SOULHOUND

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SOULHOUND is currently a project in the making and will be playable sometime early Winter 2022 (or Summer for Australians & co). It will be an original 18+ Medieval Fantasy RP forum focused around a civilisation that heavily relies on magic in their day-to-day lives.

PLOT There will be a main (site) plot along with player-made sub-plots for writers to enjoy. The main plot has yet to be fully hammered out, but we're thinking of going a Hero VS Greater Trials, as is often presented in Final Fantasy and other JRP games.

INSPIRATIONS Final Fantasy, Suikoden, God of War, Horizon Zero Dawn, NieR Gestalt, Berserk, .hack//GU, Legend of Zelda: Breath of the Wild

PERKS
  • Jcink Premium
  • Custom skin by Von
  • Player-made sub-plots
  • Player-made sub-divisions
  • Player-made species based on Folklore


SPECIES Players will be able to draw inspiration from a variety of folklores - such as Japanese, Greek, and Celtic - when creating their characters. One can even make up their own species. We just ask that players refrain from evangelical (e.g angels) or undead (e.g. vampires) species to try and contain it somewhat.

SOULHOUNDS Regardless of a character's species. all player-characters are a type of "Soulhound." Soulhounds are sentient beings attuned to the elements (e.g. water). What type of magic and/or abilities an individual can use depends on the type of Soulhound they are. The four types of Soulhounds are as follows:

  • SUNDOG This is the Tank or DPS type of Soulhound. Their magics/abilities are offence, defence, and/or DoT (damage over time) orientated.
  • MOONDOG This is the Healer or Support type of Soulhound. Their magics/abilities are curative or passive (including HoT [heal over time] or illusions and the like].
  • ECLIPSE This is the "adaptive" Soulhound and are very rare; it can switch between "sundog" and "moondog" stances.
  • TERMINATOR This is the "bogeyman" of the Soulhounds, and is very rare. Unlike the other three, they can't use magic - they can only negate magic. They can, however, use familiars.

ELEMENTS There are several elements: AQUA, IGNIS, VENTUS, TERRAM, ASTROLOGIA, NEUTRUM, OMNI. Each character may have up to two elements: one that they're born with, and one that they acquire through their life's experiences.

While these elements dictate what sort of magic or ability your character may use, they are flexible provided they fit within the element. For example: Aqua is both ice and water, but you don't have to go for outright water; you can go for something like blood instead.

SOULNAMES & GIVEN NAMES Characters are born with a "soulname" that are used in place of a given or surname. Soulnames are a word that describe their soul, like "Vigil" if a person's core characteristic is to be vigilant.

INNATE ABILITIES The Soulname gives an individual an ability that's relative to their Soulname -an ability they're born with. For example, the name Vigil means to watch. Maybe Vigil's innate ability is to see in the dark without aid of a light source, or perhaps their sight is generally better than most and can see long distances without the aid of a scope.

FACTIONS There will be four main factions: Armoury, Drug, Info, and Force. Each have their own purpose, and each have their own main villages. Armoury has craftsmen. Drug has alchemists. Info has scholars. Force has militants.

SUB-FACTIONS are player-made divisions that exist within one of the four aforementioned factions. A player-made tribe of warriors would be under Force, for example.

ADVENTURES & QUESTS While our main RP hub is in the Northern Territory (and everyone needs to be located there so we don't stretch too thinly location-wise), there are three other locations across the continent in which players may go out and explore of their own volition. Every once in a while, they may find some relics of the past, and/or ye olde lore tidbits.

DEITIES At some point, there will be playable "false deities," one for each element. A player may only have one. I'm thinking we may unlock one or two at a time as the main plot unfurls.

QUESTIONS Here are some questions others have asked:

    [/b] Will this be a statless, stat-heavy, or stat-light RP?
    A: Tentatively stat-light. You'll have points to distribute into attributes, but there'll be no math, dice rolling, or RNG. It's more for a quick visual reference like, "okay, my character is much faster than theirs; however, their character is much more durable than mine."

    Q: Will there be any sort of stat progression, or just a set sheet with all stats from day 1?
    A: There'll be stats progression along with level progression. We'll have 7-8 levels and each level will be allotted X amount of points to distribute. Levelling will be optional for those who want to keep their characters at a low level.[/ul]

    CONCLUSION I think that's all I have to share at the moment! Please let me know if you're interested. I'll be sure to share a link here when it's up. :3 It's possible my mod and I may need help upon opening, but we'll cross that bridge when we get there! Thanks for reading.

