Difference between revisions of "Theme:FFAC-1 Primer"

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** '''Alexander Academy''': The school where students from all continents train to master their Jobs. It is for the rich and the talented, though there are other ways in. If you're attending, you're probably not a nobody. It is strictly neutral grounds, and non-theme people can attend or even teach there.
 
** '''Alexander Academy''': The school where students from all continents train to master their Jobs. It is for the rich and the talented, though there are other ways in. If you're attending, you're probably not a nobody. It is strictly neutral grounds, and non-theme people can attend or even teach there.
 
* '''Shiva, The Unforgiving Glacier''': This continent is snow and ice themed, with technological domes built by Ramuh's inhabitants allowing those not accustomed to the cold to live there. Locals tend to live like a mix of vikings and World War 1 Russians, with rudimentary technology. Raiders, ice monsters, warlords and barbarians are frequent problems there, and until the defeat of Harald Wolf-Lord the '''Shivans''' were xenophobic. They are now forming a unified government, with Ramuh's help.
 
* '''Shiva, The Unforgiving Glacier''': This continent is snow and ice themed, with technological domes built by Ramuh's inhabitants allowing those not accustomed to the cold to live there. Locals tend to live like a mix of vikings and World War 1 Russians, with rudimentary technology. Raiders, ice monsters, warlords and barbarians are frequent problems there, and until the defeat of Harald Wolf-Lord the '''Shivans''' were xenophobic. They are now forming a unified government, with Ramuh's help.
* '''Ifrit, The Radiant Sands''': The desert continent, a place of sand, heat, lava, more sand, random hellfire out of the ground, and every fire-themed monsters you can think of. The sands of Ramuh hide many ancient ruins and secrets. Here too Ramuh has built domes for the survival of non-locals. The '''Ifriti''' are nomads, living in a single, massive wandering tribe known as the Bonfire. They dislike building things, but do not mind using accomodations built by others during their travels.
+
* '''Ifrit, The Radiant Sands''': The desert continent, a place of sand, heat, lava, more sand, random hellfire out of the ground, and every fire-themed monsters you can think of. The sands of Ifrit hide many ancient ruins and secrets. Here too Ramuh has built domes for the survival of non-locals. The '''Ifriti''' are nomads, living in a single, massive wandering tribe known as the Bonfire. They dislike building things, but do not mind using accomodations built by others during their travels.
 
* '''Titan, The Sky-Breaking Mountain''': A gigantic mountain with countless underground tunnels, cities, pathways and chambers. Visible from all other continents. The '''Titanic''' are hardy people, either monstrously tall or tiny, with no in-between. Here dwell the countless earth-themed monsters of the setting, giant worms that eat solid rock and creatures that can only exist in total darkness underground.
 
* '''Titan, The Sky-Breaking Mountain''': A gigantic mountain with countless underground tunnels, cities, pathways and chambers. Visible from all other continents. The '''Titanic''' are hardy people, either monstrously tall or tiny, with no in-between. Here dwell the countless earth-themed monsters of the setting, giant worms that eat solid rock and creatures that can only exist in total darkness underground.
 
* '''Leviathan, The Tenebrous Deep''': An endless sea, where the '''Levitani''' dwell. They live on boats, on the rare small isles, and frequently have to deal with pirates, sea serpents, hostile fishlife and other woes of a fantasy ocean. Cities of glass and crystal are not uncommon here, and beneath the ocean are treacherous mazes of it, something ships can sometimes bump into.
 
* '''Leviathan, The Tenebrous Deep''': An endless sea, where the '''Levitani''' dwell. They live on boats, on the rare small isles, and frequently have to deal with pirates, sea serpents, hostile fishlife and other woes of a fantasy ocean. Cities of glass and crystal are not uncommon here, and beneath the ocean are treacherous mazes of it, something ships can sometimes bump into.

Revision as of 13:55, 22 February 2016

Overview

The world of Galianda is a world with seven magical continents attached to vaguely-defined “Spars” that connect to the mysterious clockwork core of the planet. Its sun is a phoenix. A giant magical bridge stretches across every continent and reaches the moon. It is a modern world of magical technology based on the simple principle that if you put magic in, you get an effect.

The setting is centered around a giant Anime High School on the Moon for the rich and talented. It uses this school as a window into the rest of the world.

Only Humes/humans are appable. While species like Moggles, Viera and such might exist, they are usually closer to monsters than people.

