MAIA'S PROFILE
maia
737
My name is not Maia, but instead it is something that I was dubbed on Don Migel's old forum for the first game that I showed off to the public. My generic name was changed into Maia, and since then I have been Maia. I am a girl, I am old compared to some other people, in fact for the majority of RPG Makers, I am twice their age.
I was born in Russia, and moved to America when I was a teenager, but not as an exchange student. Back in Russia, I am a published author and I have written two dozen books. One dozen of which have been published.
I was born in Russia, and moved to America when I was a teenager, but not as an exchange student. Back in Russia, I am a published author and I have written two dozen books. One dozen of which have been published.
Search
Filter
Missiongarde Worldbuilding -- countries for sale!
Missiongarde Worldbuilding -- countries for sale!
Good point. I actually thought it was the other way around where the Ookasuna and Dark continent were tacked on.
Missiongarde Worldbuilding -- countries for sale!
Could this be
THE BIG PICTURE?
I came up with this big picture idea of the game. It has twists, turns, betrayal, quests to construct a great weapon to fight a great evil. This is a story on a global scale. I looked for a spoiler tag on the forum but I cannot find one in plain sight.
This ties in most of everything that people have pitched out in their paragraphs. This is just an idea for a big picture, I'm not in charge. Anyone know any better ideas lay them out :-)
Of course this is not every single quest, merely a big picture. The spoilers start and it will tell you when the spoilers end. Any feedback is appreciated even if it is laughter.
spoilers start
In the dark days before unrecorded history, there lived a man named Zellius Makano. A well respected elder of the Peruvo Empire on the Dark Continent; respected until he made an attempt to become overlord of the entire continent. He did not use superior might, nor use a superior army to take what he wanted. Instead, he merely sapped the intelligence of his countrymen. The empire discovered what he was up to and they threw him out of their great nation into the Umbra.
The Umbra is the massive jungle that covered the Dark Continent and was home to many tribes and civilizations. Zellius would continue his plot, but this time he conjured the help of an assistant. Formed in the image of a demon race known as the Ookasana, this assistant would never sleep and would carry out his orders. Given the magic powers of Zellius, the assistant sapped the intelligence of nearly everyone in the Dark Continent. The only exception was the Peruvo Empire that had a magical wall defending themselves.
After mere months the entire Dark Continent for the most part was put into a savage and passive state. However, Zellius soon realized that it was not the kingdom he wanted, so he created a staff that would amplify his magical powers to restore the people. His assistant perceived this as a threat to the mission that Zellius had assigned. Once the staff was completed, his conjured assistant went wild and killed Zellius before smashing the staff and the magical artifact at the end.
The circular artifact was smashed into seven pieces and thrown into the ocean. Nearly a millennium later, a fisherman found one of the pieces inside of a fish. He was well aware that it was only a fragment and very aware that it amplified his power to manipulate the water. The fisherman made it his life's work to find all of the other pieces.
Upon his death, he had only found five pieces and gave each piece to his five daughters. They were told to protect their fragment and scour the world in search of the pieces. Given that his daughters were younger when they received the fragments they found that each fragment had side effects. The least of which was the madness that the fragments caused and over the decades it slowly caused them to mutate into creatures similar to their surroundings.
As for the assistant, it became a living god to the people in Umbra. While many outside the Umbra feel it is only a myth, Shamans of the region have created dolls in the image of the demonic assistant. These dolls are said to corrupt the minds of those that possess them. In fact, anything touched by the assistant is said to become a vessel to travel into evil.
CHAPTER 0: PRELUDE
When Izabelta was a small child, she was given one of these ugly dolls by her father the Emperor of Fashri. While her mother asked him to just throw it out, Izabelta grew festinated by the doll and its morbid look. The emperor told her that it came from a man traveling abroad who returned with it as a gift.
Growing up, she had a troubled childhood and committed plenty of crimes when she joined the local thieves guild. She was immune to the law in her country, because the daughter of an empress could not be imprisoned or executed.
After she was grown, Izabelta ended up in Missiongarde, an empire far away from her father. It was there that she married Prince Latenir Gardheim and became queen at the death of the king later that year.
CHAPTER 1: MISSIONGARDE
The party does good things in Missiongarde and gain a reputation in the kingdom.
