Mazoku
Really Really Experienced
Sketching out the outlines of a roleplay based around the Atelier series, JRPGs with a heavy focus on crafting with each(most) series of games focused in a usually self-contained and reoccurring cast of characters and stories. Some elements like monsters, the core of the crafting system, and the ever trustworthy cauldrons which Alchemists dump their materials into to produce everything from cakes to advanced clockwork mechanisms by stirring. While the tone does shift in places, it's optimistic and lighthearted for most of it. Wonderful, grindy time wasters.
Your characters will be newly minted Alchemists who by various ways and means have opened up an Atelier inside the town that has grown up around the Crystal Tower. Inside seemingly endless pocket dimensions with staggering amount of new and interesting materials to be harvested and used in alchemy. Adventurers and Alchemists alike probe its depths and secrets in the hopes of reaching the top through the stairways (and teleportation circles once you've visited a floor) that connect the dimensions.
As Alchemists your characters will also be asked to fulfill various requests for items, often lewd in nature, by the very thankful and gracious townspeople and adventurers, requiring them to delve into the tower to search for the necessary materials. Completing requests means the opportunity to rise in the ranks of the Guild, becoming more famous as their skill is acknowledged. Players are free to engage in friendly, non-violent competition or work alongside each other, perhaps two or more even running an Atelier together.
Intending to use a skill system based on Tjf's although with an Alchemy part bolted on which means a slightly (I hope) more involved item management on player's part. A few busy weeks ahead for me, but wanted to check interest if I should continue to work on it or put it on the back burner for use later or elsewhere.
As the alchemy system works now:
Your characters will be newly minted Alchemists who by various ways and means have opened up an Atelier inside the town that has grown up around the Crystal Tower. Inside seemingly endless pocket dimensions with staggering amount of new and interesting materials to be harvested and used in alchemy. Adventurers and Alchemists alike probe its depths and secrets in the hopes of reaching the top through the stairways (and teleportation circles once you've visited a floor) that connect the dimensions.
As Alchemists your characters will also be asked to fulfill various requests for items, often lewd in nature, by the very thankful and gracious townspeople and adventurers, requiring them to delve into the tower to search for the necessary materials. Completing requests means the opportunity to rise in the ranks of the Guild, becoming more famous as their skill is acknowledged. Players are free to engage in friendly, non-violent competition or work alongside each other, perhaps two or more even running an Atelier together.
Intending to use a skill system based on Tjf's although with an Alchemy part bolted on which means a slightly (I hope) more involved item management on player's part. A few busy weeks ahead for me, but wanted to check interest if I should continue to work on it or put it on the back burner for use later or elsewhere.
As the alchemy system works now:
- Each material has a set rating, its Elemental Value, in one or more of the four elements (Fire, Water, Wind, Earth), and belongs to at least one of the broader item categories like [Plant], [Gunpowder], or [Poison].
- Players need to have the requisite materials for a Recipe (a combination of specific items and/or from a broader category), possibly including a minimum value of certain elements, to synthesize the item. With optional materials to make it more powerful. Making a list of generic recipes to start everyone out, but encourage creativity here.
- Items like a Healing Salve may have a base effect, but players are free to add their own additional effects in line with the Elemental Value of their materials. Like, taking the Healing Salve, a Speed buff if it has a high Wind value, or turn the immediate healing into an Heal-Over-Time with Earth.
- The total Elemental Value of all the synthesized item's materials becomes its Quality, which is a more general indication and buff to its effectiveness. If the player has a skill, like specializing in [Medicinal] materials, then the Quality value receives a plus (+) for each such skill, two if mastered, showing that it's just that much better and unique.
- Because no player character can cover all bases, you're encouraged to work together to produce the best items possible.
- The separate skill list for Alchemy allows the player to specialize in particular elements, a group(4-5) of material categories, and various types of 'end' products like armor or explosives (which naturally also can be used as materials in synthesis once you've outgrown them).
Last edited:
