatonage wrote:
Michael wrote:
Sevio Vatonage wrote:
I'd be more than happy to answer any and all questions you have about Dragon Quest and fill you in on anything you want to know. First of which being the class system of Dragon Quest 9. Michael, for example. An Elven Archer to the Dragon Quest universe would translate best into a Ranger class, adept at using Bows. A good choice of weapon indeed, with access to powerful skills like Cheron's Arrow, which restores lost MP depending on damage cast, the multi-hitting skill, Rain of Pain, and the devastating Ultimate Bow skill, Shining Shot, capable of showering all enemies in battle in arrows of light.

((Oh, okay! Can you tell me more about the Ranger Class then? Do I have to make a specialized inventory and moveset according to the game and its system, or can I improvise while keeping as close to a basic inventory and set of skills seen in any RPG? And when it comes to the item and the skills that you've listed off, are those a late-game item and skillset, or is it possible to add at least one of those to Micheal's skills from the start?

If I am starting from scratch and improvising skill sets, are there any particular restrictions to the Ranger Class that I need to know about? (Ex. They can't use magic/a particular type of magic, etc.) And if I'm going by the game, do you have a list of skills and ranger-specific items from Dragon Quest that I can refer to? (I can always google it, but it's always safe to ask before I do so.)

And of course, where and when do we start this off? In a forum, or do we take this to PM? Or are we waiting for more players?))

Rangers can use magic mostly related to healing, curing, and buffing defenses. Spell-wise, they're not very offensive, but they make up for that with being very versatile experts at survival in the field. Honestly you wouldn't have to change your character much at all, just allow for skill translation and you'll be good to go. And the scenario I've got in mind will allow you to have all available Bow skills as well as the Ranger's class exclusive bonuses in "Ruggedness".


Bow skills are as follows:
Conjury Conductor: Makes an enemy more vulnerable to spell damage if it works.
Flutter Disaster: Deals heavier damage to bird related foes.
Needle Shot: Deals almost no damage on its own, but has a chance of instantly defeating a target.
Rain of Pain: Fires 4 arrows that hit multiple targets at once.
Hallowed Arrow: Deals damage and restores MP equal to 1/3rd the damage inflicted.
Shining Shot: Usable only while holding the tome, Archery for the Adept. Showers all foes in arrows made of magic energy. Hits like a Mortar.

Ruggedness skills are as follows:
Soothe Sayer: calms an enemies anger and quails agroed enemies, making them less likely to attack an agroed target.
Mercy: Shows compassion to foes and gives them a chance to escape from battle with their lives.
Vanish: employs magic energy to blend the user seamlessly into the background, making them less likely to be attacked.
Outside of battle, this skill can be used to hide the user and allies presence from monsters, reducing the chance of battle.
Mist Me: Summons a perplexing fog that absorbs one attack dealt to the user before dissipating.
Wolf Whistle: Summons a pair of wolves to attack an enemy. Hits 2 times and targets random foes in battle.

Stats for all of this are applicable, but not necessary. And while not all skills may seem useful or some may seem outside the characteristics of the character in question, just having them for emergencies could be a life saver. All of these skills and more can be found on wiki's dedicated to DQ9, but hopefully this brief summary answers your question about the skills and items exclusively learned by the Ranger class.

All right, that actually does help a lot in terms of skill set! Now the only questions I have left are:

1.) Is there a limit to how many skills you can own, just to make things a little more balanced? Or is it safe to say we can go all out on this one in terms of top-level skills?

2.) Skillsets are out of the way for me, but what about items and weapons? Can we customize our own item inventories, or do we have to stick to the DQ9 item logs? And how many items are we allowed in our total inventory?

3.) When it comes to the scenario, can you give us a quick summary on what you have planned? I know the party planning thing is where we start... But after that, where do you want this to lead? Or are we winging it as we go along?

Sorry if I'm asking too many questions, but I don't want to slow anyone down just because I got something vital wrong off the bat.

1.) No, there is no limit to how many spells/abilities a single character may have. I can use my own copy of DQ9 to provide spell lists for each of the 12 classes if need be. As well as skills and descriptions from different class specific learned skills that DO carry over from class to class. Spells, however, do not carry over between classes, so this makes things a bit more balanced. The game logic being we can't have a tanky, super fast Warrior with everything unlocked and able to use every overpowered spell from every other magic heavy class. That would make things very boring out of sheer ease of play. :P

2.) I would appreciate it if armor, items, and weapons were kept within the aesthetics and effects of the Dragon Quest franchise. That said, there is no actual way to tell exactly what an item looks like through RP, so you can imagine your armor and weapons looking however you want. As for effects, while the game itself may be strict, I am much more forgiving an will permit almost any piece of armor or weaponry to have any look or effect desired as long as it is not game-breaking. (I.E. no godmodded enchantments that make every hit a sure-shot, insta-crit, or insta-kill. Chances of these effects are fine, but no sure-shot please.) Each character is allowed a bag with unlimited item space for use outside of combat, and each bag can hold up to a stack of 99 of any single item. and this applies to all items the character has access to. During battle, the on-person inventory is limited to a max of 8 items. These items do not stack, sadly, so choices between items that give special skills and items that heal HP or MP must be taken into consideration. I can open up an OOC chat for further discussion if you have any requests regarding different items you might be familiar with, as their effects may translate to another item within DQ9, and may therefor be proven legit to have.