Current Ongoing/Resolved Plots

  • The Shivan Confederacy (RESOLVED):
  • MP Cells:
  • Chaos Cultists:
  • Graduation Is Coming!:

The World

Click to expand.
  • The Core: The great clockwork core of Galianda. There is no life there, and it is so heavily guarded by sentinels and wards that none may enter, not even its keepers. It is theorized that this is where Chaos lays dormant, sealed by the Divines.
  • The Great Span: A magical bridge that allows quick travel to the various areas of Galianda. It has countless access points, and the only Warp Gate of the setting.
  • Phoenix: Not a continent/plate proper, but rather the sun. It flies around and roosts in unknown areas of Galianda wherever it likes. This results in highly irregular day/night cycles. Time is generally handled by business operation times that were standardized in Ramuh.
  • Chocobo: Also not a continent/plate, but rather the moon. Chocobo is neutral grounds, where Alexander Academy exists. It only became accessible a few hundred years ago, and was named after the first lifeform every created by gods.
    • Alexander Academy: The school where students from all continents train to master their Jobs. It is for the rich and the talented, though there are other ways in. If you're attending, you're probably not a nobody. It is strictly neutral grounds, and non-theme people can attend or even teach there.
  • Shiva, The Unforgiving Glacier: This continent is snow and ice themed, with technological domes built by Ramuh's inhabitants allowing those not accustomed to the cold to live there. Locals tend to live like a mix of vikings and World War 1 Russians, with rudimentary technology. Raiders, ice monsters, warlords and barbarians are frequent problems there, and until the defeat of Harald Wolf-Lord the Shivans were xenophobic. They are now forming a unified government, with Ramuh's help.
  • Ifrit, The Radiant Sands: The desert continent, a place of sand, heat, lava, more sand, random hellfire out of the ground, and every fire-themed monsters you can think of. The sands of Ifrit hide many ancient ruins and secrets. Here too Ramuh has built domes for the survival of non-locals. The Ifriti are nomads, living in a single, massive wandering tribe known as the Bonfire. They dislike building things, but do not mind using accomodations built by others during their travels.
  • Titan, The Sky-Breaking Mountain: A gigantic mountain with countless underground tunnels, cities, pathways and chambers. Visible from all other continents. The Titanic are hardy people, either monstrously tall or tiny, with no in-between. Here dwell the countless earth-themed monsters of the setting, giant worms that eat solid rock and creatures that can only exist in total darkness underground.
  • Leviathan, The Tenebrous Deep: An endless sea, where the Levitani dwell. They live on boats, on the rare small isles, and frequently have to deal with pirates, sea serpents, hostile fishlife and other woes of a fantasy ocean. Cities of glass and crystal are not uncommon here, and beneath the ocean are treacherous mazes of it, something ships can sometimes bump into.
  • Ramuh, The Thundering Plains: Ramuh is a massive cityscape of magitech and neon lights, powered by an eternal, massive thunderstorm. Lightning and technological beasts sometimes find their ways on the streets, and the sewers are full of nasty creatures. Here money is power. Ramuh is run by the al Cid royal family, its Judge order, and then the countless megacorporations vying for power. But when money is power, even the rule of the al Cids can't be certain. The Ramuha here live much like you do in modern Earth, but with more technology, more organization, and an almost racially-rooted desire for advancement.
    • The Murasame Zaibatsu: Sector 13 is home of the Murasame Zaibatsu, and Souji Murasame's plans all seem to end in him furthering his reach, fortune and power. It is the largest megacorporation and has the monopoly on many magitech products. It even has an active military force, outfitted with only the best magitech.
    • The al Cids: The al Cids have ruled Ramuh for a long time, a royal family from ages past. Landon al Cid is the current prince. The Judges act as the ears, eyes and arms of the family, upholding their Law.
  • Bahamut, The Sky-Given-Form: Flying cities and castles make up this continent, which isn't really a continent so much as a massive group of flying constructions. Bahamut has no natives, save for the dragons; humans who live there do so under their blessing, erecting Aeries, flying cities of magitech. Only those endlessly loyal to the dragons, or vying to be Dragoons, are permitted in Bahamut.
  • Odin, The Iron Desolation: The final plate is one of metal and death. Here, everything or just about is made of sharp jagged metallic edges, and temperatures oscillate in extremes during day and night. The Odynar must constantly battle these Nightmare Golems to keep control of their patchwork technological cities, and non-natives require an A-rank dungeon license to even wander the dangerous wilds. It's Australia, except everything is made of metal, and personally hates you.

The Magical Physics of Galianda

Everything in Galianda is magic. Period. The sun is a divine bird, gravity is really just one massive gravity spell being cast by the world itself, bullets shoot out of guns using fire magic (either raw, or to ignite magical gunpowder), and every atom is held together by magic. The obvious implication here is that anti-magic is a pretty dangerous tool in Galianda, and while it might not explicitly hurt its Elite inhabitants more than anyone else, anti-magic is pretty damn illegal. Magic is typically called Magic/Mana Particles, aka MP. Almost everything that happens in Galianda, from lightning to heat waves to someone building something, can be linked to them somehow.

Technology

Following the core principle that everything is magic, technology is really just a way for people to automate magic. A gun that shoots lightning bolts is really just a slab of metal onto which the pattern of a lightning spell has been etched. Input MP, get effect. Powerful spells like Fire-3 generally can't be etched onto magitech like that without extreme resource investment, but Fire-1 swords, spears and guns can be mass produced effortlessly. The levels of technology in the theme vary by plate: Shiva and Ifrit aren't home to great magitech builders, generally, but Ramuh is a massive futuristic cityscape, and Bahamut is home to countless, flying magitech castles and small cities.

