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== '''Classes''' == A Character's class is the job that they perform. Classes are generally based on the person's job or title. Classes give bonuses and skills appropriate to the job (Game Play skills and Chore skills for children, Perception and Toughness skills for Guards, etc.). Skills gained through jobs may be kept even after changing jobs, but static bonuses from having a job (bonus damage to undead from the Zombie Slayer job, for example) only apply while that is your job. If a person keeps a skill when not using a class, that skill counts towards their maximum. Changing classes is mostly a matter of intent - when you no longer want to be a Child, you can choose to be something else. Getting access to the best classes is mostly a matter of completing quests that offer Classes as rewards, but normal classes can be acquired through simple effort or even by signing up with the appropriate guild. Example classes: {| class="wikitable" ! rowspan="2"|'''Class Name''' ! Requirements ! colspan="2"|'''Description''' |- ! colspan="3"|'''Abilities''' |- | rowspan="4"|'''Child''' | ''Race: Any Human or Demihuman'', ''Starting Class'' | colspan="2"|Children in Diaspora are generally well protected by their communities from the dangers of the world. They are encouraged to learn, play and grow stronger. The children of the seven great cities are generally taught in schools, while in the lesser realms education may be somewhat ad-hoc. But even those growing up on the frontiers usually have access to books and learn the basics of literacy, math and the skill system. |- | colspan="3"|'''Curiosity''' - Children are innately curious and full of wonder in the world. Increase experience gains for skills by 25%. Training times for intelligence and wisdom are also reduced by 25%. |- | colspan="3"|'''Innocence''' - Children are less susceptible to certain kinds of danger. Monsters of significantly higher level will often ignore children as 'unthreatening' or even protect them from other dangers. |- | colspan="3"|'''Just Run''' ''(Active)'' - Children are taught from an early age that the best defense is to get away and keep away. While the child is running from something they consider dangerous, their movement speed is increased by 50% and evasion increases by 25%. |- | rowspan="4"|'''Merchant''' | Wisdom 25, Luck 10, 1000 Xan, ''Quest: Shopping for shops'' | colspan="2"|Merchants are the normal source of items and equipment in Diaspora. While it is possible to go directly to the source when you want to buy something, like going to a blacksmith for a sword or a farmer for produce, it is quite possible that they won't have what you want on hand. A merchant almost certainly will, as long as they have a store of the correct type. More importantly, they will have many different kinds of things, and as much of it as you need! |- | colspan="3"|'''Sell''' - When someone comes into your shop and wishes to buy something, and the item is both available in the city you are in (offered for sale by a tradesperson or other owner) and of a type appropriate to your shop (potions for item shops, weapons for equipment shops, etc.), then you may offer that item as part of your shop's wares. The customer may then buy that item from you (negotiation skills apply) and you take a percentage of the money from the transaction as the item is sent directly from where it is currently stored to the customer's inventory. |- | colspan="3"|'''Buy''' - When someone comes into your shop and wishes to sell something, you may purchase it yourself or opt to have it placed in your town's general items pool. The customers may then sell that item to you (negotiation skills apply) and you either take the item or a percentage of the sale in cash while paying for the item from the town's wealth pool. |- | colspan="3"|'''Negotiate''' ''(Active)'' - A good merchant always gets the best deal he can while leaving the customer satisfied. This skill increases your profit margins. Opposed by the customer's negotiate skill. |- | rowspan="4"|'''Adventurer''' | ''Quest: Looking for Group!'' | colspan="2"|Adventurers in Diaspora are generally most interested in one of three things - fame, fortune or experience. No matter what their preferences, they generally found out very quickly that specialization is important and find a better class. |- | colspan="3"|'''Curiosity''' - Adventurers are far too curious for their own good. Increase experience gains for skills by 25%. Training times for intelligence and wisdom are also reduced by 25%. |- | colspan="3"|'''Let's go to the Inn''' ''(Active)'' - Adventurers have a knack for finding adventure almost anywhere. Whenever an Adventurer does not have an active quest, they may go looking and find a new quest very quickly. These quests may not be level appropriate. Increased skill level makes them somewhat more level appropriate. |- | colspan="3"|'''Just Run''' ''(Active)'' - Adventurers learn very quickly that the best defense is to get away and keep away. While the adventurer is running from something they consider dangerous, their movement speed is increased by 50% and evasion increases by 25%. |}
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