CHAPTER 2: DIPLOMACY
After doing well in Missiongarde, the party is called into a meeting with King Latenir. The ailing king has one request to make of the heroes. Not a cure to his condition, but he asks that they become diplomats and bring about a dawn of peace before he dies. The king wants this peace amongst the great empires to undo what his evil father had done.
With his wife at his bedside, he will explain that his father had created hostilities that he died before they were resolved. Throughout holding the crown of Missiongarde, Latenir has been unable to bring the nations of the great empire together. Many of the other kingdoms hold hostilities toward outsiders, let alone a messenger from Missiongarde. As diplomats, the party would do good everywhere as the guise of a traveling caravan.
Once gaining each kingdom's trust, the party will invite each leader of the empire to a summit in neutral territory. The party will do great things, overcome huge obstacles and take on madmen who hold mysterious dolls.
This will be a huge chapter where the party does tasks in other nations.
CHAPTER 3: THE SUMMIT
A summit of peace will occur in a beautiful and serine tower that has been built by a race destroyed over a millennium ago by war. The tower is well known, and considered uninhabitable considering the blearing weather conditions outside. The great empires have always considered the land it is on to be off limits due to no strategic reason to occupy the tundra.
Nine members from each great empire will attend the summit. Kings, emperors, queens, princes, senators, members of parliament and congress each attend. Anyone not associated with their military. Even against their better judgment, they attend, including the ailing king. Armed escorts are not allowed and must wait hundreds of kilometers away in their ships.
The party are honored guests, not just of King Latenir, but every great empire knows their faces and trusts them.
Meanwhile, in Missiongarde, the Royal Marines poise themselves to strike against Parliament. As the summit takes place, the Royal Marines slaughter members of parliament and their Greyguard. The pristine tower is raided by the Royal Marines disguised as servants and they execute their mission to slaughter everyone inside, including the King Latenir. The Royal Marines then ritualistically kill themselves and no one is alive to tell their tale.
Fortunately for the party, they arrive late to the tower to witness the last of the slaughter. Unfortunately for the party, after the slaughter is over, that is when the ships arrive with soldiers, wondering what happened?
As for King Latenir's beautiful young wife, she is safe in Missiongarde. She is the only leader of a great empire left alive. Not even her parents, the Emperor and Empress of Fashri survived the slaughter.
CHAPTER 4: EXILE
The party manages to escape capture or escape from capture and they find the nearest lesser kingdom. The ruler there will grant them asylum, but only if they do something for him in return. As the party performs missions, it is unveiled that each mission amounts to building technology that will generate a magical bubble around the entire island kingdom to protect them from harm.
Before the party can accomplish the task, the greater empires will come knocking on the magical bubble and ask for the party. Due to civil unrest, the ruler will be forced to send the party on their way, but not without a ship and a plan of how they can find out who ordered the slaughter.
CHAPTER 5: REVENGE
Back in Missiongarde, the queen has taken command. More than command of Missiongarde, she sent soldiers to occupy the greater empires. Leaderless with broken spirits, the great empires have all been thrown into chaos. The queen's army easily conquers and occupies all of the great kingdoms except for Peruvo that has a magical wall defending them.
The people of Missiongarde are enslaved and forced to build her a grand new castle. The party is welcomed into the castle upon their return and asked to see the queen. Upon their meeting with her majesty, she admits that it was her and they will either join her as Royal Marines or die for knowing the secret.
The party takes too long to answer and the queen feels that too much thought means they would not truly aide her. She orders them killed and after a series of fights and a chase through the grand new castle, the party catches up to her. The queen uses every trick in the book to stop the party until she is tries to kill them.
The queen wanted supreme power and manipulated her way into power. As for the Royal Marines, they were simply bored from being unused by the king. Under King Latenir's rule, they carried out secret missions and publicly known executions of the king's enemies. The current king was a man of peace and had no use for the Royal Marines.
After an epic battle against the party, the queen is defeated, but not dead. The party defends themselves, instead of trying to kill her. The queen ends up taking her own life with one of her poison daggers. She dies clutching and talking to her doll as if it is talking to her.
It is a doll that the party has seen before, multiple times and they are left with the question, where do these dolls come from?
CHAPTER 6: THE DOLL
Left with only evil dolls, the party searches for someone that knows where it is from. The journey first takes them to the queen's homeland Fashri where it is discovered that a general returned from the Dark Continent and brought her the doll. The elderly general tells them a story he later heard. The doll represents an assistant to a madman. The assistant was based on a demon race known as the Ookasana. The legends say that the Ookasana had the power to corrupt and taint anything they touched and that taint would spread like ink in water.
