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Posted: Sat Aug 26, 2006 9:33 pm
There are many RPs out there based on a gaian world, but they differ somehow, I'm sure. This one will be RPG based, I hope. So, we have a map of places to travel, and things we may meet when traveling to certain areas. Keep in mind, though, that it isn't a simple two or three 'moves' to another town. You'll have to travel a certain distance. See the map post for info. We all start of in Barton Town, a fairly safe city. The allyways aren't quite so safe, though. See location specifics post for more info (under the map post). It has beginner's shops, such as Ian's Garments, Agatha's Jewelery, and Rina's Florist Stand. For more info on shops, see the map post, location specifics post, and shop inventory lists post. One starts with Peasants Garments, and one tool of their choice. See the registration form post for info. Time isn't so important in this RP as it is in my M&T RP. Rest periods don't mean day changes. Each person is allowed ONE character. Please, no mules. Please, use short posts to let me know if you're traveling or your course of action for something. If you want to do an autofight, let me know. 1 Intro and ToC2 Map3 Location specifics4 Shop Inventory Lists5 Current Knowledge6 Players7 Player Equipment8 Job list9 Classes10 Magic11 Class Specials12 News13 Entry Form
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Posted: Sat Aug 26, 2006 9:45 pm
Map The map contains several areas. I won't open up all the areas currently on Gaia just yet, so only go to the areas that are shown here as being open. If it's not on this list, then it's definently closed. Barton Town: The location where people start in. Full of shops for beginners, yet has some stuff for the slightly more advanced. Where people will spend a lot of time at in the beginning. Open Barton Pond: Just to the west of Barton is a path leading to Durem. Closest from the gate is just north of the path, a resting pit. Along the path is a small man-made pond. Open Bass'ken Region: Just north of Barton Town is the region known as the "Bass'ken Region." The main thing here is the lake, a popular fishing place. Open Barton Shack: Just east of Barton Town is an area which seems to be rather messy. A lone shack sits here along the north side of the path, and along a southern bend seems to be some ruins. Closed
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Posted: Sat Aug 26, 2006 10:45 pm
Location Specifics Barton Town
Dark Allyways: A dangerous place for newcommers. Recommended level 10+. Barton Square: Four symbols and a fountain. The fountain is a great place to rest at, and is a great place for unofficial celebrations. The Star just NW of the fountain represents popularity. It sits by the tavern where people can chat and tell stories of their travels-Real or not. The Triangle just NE from the fountain represents power. Just NE of it is the arena, where a large variety of competitions are held. The Heart just SW of the fountain represents compassion. South of it is a closed down building... The Square SE of the fountain represents style. East of it is Ian's Garments. Run down LO-VE building: This building has been closed for a long time due to difficulties. There doesn't appear to be a way in, what with Leon and his officers' patrol passing by here. Chat-Bar Tavern: A bar where folk can chat, this tavern is quite a popular place. The better your stories, the more popular you can become. Just, be careful you don't LOSE popularity by telling a bad story (whether it's unbelievable or... Um... Not worthwhile). Doesn't serve alchoholic drinks... Since sometimes laws aren't mentioned at first, nobody knows if it's a shortage or a prohibition. Ian's Garments: A place to get armors and clothing-even some neat accessories. Ian and his talking cat, Rufus, run this shop. Agatha's Jewelery: A place to get jewelery-whether it be for fashion or enchanted things to enhance your stats. Rina's Florist Stand: A place with a variety of pants for sale. Good for gardeners or tamers, farmers or ranchers. Seeds, potted plants, fruits, vegitables... Arena: A place that holds many competitions. A popularity contest, a fashion show, sparrings area... Hall of Guilds: Leon doesn't actually patrol like his officers do, but rather keeps things in order at the Hall of Guilds. The Hall of Guilds contains portals to many Guild Halls, but in the event of quarrells, Leon is forced to take action and intervene. Guard's HQ: Where the police/guards rest on their shift off. News Station: Where the news is broadcast from. Train Station: A train to another place. A free portal is here leading to Barton Village, where homes are placed at. Barton Pond: A place for beginners to fight at, this region contains the weakest enemies.
Pond: A murky pond with a bridge over it. This has the smallest fish which were put into it when it was first filled with water. Resting spot: Near the gate, this saves only a small bit of travel distance. Bass'ken Region: Slightly stronger enemies, level 5+ recomended.