3.) I was going to allow for free forming after that point. But my overall goal is to take a party into a type of dungeon known as a "Grotto", where a variable, special, Post-game boss awaits. Enemy encounters, overall health, attacks landing or missing against party members, these I leave up to consent and will try my best not to ask anything of anyone that would put them in a position they are not comfortable with.
Michael (played by Lucretire)

Sevio Vatonage wrote:
Michael wrote:
Sevio Vatonage wrote:
Michael wrote:
Sevio Vatonage wrote:
I'd be more than happy to answer any and all questions you have about Dragon Quest and fill you in on anything you want to know. First of which being the class system of Dragon Quest 9. Michael, for example. An Elven Archer to the Dragon Quest universe would translate best into a Ranger class, adept at using Bows. A good choice of weapon indeed, with access to powerful skills like Cheron's Arrow, which restores lost MP depending on damage cast, the multi-hitting skill, Rain of Pain, and the devastating Ultimate Bow skill, Shining Shot, capable of showering all enemies in battle in arrows of light.

((Oh, okay! Can you tell me more about the Ranger Class then? Do I have to make a specialized inventory and moveset according to the game and its system, or can I improvise while keeping as close to a basic inventory and set of skills seen in any RPG? And when it comes to the item and the skills that you've listed off, are those a late-game item and skillset, or is it possible to add at least one of those to Micheal's skills from the start?

If I am starting from scratch and improvising skill sets, are there any particular restrictions to the Ranger Class that I need to know about? (Ex. They can't use magic/a particular type of magic, etc.) And if I'm going by the game, do you have a list of skills and ranger-specific items from Dragon Quest that I can refer to? (I can always google it, but it's always safe to ask before I do so.)

And of course, where and when do we start this off? In a forum, or do we take this to PM? Or are we waiting for more players?))

Rangers can use magic mostly related to healing, curing, and buffing defenses. Spell-wise, they're not very offensive, but they make up for that with being very versatile experts at survival in the field. Honestly you wouldn't have to change your character much at all, just allow for skill translation and you'll be good to go. And the scenario I've got in mind will allow you to have all available Bow skills as well as the Ranger's class exclusive bonuses in "Ruggedness".


Bow skills are as follows:
Conjury Conductor: Makes an enemy more vulnerable to spell damage if it works.
Flutter Disaster: Deals heavier damage to bird related foes.
Needle Shot: Deals almost no damage on its own, but has a chance of instantly defeating a target.
Rain of Pain: Fires 4 arrows that hit multiple targets at once.
Hallowed Arrow: Deals damage and restores MP equal to 1/3rd the damage inflicted.
Shining Shot: Usable only while holding the tome, Archery for the Adept. Showers all foes in arrows made of magic energy. Hits like a Mortar.

Ruggedness skills are as follows:
Soothe Sayer: calms an enemies anger and quails agroed enemies, making them less likely to attack an agroed target.
Mercy: Shows compassion to foes and gives them a chance to escape from battle with their lives.
Vanish: employs magic energy to blend the user seamlessly into the background, making them less likely to be attacked.
Outside of battle, this skill can be used to hide the user and allies presence from monsters, reducing the chance of battle.
Mist Me: Summons a perplexing fog that absorbs one attack dealt to the user before dissipating.
Wolf Whistle: Summons a pair of wolves to attack an enemy. Hits 2 times and targets random foes in battle.

Stats for all of this are applicable, but not necessary. And while not all skills may seem useful or some may seem outside the characteristics of the character in question, just having them for emergencies could be a life saver. All of these skills and more can be found on wiki's dedicated to DQ9, but hopefully this brief summary answers your question about the skills and items exclusively learned by the Ranger class.

All right, that actually does help a lot in terms of skill set! Now the only questions I have left are:

1.) Is there a limit to how many skills you can own, just to make things a little more balanced? Or is it safe to say we can go all out on this one in terms of top-level skills?

2.) Skillsets are out of the way for me, but what about items and weapons? Can we customize our own item inventories, or do we have to stick to the DQ9 item logs? And how many items are we allowed in our total inventory?

3.) When it comes to the scenario, can you give us a quick summary on what you have planned? I know the party planning thing is where we start... But after that, where do you want this to lead? Or are we winging it as we go along?

Sorry if I'm asking too many questions, but I don't want to slow anyone down just because I got something vital wrong off the bat.