The Ookasana were sealed in the Underworld by brave men two thousand years ago, but Zellius Makano had summoned one of them. No one put the assistant back in the underworld. There is a race that knows how to put the assistant back and that is the Peruvo.
CHAPTER 7: LUCKY NUMBER 7
After obtaining permission by the Peruvo Empire to enter through their magical wall, the party learns more after gaining their trust. They tell the story of how Zellius created a powerful staff to stop the wicked assistant. Travelers have told them that of the seven fragments, five daughters of a fisherman hold them. These five women went mad due to the corruptive touch of the assistant.
This starts a world wide search for these five daughters. Each fragment amplifies the holder's natural energy and each daughter hides in a place to defend her fragment. The nearest is the terra fragment, held underground. It is that daughter who informs the party there are two more fragments than there are daughters of the fisherman.
The next is the wind fragment, held by a daughter that hid on a savage island where she was sacrificed to a great blue dragon. The third fragment is held by a daughter that was mutated by the flame fragment into having the tail of a snake and forced to live in a volcano. The fourth fragment is held by a daughter who sank her entire island city into the ground to defend it. It is there that she mutated into having crab legs and a shell with pinchers for hands. The final known fragment is on a place that its holder froze the entire land including its people to defend it.
CHAPTER 8: THE DARK CONTINENT
There are no other known fragments, which the Peruvo hypothesize that means the final two fragments must be in Umbra. Known as the savage land, the Dark Continent where the assistant reigns as a mythical god to them.
It is in Umbra where the party finds the sixth fragment for electricity in the heart of a golden colossus. The colossus was brought to life during the holy war on the Dark Continent as a secret tactic to smash the opposition. After the war was over, the colossus was powered down and abandon until someone fused the electrical fragment to her. Since then she has been worshiped by villages and accepts tributes of gold.
As the party tries to discover the whereabouts of both fragments, they discover a staff to put the circular artifact at the end.
CHAPTER 9: THE FINAL SHOWDOWN
The seventh piece of the artifact is the eye in the center and is held by the assistant. The assistant is no dummy and knows why the staff was created. By holding a single fragment of the artifact means that it can never be assembled. The party needs to get the fragment from the assistant and assemble all seven pieces together during the fight in order to be victorious and defeat the assistant.
With the death of the assistant, the savages of Umbra will return to their intelligent state on par with the rest of the world. It will of course take time, because they have had 40 generations of dullards. Now that the assistant is slain, everything it had touched is no longer corrupting the minds of whoever may possess the objects.
It is here where the party can return home as heroes to a world with no leaders and be crowned ruler of the world or the game can continue on. If the party becomes ruler of the world, it is justified, because there is no part of the world where the party did not touch and do great deeds for the people. Not only justified, but the people want it as well.
? CHAPTER 10: THE UNDERWORLD
With the defeat of the assistant, the planet shutters and shakes just before the terra opens up to swallow the party. They are sucked into the underworld. A horrifying place now owned by the Ookasuna. The assistant they fought so hard to defeat is merely one of an army ruled by Lord Ookasuna. The only way out of the underworld and to return home to Missiongarde is through him and his terrible magic.
? CHAPTER 11: HOMECOMING
Upon returning finally to Missiongarde, quite some time has past. Enough time that it looks as if the leaderless Royal Marines have resurrected their old leader, King Ricardir Gardeheim. He rules his people once more with an iron fist. Wait, he was not resurrected by the Royal Marines, when the party is in the Underworld, time travels backward. The party returns having traveled a decade backward in time and setting up Missiongard II?
spoilers end
I am assuming that no one read this to the end. So I do thank you for reading some of it!
THE BIG PICTURE?
I came up with this big picture idea of the game. It has twists, turns, betrayal, quests to construct a great weapon to fight a great evil. This is a story on a global scale. I looked for a spoiler tag on the forum but I cannot find one in plain sight.