Bass'ken Lake: Fishing spot-Real fishers recommended. Logan's Fish Shack: Sells things for fishing. Shed: A strange shed at the NW side of the lake. Lighthouse: The lighthouse. Nothing important about it...
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Posted: Mon Aug 28, 2006 10:28 am
Shop Inventory List Sty stands for 'style', equipment will often lower it, while clothing will often raise it. The tallies (~) are 'place markers' so that I can more easily find areas while editing this post. You might not be able to imagine just how much trouble I had editing this post before I entered these. I had trouble just finding the places I wanted to mark! It's a shame that Gaia's posts don't have the same feature as MSWord, which allows you to see the bullets and bold and italics, etc, while typing. Ian's Garments
Equipment
Leather armor (-5 sty): 10 gp
Description
Basic torso armor with minimal protection. Weight Leather cap(-1 sty): 3 gp
Description
Basic head armor with minimal protection. Weight Small dagger (-3 sty): 5 gp Leather boots (0 sty): 5 gp
Description
Basic foot armor with minimal protection. Weight Leather gloves (0 sty): 3 gp
Description
Basic hand armor with minimal protection. Weight Leather briches (-4 sty): 10 gp
Description
Basic leg armor with minimal protection. Weight ~~~~~ Clothing
Peasants shirt (+1 sty): 2 gp
Description
Basic torso clothing for minal cost. Weight Peasants pants (+1 sty): 2 gp
Description
Basic leg clothing for minal cost. Weight Flip-flops (+2 sty): 5 gp
Description
Basic footware with maximum air allowance. Weight Sandels (+4 sty): 8 gp
Description
Basic footware with near maximum air allowance, but more stylish for the little lack of air. Weight Basic T-shirt (+3 sty): 6 gp
Description
Basic torso clothing for little style at a low cost. Weight Basic pants (+3 sty): 6 gp
Description
Basic leg clothing for little style at a low cost. Weight Watch (+9 sty) {>=15 int}: 15 gp
Description
Fancy wristware with fair style at a slightly low cost. Weight Digital watch (+7 sty): 15 gp
Description
Basic wristware with fair style at a slightly low cost. Weight Head band (+10 sty): 18 gp
Description
Basic headware with fair style at a slightly low cost. Weight ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Agatha's Jewelery
Enchanted
Dark green dual bead necklace (+1 sty) (+5 agi): 50 gp
Description
Basic necklace with minimal style and an agility boost. Weight Emerald amulet (+5 sty) (+4% pois): 100 gp
Description
Basic amulet with minimal style and poison resistance boost. Weight Ruby amulet (+5 sty) (+4% fire): 90 gp
Description
Basic amulet with minimal style and a fire resistance boost. Weight Sapphire amulet (+5 sty) (+4% water): 90 gp
Description
Basic amulet with minimal style and a water resistance boost. Water is NOT ice in elements. Weight Aquamarine amulet (+5 sty) (+4% ice): 90 gp
Description
Basic amulet with minimal style and an ice resistance boost. Ice is NOT water in elements. Weight Diamond amulet (+5 sty) (+4% holy): 90 gp
Description
Basic amulet with minimal style and a holy resistance boost. Holy is NOT light in elements. Weight Topaz amulet (+5 sty) (+4% light): 90 gp
Description
Basic amulet with minimal style and a light resistance boost. Light is NOT holy in elements. Weight Gold amulet (+5 sty) (+4% unholy): 90 gp
Description
Basic amulet with minimal style and an unholy resistance boost. Gold does corrupt people, does it not? Unholy is NOT dark in elements. Weight Onyx amulet (+5 sty) (+4% dark): 90 gp
Description
Basic amulet with minimal style and a dark resistance boost. Darkness is NOT unholy in elements. Weight Tourmaline amulet (+5 sty) (+4% nature): 90 gp
Description
Basic amulet with minimal style and a nature resistance boost. Nature is NOT life in elements. Weight Citrine amulet (+5 sty) (+4% life): 90 gp
Description
Basic amulet with minimal style and a life resistance boost. Life is NOT nature, light, or holy in elements. This is useful if you somehow become undead... Weight Opal amulet (+5 sty) (+4% chaos): 90 gp
Description
Basic amulet with minimal style and a chaos resistance boost. Chaos is NOT darkness, unholy, or death. Weight Tranzanite amulet (+5 sty) (+4% death): 90 gp
