TFF: Medieval Madness

zerohour

Well-Known Member
#1
Well, my laptop is fixed, and since people seem to have lost interest in my Bleach RPG, and there seems to be no active RPG thing, I figured it's time for something new.

Essentially, this would be your generic fantasy war thing, with either the standard TFF vs. Yaoi-ist forces, or if some other people would like to Co-GM with me, an actual TFFers vs. TFFers war, maybe even 3+ sides.


Some notes:

I'd would like to have a second GM, simply because I'm in my 6th semester of college, and am likely to get caught up with various papers/projects. Combined with the fact that I think my computer may be empowered by Lucifer, I'm not 100% certain I'll be as active as I would like.

There will be classes. Not as constrictive as D&D, more of a basic summary of your abilities. I'll list what I've come up with, but feel free to submit your own ideas if none of them fit you.

If some people are willing to help me out, and we get multiple sides, there may even be classes specific to each side, but that's probably a ways off, and would depend on the opinion of everyone involved.





Current Class list:(Work in progress, feel free to suggest changes/your own classes)

Swordsman: A swordsman is a master of weaponry, skilled in the use of all melee wapons, from axes, to swords, to spears, and everything in between. A swordsman's true potential comes out when facing a singular enemy, who they can focus the entirety of their skill upon, rather than battling masses of soldiers.

Archer: The closest thing to a sniper, Archers either work in vast groups, raining death on their enemies, or alone, killing off key people from a safe distance. They are somewhat effective in mid range combat, but are nearly helpless in close combat.

Gunsage: Guns are a relatively new innovation, and lack the accuracy associated with arrows. As Such, gun users have developed a mixed of mid and short range attacks for battle.

Martial Artist: A martial artist is a master of their own body, and through that mastery, can exert their will upon others. Trnslated into combat terms, a Martial Artist can redirect and control the attacks of enemy soldiers, making every foe a potential weapon to use.

Wizard: Wizards are the power players of the world, able to reshape reality at their whim. When involved in war, they control the battlefield by acting as artillery and wiping out whole squadrons of soldiers. However, the power of a spell is directly proportionate to the time required to cats it, so a wizard's combat ability greatly decreases as the enemy draws closer. When forced into melee, they are forced to use the most rudimentary of spells.

Healer: The healer is a self explanitory class, serving to heal others. Healers have a basic understanding of how t use weapons, and can even heal themselves in the heat of battle
 

ApocalypseNow

Well-Known Member
#2
What was it that those prophets of a long forgotten Cyberpunk era said?

Oh, yes, I remember now.

RULE 1

Geek the mage.

^_^
 

Shaderic

Well-Known Member
#3
Interesting. Definitely interesting.
So, how far can we stretch these classes? For an archer, an 'Eagle Eye' skill would really come in handy, just like haste would for a fighter.
For wizards, they have the potential to be ridicualously broken. Full day of chanting? Pain in the ass, but to reduce your enemy's fortress to smoldering ash and smoke... well yeah, pay back. Might I also recomend planning out events in the event of a structured campaign? For example, start off with a bunch of people engaged in pitched battle on an open field, but then, after a certain point, have a 3rd party show up to rain meteor strikes on both sides once they've been weakened by fighting each other.

Of course, that's only one example.
 
Top