This ties in most of everything that people have pitched out in their paragraphs. This is just an idea for a big picture, I'm not in charge. Anyone know any better ideas lay them out :-)
Of course this is not every single quest, merely a big picture. The spoilers start and it will tell you when the spoilers end. Any feedback is appreciated even if it is laughter.
spoilers start
In the dark days before unrecorded history, there lived a man named Zellius Makano. A well respected elder of the Peruvo Empire on the Dark Continent; respected until he made an attempt to become overlord of the entire continent. He did not use superior might, nor use a superior army to take what he wanted. Instead, he merely sapped the intelligence of his countrymen. The empire discovered what he was up to and they threw him out of their great nation into the Umbra.
The Umbra is the massive jungle that covered the Dark Continent and was home to many tribes and civilizations. Zellius would continue his plot, but this time he conjured the help of an assistant. Formed in the image of a demon race known as the Ookasana, this assistant would never sleep and would carry out his orders. Given the magic powers of Zellius, the assistant sapped the intelligence of nearly everyone in the Dark Continent. The only exception was the Peruvo Empire that had a magical wall defending themselves.
After mere months the entire Dark Continent for the most part was put into a savage and passive state. However, Zellius soon realized that it was not the kingdom he wanted, so he created a staff that would amplify his magical powers to restore the people. His assistant perceived this as a threat to the mission that Zellius had assigned. Once the staff was completed, his conjured assistant went wild and killed Zellius before smashing the staff and the magical artifact at the end.
The circular artifact was smashed into seven pieces and thrown into the ocean. Nearly a millennium later, a fisherman found one of the pieces inside of a fish. He was well aware that it was only a fragment and very aware that it amplified his power to manipulate the water. The fisherman made it his life's work to find all of the other pieces.
Upon his death, he had only found five pieces and gave each piece to his five daughters. They were told to protect their fragment and scour the world in search of the pieces. Given that his daughters were younger when they received the fragments they found that each fragment had side effects. The least of which was the madness that the fragments caused and over the decades it slowly caused them to mutate into creatures similar to their surroundings.
As for the assistant, it became a living god to the people in Umbra. While many outside the Umbra feel it is only a myth, Shamans of the region have created dolls in the image of the demonic assistant. These dolls are said to corrupt the minds of those that possess them. In fact, anything touched by the assistant is said to become a vessel to travel into evil.
CHAPTER 0: PRELUDE
When Izabelta was a small child, she was given one of these ugly dolls by her father the Emperor of Fashri. While her mother asked him to just throw it out, Izabelta grew festinated by the doll and its morbid look. The emperor told her that it came from a man traveling abroad who returned with it as a gift.
Growing up, she had a troubled childhood and committed plenty of crimes when she joined the local thieves guild. She was immune to the law in her country, because the daughter of an empress could not be imprisoned or executed.
After she was grown, Izabelta ended up in Missiongarde, an empire far away from her father. It was there that she married Prince Latenir Gardheim and became queen at the death of the king later that year.
CHAPTER 1: MISSIONGARDE
The party does good things in Missiongarde and gain a reputation in the kingdom.
CHAPTER 2: DIPLOMACY
After doing well in Missiongarde, the party is called into a meeting with King Latenir. The ailing king has one request to make of the heroes. Not a cure to his condition, but he asks that they become diplomats and bring about a dawn of peace before he dies. The king wants this peace amongst the great empires to undo what his evil father had done.
With his wife at his bedside, he will explain that his father had created hostilities that he died before they were resolved. Throughout holding the crown of Missiongarde, Latenir has been unable to bring the nations of the great empire together. Many of the other kingdoms hold hostilities toward outsiders, let alone a messenger from Missiongarde. As diplomats, the party would do good everywhere as the guise of a traveling caravan.
Once gaining each kingdom's trust, the party will invite each leader of the empire to a summit in neutral territory. The party will do great things, overcome huge obstacles and take on madmen who hold mysterious dolls.
This will be a huge chapter where the party does tasks in other nations.
CHAPTER 3: THE SUMMIT
A summit of peace will occur in a beautiful and serine tower that has been built by a race destroyed over a millennium ago by war. The tower is well known, and considered uninhabitable considering the blearing weather conditions outside. The great empires have always considered the land it is on to be off limits due to no strategic reason to occupy the tundra.
Nine members from each great empire will attend the summit. Kings, emperors, queens, princes, senators, members of parliament and congress each attend. Anyone not associated with their military. Even against their better judgment, they attend, including the ailing king. Armed escorts are not allowed and must wait hundreds of kilometers away in their ships.