Description
Basic amulet with minimal style and a death resistance boost. Death element isn't only death inducing attacks, but it's hard to discern others from the elements similar to death. Death is NOT unholy, chaos, or darkness in element. Weight Pearl amulet (+5 sty) (+4% earth): 90 gp
Description
Basic amulet with minimal style and an earth resistance boost. Earth is NOT nature. Weight Jade amulet (+5 sty) (+4% air): 90 gp
Description
Basic amulet with minimal style and an air resistance boost. Air is NOT nature. Weight Chrysoberyl amulet (+5 sty) (+4% bolt): 90 gp
Description
Basic amulet with minimal style and a bolt resistance boost. Weight ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Normal
Dark green beaded necklace (+1 sty): 20 gp
Description
Basic necklace with minimal style. Very cheap. Weight Emerald amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Ruby amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Sapphire amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Aquamarine amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Diamond amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Topaz amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Gold amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Silver amulet (+5 sty) (+2 SSR): 85 gp
Description
Basic amulet with minimal style. It even helps resist spells! After all, silver IS a spell deflector. This does NOT reflect spells. Weight Onyx amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Tourmaline amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Citrine amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Opal amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Tranzanite amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Pearl amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Jade amulet (+5 sty): 75 gp
Description
Basic amulet with minimal style. Weight Chrysoberyl amulet (sty +5): 75 gp
Description
Basic amulet with minimal style. Weight ~~~~~ Rina's Florist Stand
Food
Raisins (-1 hunger): 3 gp Grapes (-6 hunger) (-5 thirst): 13 gp Strawberry (-3 hunger) (-2 thirst): 9 gp Cookie (-4 hunger) (+5 mp): 10 gp Biscuit (-7 hunger): 11 gp Apple (-8 hunger) (-2 thirst): 15 gp Pear (-7 hunger) (-4 thirst): 16 gp Pack of sunflower seeds (-5 hunger): 8 gp Plum (-6 hunger) (-6 thirst): 18 gp Prune (-4 hunger): 5 gp SSR stands for 'Spell Saving Roll'.
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Posted: Wed Aug 30, 2006 1:42 pm
Current knowledge Ian
"Shipments of some of our supplies are late. No worries, though. It's nothing that requires the aid of adventurers. It will come in due time!" Rufus
"Ian worries too much. He's afraid something might happen if the shipment of supplies doesn't arrive soon." "Ian is saddened that the road to Isle de Gamino is currently closed, and ships aren't running from port to port. I believe it's because he can't talk to, even via mail, Sasha." "Due to unforeseen circumstances Portal B-001, also known as the portal to Barton Village, has deactivated itself. All houses that existed there have been removed save a few, perhaps just two. I believe Rina's cottage still exists there." Rina
"Ian's rather friendly, you should be friends with him! He lent me an oven to bake some foods in. It's the only one he has, though... That's why I pay him with food as the rent for it." "I wonder why the portal to Barton Village has stopped working... I hope I can get to my cottage soon, because I have to tend my garden there! sad " Agatha
"Enchanted jewelery does the same thing as unenchanted jewelery, only it has another effect rather than changing your style." "Style is used for certain things. Some clubs require atleast and-or at most a certain amount of style to get into, for example." Leon
"The Hall of Guilds is temporarily closed due to the last big fight." "A recent guild fight has left many guilds in ruin. I wonder if there are any still standing..." "The roads to Durem, Isle de Gamino, and Aekae are closed due to recent infestations..." "The portal to Barton Village is shut off. I'm not sure why, though." Logan
"Them fish seem to not be biting... If yah plan ter go fishin', yah gots ta wait."
