There is one last "rule" concerning the Styles that must be decided before we get into formal character creation. This was kept out of the previous vote, as I felt the answer would heavily depend on what the previously decided details were.
It concerns one simple question: Why are the Monsters here? We now know they're apart of humanity's historical myths, but why have they been with humans for so long? And what made them go into hiding? Is there a bigger reason behind it all?
[] That's A Secret! - If there are any answers to these questions, the Monsters ain't telling 'em! They're all keeping tight lipped about it. (Starting Major Story Threat/Goal: ???)
[] A Looming Threat - The Monsters actually come from their own world. One that exist alongside the human world. However, they're being forced out of it by...something. They won't say what, but many of them have come to the human world to either get enough power to defeat it, or just find a life away from it. What's really ominous is, what happens when it's done with their world? (Starting Major Story Threat/Goal: Prepare For It's Coming)
[] Succession Battle - The Throne of the King or Queen of the Monsters is empty. Now everyone is vying to get their ass on that shiny piece of furniture, and they're using the human world as a battle ground. It's basically a mass tournament to decide who gets to be the top dog, likely with a few lessons on what it really means to wear the crown along the way. (Starting Major Story Threat/Goal: Beat Every Other Monster/Human Pair and Get to the Top)
[] From Hunters to Hunted - There's a Secret Organization hunting the Monsters down. Their reasons for doing so are known only to them, but one thing is for certain; They only have their own interest at heart. (Starting Major Story Threat/Goal: Learn Who You're Up Against)
[] No Real Reason - There's no over arching reason or cause behind the Monsters being here. They're just...here. It wouldn't be incorrect to say many of them are bumming off their human Partners. (Starting Major Story Threat/Goal: ???/Free Play Sandbox)
With that out of the way, we can move on to character creation. Specifically, we're going to be creating you. The Bro.
To start with, we will define what kind of Bro you are. The key aspects that color your relationship with your bro. These choices are important and will decide much of how you and your bro interact, how your bro grows as a character, and how the two of you react to certain situations. It also determines what the starting Bonds with your bro.
Bonds are an augmentation to to the typical SL Levels/Relationship Ranks between characters. They represent specific, and sometimes deeper, ties between two people that RR or SL just can't denote. They can be positive or negative, and they can sometimes auto pass a check for you. For instance, having a positive bond with your bro will auto pass checks to get him to trust you. However, they can also be used against you. If the bad guys poison your bro, your Bond will make you keep them alive to get the antidote. Lastly, unlike RR or SL points, Bonds can depreciate and disappear if you're not continuously cultivating them. While you won't have to hang with someone 24/7 to keep the Bonds active, ignoring someone for months can cause the Bond to disappear. So be careful what Bonds you make, and who you want to keep them with.
Now then, let us begin. First, what is your relationship from a familial perspective?
[] Blood Is Thicker - You are actual Brothers. You and your bro are family, and you will protect your family. No matter the cost. (Starting Bond: Blood Ties)
[] Nakama Is Where The Heart Is - You are not related by blood, but you're still Brothers. The two of you have forged a Bond that can't be broken. You're inseparable and will look out for each other no matter what. (Starting Bond: A Two Man Nakama)
Next, is there an age difference between the two of you?
[] Aniki Is You - You're the Big Brother out of the two of you. You may not be a full adult yet, but that doesn't matter. You'll handle most of the important stuff, and take care of your Little Bro. Let him have some fun while he's still young while you keep food on the table. (Starting Bond: My Big Brother Is Awesome!)
[] Two Teens, Two Troublemakers - You and your brother are the same age. You're in the prime of your lives and you're going to live it up that way. Nothing can get in your way if you work together! Best Friends For Life! (Starting Bond: He's My Best Friend AND Brother)
Next, since this story will have a Harem in it, what's your knowledge as far as romance and the Fairer Sex are concerned? What's your level of experience in these matters? This choice won't give you a Bond, but will influence certain choices that come up over the course of the Quest.
[] The Romantic - You've been around a few times. Had a few flings, gone on multiple dates, and tried your hand at a few relationships. Nothing serious, unfortunately, but the experience you've gained has stuck with you. If someone's looking for advice, you're not the worst person to come to for it.
[] The Bluffer - Oh yeah, sure! You've had plenty of relationships! Girls can't stop falling into your lap. In fact, you've actually done it before! Totally! You aren't just pulling all this outta your ass to look cool in front of your Bro! No sir!
[] The Virgin - You have no experience with women. Whatsoever. The closest you've ever gotten is with women in video games. At least that's something you and your bro have in common!
Lastly, we move to the mechanical part of character creation. I'm sure many of you have been waiting for this. Take note before you begin that the Class you choose will determine more than simply starting stats. It will determine parts of your personality, how you react to certain situations, your current living situation, how students and faculty will treat you, what Monsters will be open for you to Partner with, how the tone/story evolves as we go, and what kind of Class and Monster you can choose for your bro.
With that outta of the way, please Pick A Class:
[] The Outcast - You don't fit with the rest of society and live on its outskirts.
Bonus to: Evasion, Barter, and Perception
Deductions to: Empathy, Speech, and Education
Social Advantages: +1 Rank with other Outcast and Criminals
Social Disadvantages: -1 Rank with High Society Members and Authority Figures
Evolves into: The Rebel
[] The Delinquent - You openly defy society in the name of those who can't.