The party are honored guests, not just of King Latenir, but every great empire knows their faces and trusts them.
Meanwhile, in Missiongarde, the Royal Marines poise themselves to strike against Parliament. As the summit takes place, the Royal Marines slaughter members of parliament and their Greyguard. The pristine tower is raided by the Royal Marines disguised as servants and they execute their mission to slaughter everyone inside, including the King Latenir. The Royal Marines then ritualistically kill themselves and no one is alive to tell their tale.
Fortunately for the party, they arrive late to the tower to witness the last of the slaughter. Unfortunately for the party, after the slaughter is over, that is when the ships arrive with soldiers, wondering what happened?
As for King Latenir's beautiful young wife, she is safe in Missiongarde. She is the only leader of a great empire left alive. Not even her parents, the Emperor and Empress of Fashri survived the slaughter.
CHAPTER 4: EXILE
The party manages to escape capture or escape from capture and they find the nearest lesser kingdom. The ruler there will grant them asylum, but only if they do something for him in return. As the party performs missions, it is unveiled that each mission amounts to building technology that will generate a magical bubble around the entire island kingdom to protect them from harm.
Before the party can accomplish the task, the greater empires will come knocking on the magical bubble and ask for the party. Due to civil unrest, the ruler will be forced to send the party on their way, but not without a ship and a plan of how they can find out who ordered the slaughter.
CHAPTER 5: REVENGE
Back in Missiongarde, the queen has taken command. More than command of Missiongarde, she sent soldiers to occupy the greater empires. Leaderless with broken spirits, the great empires have all been thrown into chaos. The queen's army easily conquers and occupies all of the great kingdoms except for Peruvo that has a magical wall defending them.
The people of Missiongarde are enslaved and forced to build her a grand new castle. The party is welcomed into the castle upon their return and asked to see the queen. Upon their meeting with her majesty, she admits that it was her and they will either join her as Royal Marines or die for knowing the secret.
The party takes too long to answer and the queen feels that too much thought means they would not truly aide her. She orders them killed and after a series of fights and a chase through the grand new castle, the party catches up to her. The queen uses every trick in the book to stop the party until she is tries to kill them.
The queen wanted supreme power and manipulated her way into power. As for the Royal Marines, they were simply bored from being unused by the king. Under King Latenir's rule, they carried out secret missions and publicly known executions of the king's enemies. The current king was a man of peace and had no use for the Royal Marines.
After an epic battle against the party, the queen is defeated, but not dead. The party defends themselves, instead of trying to kill her. The queen ends up taking her own life with one of her poison daggers. She dies clutching and talking to her doll as if it is talking to her.
It is a doll that the party has seen before, multiple times and they are left with the question, where do these dolls come from?
CHAPTER 6: THE DOLL
Left with only evil dolls, the party searches for someone that knows where it is from. The journey first takes them to the queen's homeland Fashri where it is discovered that a general returned from the Dark Continent and brought her the doll. The elderly general tells them a story he later heard. The doll represents an assistant to a madman. The assistant was based on a demon race known as the Ookasana. The legends say that the Ookasana had the power to corrupt and taint anything they touched and that taint would spread like ink in water.
The Ookasana were sealed in the Underworld by brave men two thousand years ago, but Zellius Makano had summoned one of them. No one put the assistant back in the underworld. There is a race that knows how to put the assistant back and that is the Peruvo.
CHAPTER 7: LUCKY NUMBER 7
After obtaining permission by the Peruvo Empire to enter through their magical wall, the party learns more after gaining their trust. They tell the story of how Zellius created a powerful staff to stop the wicked assistant. Travelers have told them that of the seven fragments, five daughters of a fisherman hold them. These five women went mad due to the corruptive touch of the assistant.
This starts a world wide search for these five daughters. Each fragment amplifies the holder's natural energy and each daughter hides in a place to defend her fragment. The nearest is the terra fragment, held underground. It is that daughter who informs the party there are two more fragments than there are daughters of the fisherman.
The next is the wind fragment, held by a daughter that hid on a savage island where she was sacrificed to a great blue dragon. The third fragment is held by a daughter that was mutated by the flame fragment into having the tail of a snake and forced to live in a volcano. The fourth fragment is held by a daughter who sank her entire island city into the ground to defend it. It is there that she mutated into having crab legs and a shell with pinchers for hands. The final known fragment is on a place that its holder froze the entire land including its people to defend it.