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Posted: Wed Aug 30, 2006 3:01 pm
Players This post shows the players in this RP/RPG. An example of what the player sheets look like: For the stats, it's a dice roll of 4d4 (fourdefour! *grin squint*). Style is cha/4+boost. HP is con*5, MP is (int+wis)*2. Certain classes may have modifiers to certain stats... The red numbers represent the natural number, so the black is the actual. On HP and MP, red says how much is added or taken to make the max. When the max is changed, the current will be changed according to what percent is was, so that it remains closest as possible to that percent. Blue numbers show how much that stat changes due to their profession. Having multiple (as in too many) professions may cause stats to be lowered, even if they boost those stats. Green numbers are the level stat modifications. At level gain (To get to level two one needs 100 exp, and the exp required raises by 150% each time, so it's 2: 100, 3: 250, 4: 375, etc. It will round, then percent OF the rounded number, if it's a decimal. So for level 5, which is 562.5, it becomes 563, which raises then to 843.75, so that becomes 844...) stats are raised by 1d4, with a modifier based on the class. Job/professions start at level 0, at which they require 50 exp to raise. Then to get to level 2 they need 100, then it raises just like normal levels. Job exp is gained 1/4 the rate of normal exp, and job exp is also gained by doing the job. For damage, look at (str+dex)/2 to (str+dex)/1.75 (minimum is 1-1 AFTER boost). ALWAYS rounded down when inbetween .0 and 1.0. Strokend Strokend Laun 1 (0 / 100) Magic Harvester (0 - 0 / 50) Druid Str: 9 6 -5 +2Int: 9 11 +1 +1Wis: 12 16 +1 +4Sty: 2 2Dex: 13 13 0 0Con: 9 6 0 -3Cha: 7 10 0 +3Damage: 9-10 10-12HP:30/30 45MP: 54/54 42
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Posted: Wed Aug 30, 2006 4:22 pm
Player equipment The equipment list shows what a person has equipped, and then what they have in their inventory. I will try and get weight into it, and the top amount of weight capacity is dependent on strength. 'Extra' is anything else not having a catagory on the list. I might shorten the list from this example: None means that there is no equipment in that part. Strokend Strokend Laun Head: None Neck: None Torso: Rags Hip: None Legs: Rags Ankle: None Feet: None Hands: None Fingers: None Wrist: None Ears: None Weapon: Stick Pouch: None Money: 0
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Posted: Wed Aug 30, 2006 5:17 pm
Job list Example: Trade tools cannot be used as weapons. A job can be 'abandoned' to be able to concentrate on another job, but atleast one job much be kept. When a job is abandoned, experience is lost from that job at a rate. Lumberjack These people cut trees to get logs from them. They then can either trade it off as logs, or take them to a sawmill to have it cut into planks, or smaller parts. Tools: Lumber axes +4 str; -2 cha Cannot use bows or guns. Starts with a 'Newbie lumber axe'. This job fits well with a fletcher or carpenter. Carpenter These people can build things with the proper supplies and tools. Most commonly they use wooden planks and nails. With a hammer, of course. Tools: Hammers, nails, glue, tape... Things like that. +4 dex; -3 con Cannot use bows, knuckles, gauntlets, anything that is thick going over the hand. CAN wear gloves. Cannot wear thick rings. Starts with a 'Newbie Carpenter Hammer' and 'Newbie box of nails'. Sister job of welder, (co)works well with welder. Works under lumberjack. Miner These folk work to acquire minerals and ores (or you can group them all together under 'materials') from the earth. Tools: Pickaxe, brush, ...uh, that panning bowl thing? +2 str; +1 dex; -3 con; -2 wis Cannot use bows, saws, other lumberyard weaponry. Starts with 'Newbie pickaxe' and 'Newbie small brush'. Co-works well with smithers. Works well with jewelers and jewel crafters. Smither These folk work with metal to craft things. Tools: Forging mallet, funace, anvil +1 str; +1 dex; +1 con Cannot use anything flamable Starts with 'Newbie Forging hammer' and 'Newbie anvil'. Co-works well with miners. (co)Works well with carpenters. Works well with jewelers. Researcher A researcher works to identify, write, or study things. This profession is probably the most basic one. Tools: Magnifying glass, Pencil, Pen, Paper, Binoculars, Telescope... Uh, etc? -1 str; +1 int; +1 wis Cannot use heavy weaponry without 'aid'. Starts with an empty 'Newbie pack' and a MAGNETIC compass (not the art/math tool). Works well with... Um. Works well with... Uh. What pros and cons does this profession have with others? Well, they're more talented at using research gadgets... Meaning they're better at using tools to identify items... Magic harvester Magic harvesters, as the name implies, harvest magic forces. This helps with enchantments, and maybe other things... Tools: Catcher...? +1 int; +1 wis; -5 str Cannot use metal armors, swords, guns, or polearms. Starts with a 'Newbie pack' and a 'Newbie filtration kit'. May work with alchemists and researchers. Works well with enchanters. This class does not possess the tools to harvest magic at the start. Researchers might be of aid, but then, most often not. Welder Welds metals into objects, often with wood as part of the object, but not always. Tools: Blowtorch, heavy drill, bolts, nuts, etc +2 str; -2 con; -1 dex Cannot use darts or slings. Normally, if not always, uses metal sheets or bars. (co)Works well with carpenters. Enchanter Enchants items. Tools: ...Magic concentrate? +2 int; +1 wis; -4 str; +1 dex Cannot use metal armors, swords, guns, or polarms. Requires materialized magic. Works with magic harvester. Alchemist Uses items in a special combination to create something else altogether. Tools: ...Alchemy guides +3 int; -2 wis Can use anything, but using any weapons but slings and darts, any any armor stronger than leather, or anything enchanted will lower experience and success rate. Alchemists use all sorts of items in their 'sacrifices' (not including most living animals), so they may recieve items from many classes. Alchemy can be considered a sister job to enchanter in some cases, as they are capable of placing special powers into things. Musician Plays music. Or sings. Tools: Instruments +1 wis; -1 con Can use anything that doesn't weigh their fingers, and sometimes any things deafening them will reduce their ability. Musicians can help bards learn new music abilities. A bard can also aid other musicians than the bards to learn how to use songs for more effect. Non-bards cannot use magical songs as powerfully.