AIs do not currently exist, and cybernetics are highly experimental. Airships are extremely common, as is modern equipment and power armor, but they by no stretch outclass more traditional technologies like swords. Mognet, aka the Internet, has most of everything and then some you could find in the real world on it, and is accessed through computers, smartphones, tablets or other magitech.

Religions & Gods

Chaos, The Enemy

The Races

All FF:A:C-1 characters are Humes/humans, but what god they are descended from gives them a slight advantage over others.

Click to expand.
  • Shivan: Children of the First Frost have cold resistance and detection, and are physically stronger.
  • Ifriti: Children of the First Flame have fire resistance and detection, and are physically faster.
  • Titanic: Children of the First Earth are both durable and strong, either giant or tiny, and have awareness of tremors.
  • Ramuha: Children of the First Storm can sense changes in ambient air pressure, electricity, or the weather.
  • Levitani: Children of the First Flood can sense changes in the sea and ocean, in tidal movements, and in rain.
  • Odynar: Children of the First Blade are born with chunks of metal in their bodies, serving as natural armor.

Jobs

Jobs, or Classes in some Final Fantasy games, are something all who hail from Galianda are born with. Many only have one, but the exceptional (read: player characters) usually have two. Three and more is unheard of. These can be innate or trained, but to change one's Job(s) is a massive undertaking of personal redefinition.

Jobs available to FF:A:C-1 characters are generally anything you can find in any other Final Fantasy media. From the various Mages (black, white, green, red, time, etc.) to the blends of Warriors and Knights (paladin, berserker, dark knight, sword saint, fencer, etc.), very few are off-limits, and those that require special consideration will be in this section.

  • Sub-Jobs: Those who have two Jobs have a primary Job and a sub-Job. This sub-Job provides its skillset, but also flavors the primary Job. For example, a Black Mage/Monk is a spellcaster flavored by martial arts, and may cast spells through his fists. However, a Monk/Black Mage is a martial artist flavored by spellcasting, and may have martial arts styles derived from the schools of Black Magic. Note that this is optional, but available if you want to give an extra oomph to your Job combination.
  • Hybrid Jobs: The more your Job (or Jobs) can do, the less of a specialist you are. If you're a Red Mage or Sage, you're not as good as either a Black Mage or a White Mage at their jobs. If you're a Sword Saint or Paladin, you're not going to outsword a vanilla Knight on physical prowess alone, you'll need to use your assorted techniques to stay even. In other words, the more you spread your powers, the less they can keep up with someone who didn't in a direct confrontation.
  • Learning a Job as a non-native: People not native to Galianda can't just become a Knight, Red Mage or Fencer. They can, however, learn abilities or spells that they are already compatible with, from willing teachers. There is also the possibility of using yourself as a template to create a new Job, allowing you to teach it to others, and flavoring your powers and abilities with a minor Final Fantasy flair. For example, Superman may be able to use himself to create a 'Man of Steel' Job template, and teach people willing to study his strict training how to shoot eye lasers and frost breath.
  • Applications: While Jobs were created to empower people to fight Chaos, the primary applications of Jobs nowadays are not all centered on fighting. A Thief makes an excellent cop, a Knight can be a bodyguard or even a mediator, White Mages are doctors and Black Mages might rescue people from hostile environments their magic can counter. And of course, being a criminal is on the table for everyone, as is adventuring and killing monsters for money.
  • Summoner versus Caller:
  • Dragoons:
  • Sword Saints:
  • Heritors:
  • Judges:

School Life

  • Grades:
  • Dungeon Licenses:
  • Life After High School:
  • Clubs:
    • The Light Warriors:

Important NPCs

Protagonists & Antagonists

  • The Light Warriors:
  • The Students:
  • The al Cids:
  • The Murasame Zaibatsu:
  • Chaos:
  • Monsters:
  • Other:

GMing & You

Cast Power Levels

Suggested starting levels:

  • 30-31: Exceptional students (player characters) of Alexander Academy generally fit here.
  • 32: Those who have almost mastered their Jobs, and have or are nearing graduation from school.

Upgrades to grow into:

  • 33: The elite, the absolutely exceptional who have acquired massive combat experience, usually off-world.
  • 34: The peak of an adventurer, a protagonist at the end of his journey. Might require more than raw talent; a sword like Excalibur, a special Job upgrade, or some other significant plot object.

Restricted:

  • 35: Potentially, one or two characters who might become so central to the theme and so active that they find a way to challenge or rival Chaos' power, or become close enough to it to reach this level.
  • 36: Chaos. Probably just Chaos.

A note on antagonists: It's possible but not required that major antagonists, especially those who will become Chaos' Fiends, might get away with a slightly higher base PL for the sake of being credible threats. This isn't guaranteed by any stretch but a good story opens the option.