CHAPTER 8: THE DARK CONTINENT
There are no other known fragments, which the Peruvo hypothesize that means the final two fragments must be in Umbra. Known as the savage land, the Dark Continent where the assistant reigns as a mythical god to them.
It is in Umbra where the party finds the sixth fragment for electricity in the heart of a golden colossus. The colossus was brought to life during the holy war on the Dark Continent as a secret tactic to smash the opposition. After the war was over, the colossus was powered down and abandon until someone fused the electrical fragment to her. Since then she has been worshiped by villages and accepts tributes of gold.
As the party tries to discover the whereabouts of both fragments, they discover a staff to put the circular artifact at the end.
CHAPTER 9: THE FINAL SHOWDOWN
The seventh piece of the artifact is the eye in the center and is held by the assistant. The assistant is no dummy and knows why the staff was created. By holding a single fragment of the artifact means that it can never be assembled. The party needs to get the fragment from the assistant and assemble all seven pieces together during the fight in order to be victorious and defeat the assistant.
With the death of the assistant, the savages of Umbra will return to their intelligent state on par with the rest of the world. It will of course take time, because they have had 40 generations of dullards. Now that the assistant is slain, everything it had touched is no longer corrupting the minds of whoever may possess the objects.
It is here where the party can return home as heroes to a world with no leaders and be crowned ruler of the world or the game can continue on. If the party becomes ruler of the world, it is justified, because there is no part of the world where the party did not touch and do great deeds for the people. Not only justified, but the people want it as well.
? CHAPTER 10: THE UNDERWORLD
With the defeat of the assistant, the planet shutters and shakes just before the terra opens up to swallow the party. They are sucked into the underworld. A horrifying place now owned by the Ookasuna. The assistant they fought so hard to defeat is merely one of an army ruled by Lord Ookasuna. The only way out of the underworld and to return home to Missiongarde is through him and his terrible magic.
? CHAPTER 11: HOMECOMING
Upon returning finally to Missiongarde, quite some time has past. Enough time that it looks as if the leaderless Royal Marines have resurrected their old leader, King Ricardir Gardeheim. He rules his people once more with an iron fist. Wait, he was not resurrected by the Royal Marines, when the party is in the Underworld, time travels backward. The party returns having traveled a decade backward in time and setting up Missiongard II?
spoilers end
I am assuming that no one read this to the end. So I do thank you for reading some of it!
[Community Project] Missiongarde -- Class refining in progress
How do some of you complete games so fast?
They probably have the games going for a few months or a year. I once posted 4 games on another site in 2 days. They thought all 4 games were made in 2 days, when they were really made over 4 years.
Illussion.
Illussion.
[Community Project] Missiongarde -- Class refining in progress
More physical types for advanced huh?
I would say make Knight into an advanced class. Squires come before Knights.
Anyway...
Smith
Class Rank: Advance
Class Points: However many are needed
Description:
A huge heavy hammer user. Not a blacksmith, but a skull smashing tough bastard.
HP: 7
MP: 2
STR: 7
DEF: 2
INT: 2
AGL: 2
Battle Commands: (Explain any new ones)
FIGHT
TALENTS
ITEM
ESCAPE
Talents:
6.Peak - Take a look at enemies weaknesses
2.Brute Strength - 2X strength of caster
1.Drive - 2X Agility of caster
4.Hammer Throw - Normal attack only +20
7.Hammer Bash - Normal attack only +40
8.Hammer Smash - Normal attack only +60
9.Hammer Drive - Normal attack only +100
3.Anger - Berserks caster
5.Nap - Recovers caster HP, but puts caster to sleep
Condition/Attribute Resistances:
Very weak to Berserk
Strong against elements
Dual Wield? no
Mighty Guard? no
AI Control? no
Lock Equip.? no
EXP leveling: average
Equipment Notes:
Smiths can equip aprons, helmets, heavy gloves, heavy boots and hammers big or small. Other weapons include anything giant that is not a blade, such as clubs or giant shears. No shields, some heavy masks.
General Notes:
I would say make Knight into an advanced class. Squires come before Knights.
Anyway...
Smith
Class Rank: Advance
Class Points: However many are needed
Description:
A huge heavy hammer user. Not a blacksmith, but a skull smashing tough bastard.