Bonus to: Melee Weaponry, Firearms, and Martial Arts
Deductions to: Invention, Tactics, and Culture
Social Advantages: +1 Rank with "Criminals" and Downtrodden
Social Disadvantages: -1 Rank with Authority Figures
Evolves into: The Avenger
[] The Prodigy - You are an Exemplar, pushing the boundaries of what is and isn't possible while dazzling others with your brilliance.
Bonus to: Education, Invention, and Culture
Deductions to: Melee Weaponry, Martial Arts, and Firearms
Social Advantages: +1 Rank with Students, Geniuses, and Authority Figures
Social Disadvantages: -1 Rank with Delinquents, Outcast, and the Downtrodden
Evolves into: The Mastermind
[] The Everyman - You understand the average person, their plight, and why they get up every morning.
Bonus to: Empathy, Speech, and Medicine
Deductions to: Barter, Melee Weaponry, and Firearms
Social Advantages: +1 Rank with Common Folk
Social Disadvantages: -1 Rank with High Society Members
Evolves into: The Peacemaker
[] The Dreamer - Your ideals are what guide you to believe the world can be better than what it is, and that there is one hiding right under your nose.
Bonus to: Empathy, Martial Arts, and Supernatural
Deductions to: Education, Culture, and Firearms
Social Advantages: +1 Rank with Idealist and Optimist
Social Disadvantages: -1 Rank with Realist, Pessimist, and Authority Figures
Evolves into: The Unstoppable
Tag Three Skills.
[Tagged Skills gain 15 points all else starts at 0]
[The Skill you can Tag has a '-' by it]
Smithing:
- Armor
- Weapons
- Tools
Culture:
- Art
- Music
- Religion
Melee Weaponry:
- Swords
- Axes
- Spears
Invention:
- Necessity (Edison)
- Practicality (Ford)
- Extravagance (Tesla)
Education:
- History
- English
- Mathematics
Explosives:
- Covert
- Mundane
- Overt
Empathy:
- Motives
- Feelings
- Interests
Supernatural:
- Fundamental Knowledge (The What)
- Persons Of Interest (The Who)
- The Myths Themselves (The How and Why)
Throwing Weaponry:
- Darts
- Daggers
- Improvised
Firearms:
- Small Arms
- Assault Weapons
- Heavy Guns
Tactics:
- Sun Tzu (Preparation)
- Alexander (Cleverness)
- Patton (Overwhelming Logistics)
Martial Arts:
- Brawling
- Street Fighting
- You must find a Partner to learn more
Barter:
- Smuggling
- Business
- Trade
Medicine
- Surgery
- Pharmaceutical
- Narcotics
Speech:
- Diplomacy
- Persuasion
- Intimidation
Resistance:
- Physical (Your Body)
- Mental (Your Mind)
- Spiritual (Your Spirit)
Perception:
- People (Determining Skills of other person.)
- Environment
- Objects (Knowing what an object truly is.)
Evasion:
-Stealth
-Dodging
-Trickery
…
Skills intermingle with one another in certain combinations. What is said in parentheses is usually just an overt summary, they are blank for the express reason that what they do must be found out by trials. Mix and match, have fun, etc. etc.
…
Choose a Level One Perk!
[] Humility: To remain with feet upon the ground, despite the achievements that grace heaven.
+5 to Empathy Skills
[] Compassion: To never fail in lightening the aches and pains of others.
+5 to Medicine Skills
[] Faith: To never doubt yourself or your allies even in the darkest of days.
+ 5 to Culture
[] Pride: To stand amongst others, a beacon of assurance in an ocean of sorrow and grief.
+5 to Melee Weapons
[] Loyalty: To follow others no matter the consequence and inspire others to do the same.
+5 to Speech
[] Solidarity: To stand alone unsupported and indomitable, a rock to shelter behind.
+5 to Armor
[] Luck: To be truly without fate, to move amongst the weavings of seers and fortune speakers as yourself.
+5 Barter
…
[] 'Last Name' 'First Name'
[] Class
[] Three Tagged Skills
-
-
-
[] Trait
…
Gameplay:
1. Each Turn will be a "Week"
2. Each 'Week' is two phases: Training Phase and Action Phase.
3. During Training Phase Two Skills can be trained, simultaneous learning of the same skill can be done.
4. Skills grow according to a weekly value
Bonus: 15 points per weekly training.
Normal: 10
Debuff: 5
5. Extenuating circumstances (Such as story interrupts or quests) may occur to halt progress in training, resulting in the amount of skill gained to be according to days instead.
Bonus: 3 Per daily training.
Normal: 2
Debuff: 1
6. Visiting towns and interacting with others will generally be done during weekends, though weekends can also be used for training with a multiplier of 2.5.
7. Relationship Ranks:
Starts at 0 (Unless due to character actions/stats) and ends at 10.
Bonds are gained depending on Events, Quest, Story Interrupts, and Relationship Ranks.
No limit to how many relations you have, but time is of the essence.
Rolling:
I'll be doing the rolling. Most will be done with 1d100, baring certain circumstances.
Note: Class Pictures are not Indicative of the character that will be played if Class is picked.
2nd Note: The AGG System was originally codified by
@Sage_Of_Eyes and I assert no ownership of it. Any use of it here is because it is a pretty cool system that allows for awesome Anime style Quest. Please don't be mad.
3rd Note: Please Vote in Plan Format.