1.) No, there is no limit to how many spells/abilities a single character may have. I can use my own copy of DQ9 to provide spell lists for each of the 12 classes if need be. As well as skills and descriptions from different class specific learned skills that DO carry over from class to class. Spells, however, do not carry over between classes, so this makes things a bit more balanced. The game logic being we can't have a tanky, super fast Warrior with everything unlocked and able to use every overpowered spell from every other magic heavy class. That would make things very boring out of sheer ease of play. :P

2.) I would appreciate it if armor, items, and weapons were kept within the aesthetics and effects of the Dragon Quest franchise. That said, there is no actual way to tell exactly what an item looks like through RP, so you can imagine your armor and weapons looking however you want. As for effects, while the game itself may be strict, I am much more forgiving an will permit almost any piece of armor or weaponry to have any look or effect desired as long as it is not game-breaking. (I.E. no godmodded enchantments that make every hit a sure-shot, insta-crit, or insta-kill. Chances of these effects are fine, but no sure-shot please.) Each character is allowed a bag with unlimited item space for use outside of combat, and each bag can hold up to a stack of 99 of any single item. and this applies to all items the character has access to. During battle, the on-person inventory is limited to a max of 8 items. These items do not stack, sadly, so choices between items that give special skills and items that heal HP or MP must be taken into consideration. I can open up an OOC chat for further discussion if you have any requests regarding different items you might be familiar with, as their effects may translate to another item within DQ9, and may therefor be proven legit to have.

3.) I was going to allow for free forming after that point. But my overall goal is to take a party into a type of dungeon known as a "Grotto", where a variable, special, Post-game boss awaits. Enemy encounters, overall health, attacks landing or missing against party members, these I leave up to consent and will try my best not to ask anything of anyone that would put them in a position they are not comfortable with.

I would truly appreciate the OOC chat for that and the skill lists for each class, just in case anyone else has the same questions that I do about what skills are usable and what are not. But from what it sounds like so far, we may need a sort of stat/dice roll system if we're counting in special effects and buffs, etc. I'm totally up for giving it a shot, but I'm more of a free-form player myself. So either way is fine with me, it just means I have to learn more things if we do end up going the stats/dice roll route.

My final question is: Are we waiting for more players? Is this going to start in a different public thread on the forums, or in PMs with all the linked players that are interested?
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

I'm wanting to wait and see if we can get maybe 5 or 6 people total to join in.

I'm honestly excited for 3 people so far, You(Michael), Lilim and Raven, with myself making 4. If Maleficent is still interested, that'll be the 5th player and I'd be all set to open both an IC thread and an OOC thread. Or, if you'd prefer the RP take place in group PM's, I could do that too. The PM's would prevent new entrees from posting in as well as preventing post editing in case of mistakes. So I'd much rather start the RP in a forum.

I might also save the RP and OOC chats to a group so only those that have joined the group could post into the chats. Group invites would be distributed as needed if this is to be the case.
Michael (played by Lucretire)

Sevio Vatonage wrote:
I'm wanting to wait and see if we can get maybe 5 or 6 people total to join in.

I'm honestly excited for 3 people so far, You(Michael), Lilim and Raven, with myself making 4. If Maleficent is still interested, that'll be the 5th player and I'd be all set to open both an IC thread and an OOC thread. Or, if you'd prefer the RP take place in group PM's, I could do that too. The PM's would prevent new entrees from posting in as well as preventing post editing in case of mistakes. So I'd much rather start the RP in a forum.

I might also save the RP and OOC chats to a group so only those that have joined the group could post into the chats. Group invites would be distributed as needed if this is to be the case.

I don't mind either option! It's ultimately up to you and what's more convenient for you!
Am I still allowed? I am waiting on you, Sevio, to tell me which of my characters fit into the box.
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

Hey everyone! Sorry it's been a few days since I've replied! Things have been crazy lately. @_@

Anyways... Those still interested please say so. I'll gladly send you a link to the group I've got everything set up in. And if anyone has any questions I can answer, I'll still do so and explain everything that needs clarifying to the best of my abilities.

Hope to see a good number of you in the group soon. :D
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

*bumps the topic with his elbow and returns to his room at The Questers Rest.*

*goes to take a breather after a long and rewarding day of training*
I still wanna play! Am I still allowed?
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

*bumps the topic back up in the list to continue searching for others who might be interested*

*leaves the Inn to take on a quick mission and continues his training*
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

... ... ...

*gives one last nudge*
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

Grrrrrm... NOTICE ME!!!

dqix__critical_hit_by_bulbabenz.gif
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

((*bump*))
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

((bump))
Would a Felyne work? If not, I think Alex could fit in as some sort of sword class.
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

Felyne wrote:
Would a Felyne work? If not, I think Alex could fit in as some sort of sword class.

I think Alex would be a good addition to the group. :)

Feel free to check it out.

https://www.rprepository.com/group/group.php?gID=1541
I haven't actually played Dragon Quest before, but I know of it because I have a 3DS.
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

It's a cool game.
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

((Re-BUMP!))
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

((*sigh* Once again another bump... I'm honestly surprised this topic isn't more popular... v.v It's disheartening, it really is...))
Sevio Vatonage (played by Phoenixsorcerer24) Topic Starter

Max Tension!!

Channel Anger!!

Twocus Pocus!!

Kafrizzle!! (Spell hits twice for heightened damage. First hit does almost 2500 damage thanks to maxed tension. Right behind it, the second hit does almost 900 damage with combo multiplier.)

**BUUUUUUUUUUMP!!!**

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