HP: 7
MP: 2
STR: 7
DEF: 2
INT: 2
AGL: 2
Battle Commands: (Explain any new ones)
FIGHT
TALENTS
ITEM
ESCAPE
Talents:
6.Peak - Take a look at enemies weaknesses
2.Brute Strength - 2X strength of caster
1.Drive - 2X Agility of caster
4.Hammer Throw - Normal attack only +20
7.Hammer Bash - Normal attack only +40
8.Hammer Smash - Normal attack only +60
9.Hammer Drive - Normal attack only +100
3.Anger - Berserks caster
5.Nap - Recovers caster HP, but puts caster to sleep
Condition/Attribute Resistances:
Very weak to Berserk
Strong against elements
Dual Wield? no
Mighty Guard? no
AI Control? no
Lock Equip.? no
EXP leveling: average
Equipment Notes:
Smiths can equip aprons, helmets, heavy gloves, heavy boots and hammers big or small. Other weapons include anything giant that is not a blade, such as clubs or giant shears. No shields, some heavy masks.
General Notes:
[Community Project] Missiongarde -- Class refining in progress
What about:
Barbarian => Slayer => Dragon Slayer
Charmer
Class Rank: Elite
Class Points: lots
Description:
A charmer able to dance, romance, and sing their way to victory.
HP: 3
MP: 7
STR: 1
DEF: 2
INT: 2
AGL: 7
Battle Commands: (Explain any new ones)
FIGHT
SING
DANCE
TALENTS
TALENTS (could be a combination of sing / dance / magic)
ITEM
ESCAPE
Songs:
2. Lullaby - puts all enemies to sleep
6. War Cry - Strength up on all allies
4. Nag - berserks all enemies
3. Whisper - mutes all enemies
5. Serinade - recovers HP for all allies
Dances:
8. Rain Dance - splashes all enemies with water damage
7. Cold Shoulder - icy damage to all enemies
9. Red Hot Salsa - fire damage to all enemies
10.Tap Dance - lightning damage to all enemies
20. Striptease - kills all lesser enemies with a 25% chance
6. Belly Dance - lowers enemy agility
5. Tango - Attacks twice
Talents:
7. Gold Digger - steal command
8. Wink - blinds all enemies
11.Charm - causes confusion all enemies
1. Stunner - stuns all enemies
9. Shocker - causes paralysis on all enemies
13.Kiss of Death - kills a single enemy
14.Hot Lips - causes stone on a single enemy
12.Shuffle - Random damage between caster and a single enemy
Condition/Attribute Resistances:
Very strong to Mute
Very strong to Confusion
Dual Wield? yes
Mighty Guard? no
AI Control? no
Lock Equip.? no
EXP leveling: average
Equipment Notes:
Charmers would be able to equip daggers, knives, small blades, throwing stars, whips unconventional weapons like cards and fans. Any skin tight unconventional outfits or dresses can be worn. Masks, sleek boots and light gloves can be worn. No helmets, caps or armor can be worn.
General Notes:
Barbarian => Slayer => Dragon Slayer
Charmer
Class Rank: Elite
Class Points: lots
Description:
A charmer able to dance, romance, and sing their way to victory.
HP: 3
MP: 7
STR: 1
DEF: 2
INT: 2
AGL: 7
Battle Commands: (Explain any new ones)
FIGHT
SING
DANCE
TALENTS
TALENTS (could be a combination of sing / dance / magic)
ITEM
ESCAPE
Songs:
2. Lullaby - puts all enemies to sleep
6. War Cry - Strength up on all allies
4. Nag - berserks all enemies
3. Whisper - mutes all enemies
5. Serinade - recovers HP for all allies
Dances:
8. Rain Dance - splashes all enemies with water damage
7. Cold Shoulder - icy damage to all enemies
9. Red Hot Salsa - fire damage to all enemies
10.Tap Dance - lightning damage to all enemies
20. Striptease - kills all lesser enemies with a 25% chance
6. Belly Dance - lowers enemy agility
5. Tango - Attacks twice
Talents:
7. Gold Digger - steal command
8. Wink - blinds all enemies
11.Charm - causes confusion all enemies
1. Stunner - stuns all enemies
9. Shocker - causes paralysis on all enemies
13.Kiss of Death - kills a single enemy
14.Hot Lips - causes stone on a single enemy
12.Shuffle - Random damage between caster and a single enemy
Condition/Attribute Resistances:
Very strong to Mute
Very strong to Confusion
Dual Wield? yes
Mighty Guard? no
AI Control? no
Lock Equip.? no
EXP leveling: average
Equipment Notes:
Charmers would be able to equip daggers, knives, small blades, throwing stars, whips unconventional weapons like cards and fans. Any skin tight unconventional outfits or dresses can be worn. Masks, sleek boots and light gloves can be worn. No helmets, caps or armor can be worn.