    [/div]
    last edit on Dec 15, 2021 12:23:22 GMT by Deleted
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    Jenesis Avatar
    Good old fashioned questing yes please.

    Stat-heavy, stat-light, or statless?
    Tentatively going to say stat-light. There'll be points to distribute into attributes like "power, intelligence," et cetera, but it'll be more of a visual guide to show what type of "class" your character is, like if they're a glass cannon or what have you. If you're in a battle with another PC, you can make a quick reference like "okay, my character is considerably faster than their character, but their character is much more durable than mine," type deal. There'll be no dice rolling, rng, maths, et cetera.

    Hope that makes sense!
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    iota Avatar
    Tentatively going to say stat-light. There'll be points to distribute into attributes like "power, intelligence," et cetera, but it'll be more of a visual guide to show what type of "class" your character is, like if they're a glass cannon or what have you. If you're in a battle with another PC, you can make a quick reference like "okay, my character is considerably faster than their character, but their character is much more durable than mine," type deal. There'll be no dice rolling, rng, maths, et cetera.

    Hope that makes sense!

    Hey, this prompted an additional wonder for me: will there be any form of stats progression or just set sheet with all abilities from day 1? + I assume the second element will be acquired at a later date? Thanks for your time!
    last edit on Dec 14, 2021 23:13:40 GMT by Deleted
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    Great question, @astrarium ! There'll be stats progression along with level progression. We'll have 7-8 levels and each level will be allotted X amount of points to distribute. Levelling will be optional for those who want to keep their characters at a low level.

    We haven't decided up to what level characters can start off yet or how many points there'll be to distribute per level, so this is just an example. But say that you start your first character at "level 2" and you get 20 points per level across so many stats, you'll get a total of 40 points (in increments of 10 because that's all we can do) to distribute in any stat(s) you want. When you are able to level up your character to Level 3, then you'll get an additional 20 points to distribute as you please. This pattern will continue for each level.

    Hope this helps!
    last edit on Dec 15, 2021 1:47:38 GMT by Deleted
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    Here are a few updates for Soulhound:



    And here is a preview of our map with all of the territories highlighted (no labels yet):

    last edit on Dec 22, 2021 20:00:17 GMT by Deleted
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    @iota, sorry to tag you here, but I wasn't 100% sure where to mention this to you. The site looks really cool, but myself and my friends are having a lot of trouble with loading times. I'm not sure what might be causing it, but as a skinner/admin who would like to know about performance stuff like this, I just wanted to drop by and let you know. ;u;b Good luck with the site!
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    @iota , sorry to tag you here, but I wasn't 100% sure where to mention this to you. The site looks really cool, but myself and my friends are having a lot of trouble with loading times. I'm not sure what might be causing it, but as a skinner/admin who would like to know about performance stuff like this, I just wanted to drop by and let you know. ;u;b Good luck with the site!
    Hey, Leap! Thanks for letting me know!
    We just looked into it and it seems to be our BG image that's the biggest culprit, as it's 3k x 2k and in several places. Once your net has remembered the site, it'll load just fine, but I'll be downsizing the image so that it's easier to load in general. :) (I didn't realise it was so big, oops > < ). We'll also see about uploading them to Jcink directly so that the site doesn't have to grab from a bunch of different external sites.

    Just in case you're having troubles on mobile: right now, our skin isn't mobile-friendly for the most part. We asked Von to look into it but they believed it was a back-end issue that they weren't certain on how to address. So, then we went to John from Jcink, and he believes that it's an error on recent updates for some browsers as older versions of them will work but not a newer version. "It's rare, but it happens," he said. Turning off javascript fixes the problem, so we're currently doing trial and error to see which of our javascripts is causing the issue. Once we find out what's causing the problem, we'll remove it.

    Update We just resized and uploaded our banner (went from 17mb to 5mb, yikes! xD). We found we still have some other files we can downsize and upload to Jcink, so that'll be worked on throughout the day. Here's hoping this helps! Please let me know if it does or doesn't. ^ ^

    Update 2 I believe I've resized and re-uploaded all or nearly all of our images (there might be a couple we're still missing, but I'll have check that after work :) ). We had some placeholder images that were 5k wide that didn't need to be 5k wide as well, yeesh!
    Please expect it to take a few seconds to load for the first time, still, but definitely not as long as before!
    last edit on Feb 2, 2022 15:19:07 GMT by Deleted