General Notes:
Missiongarde Worldbuilding -- countries for sale!
This is just throwing out a question for anyone to answer with an article.
Why was Izabelta sent to Missiongarde and not one of the 2 nations next to Fashri?
Just thought that I would throw that out.
Why was Izabelta sent to Missiongarde and not one of the 2 nations next to Fashri?
Just thought that I would throw that out.
Missiongarde Worldbuilding -- countries for sale!
Telmultua Tower
Place / Location
The Telmultua Peninsula is located on the far east of Missiongarde and contains a skyward fortress that has been converted into a lighthouse since the death of King Ricardir Gardeheim. As a now peaceful kingdom, King Latenir recalled the forces from the tower and has a light kept lit by magical forces.
Guards and soldiers alike still tell tales of the dungeon in the top level of the tower. In particular there was one prisoner there so important that King Ricardir did not have him executed.
The Prisoner of Telmultua Tower
Person
Daran Burdiham, the only prisoner valuable to the previous king and unknown by the current king. Daran has been held in the tower for several decades since King Ricardir was able to stand from his bed rest. Daran was kept alive and imprisoned, because he knows where the Sword of Damagon is.
The Sword of Damagon
Weapon
Constructed out of a strange metal only found in the walls that surround Damagon city, King Ricardir had contracted Daran to make the wicked sword. Unable to refuse a challenge or a king that would surely kill him, Daran forged the sword, but had other plans for it. The night before it was to be presented to the king, Daran hid the sword for fear that the king would be too powerful.
The sword could cut through even Mythril and was enchanted by Smanthon D'Grolian so that the user could see anywhere in the world. Daran tried to hide himself as well, but after months of searching, the Royal Marines found him and had him imprisoned. The smith claims that he threw it into a volcano where it could never be held again. His hands were cut off so that he could never make anyone else a blade and kept alive in the tower guarded by an undying conjured six armed skeleton named Nifitswitzu.
This guardian is also the reason why the guards of the fortress chose to leave Daran Burdiham inside the tower. No one could call off Nifitswitzu but King Ricardir, whom is dead. Well no one else but the ancient wizard named Amadul Arumshad, who conjured the guardian.
Place / Location
The Telmultua Peninsula is located on the far east of Missiongarde and contains a skyward fortress that has been converted into a lighthouse since the death of King Ricardir Gardeheim. As a now peaceful kingdom, King Latenir recalled the forces from the tower and has a light kept lit by magical forces.
Guards and soldiers alike still tell tales of the dungeon in the top level of the tower. In particular there was one prisoner there so important that King Ricardir did not have him executed.
The Prisoner of Telmultua Tower
Person
Daran Burdiham, the only prisoner valuable to the previous king and unknown by the current king. Daran has been held in the tower for several decades since King Ricardir was able to stand from his bed rest. Daran was kept alive and imprisoned, because he knows where the Sword of Damagon is.
The Sword of Damagon
Weapon
Constructed out of a strange metal only found in the walls that surround Damagon city, King Ricardir had contracted Daran to make the wicked sword. Unable to refuse a challenge or a king that would surely kill him, Daran forged the sword, but had other plans for it. The night before it was to be presented to the king, Daran hid the sword for fear that the king would be too powerful.
The sword could cut through even Mythril and was enchanted by Smanthon D'Grolian so that the user could see anywhere in the world. Daran tried to hide himself as well, but after months of searching, the Royal Marines found him and had him imprisoned. The smith claims that he threw it into a volcano where it could never be held again. His hands were cut off so that he could never make anyone else a blade and kept alive in the tower guarded by an undying conjured six armed skeleton named Nifitswitzu.
This guardian is also the reason why the guards of the fortress chose to leave Daran Burdiham inside the tower. No one could call off Nifitswitzu but King Ricardir, whom is dead. Well no one else but the ancient wizard named Amadul Arumshad, who conjured the guardian.