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Posted: Thu Aug 31, 2006 9:05 pm
Classes Example: Understand that if the modifier makes the number go below zero, then it will simply count as zero. Class modifiers do apply at the starting stat rolls. Warrior Warriors are strong and sometimes wise, though they are quite often stupid. Warriors are unable to use heavily enchanted equipment. "+#" are okay, but "(Ice 3)" is unable to be used... +3 str; -2 int; +1 wis The warrior is allowed to use elemental enhanced items if they have 10 int per enhance number, and enhance numbers are accumulative on each seperate equipment, but not accumulative over multiple equipment. With resist boosts, it doesn't require any int untill 10% on each, so 10% is 10 int, 11% is 20 int, etc. General Mage Mages commonly attune to a certain element, but some just focus on magic of all sorts. Sometimes this might take side for defensive or offensive, but still, all three (either one or both) are called a "General Mage". Mages are fragile, but wise and smart-most of the time. Mages cannot use swords, bows, or slings. They cannot use anything heavy, even with aid, or metal armor (INCLUDING MITHRIL). They cannot use any equipment with silver. Mages can use glaves. +3 int; +2 wis; -2 str; -1 con Elementally enchanted gloves will attune the mage to that element, even if the enchantment is resistance. For example, ice resistant gloves will attune the mage to the ice element. Any equipment attuned to an element also attunes the mage to that element. This applies to ALL mages. Ignis Magus "Ignis Magus" translates into 'Fire Mage', which is precisely what this is. A fire mage focuses on fire type spells. The same things denied to a general mage are denied to this mage. Can only use fire or non-enchanted gloves. +3 int; +2 wis; -2 str; -1 con Aqua Magus "Aqua Magus" translates into 'Water Mage', which is precisely what this is. A water mage focuses on water type spells. Water and ice are different. Water mages cannot use swords, bows, or slings. They cannot use anything heavy, even with aid, or metal armor (INCLUDING MITHRIL). They cannot use any equipment with silver. Mages can use glaves. +3 int; +2 wis; -2 str; -1 con Glacies Magus "Glacies" translates into 'ice'. Basically, this is a mage who focuses on the element of ice. Ice mages cannot use swords, bows, or slings. They cannot use anything heavy, even with aid, or metal armor (INCLUDING MITHRIL). They cannot use any equipment with silver. Mages can use glaves. +3 int; +2 wis; -2 str; -1 con Cleric A cleric is a mage who focuses on the element of life, healing magic. Clerics, while they cannot use most heavy weapons, cannot use swords, bows, slings, metal armor or equipment with silver, they can use the flail. +3 int; +2 wis; -1 str Clerics cannot use magic to harm their opponents, unless the opponents are undead (NOT not-dead). They may use defensive spells, but can do nothing to lower stats. Priest A priest is a mage who focuses on the holy element. They cannot use their magic to effect certain others, or even themselves. Read the fourth bullet... Priests' restrictions can vary, depending on their god... Based on god Priests are a different type of mage from the others. Devotees to their gods, their power is based on what the god stands for or lets them have. Holy is the same as unholy! 'Unholy' is simply the 'powers' opposing a certain god. In the case of a god who stands for all forms of power, bare-fisted physical combat or non-combat is what is considered unholy. Ask about a type of god and I'll see if I can make one of such sort. Druid A druid is a mage who focuses on the element of Nature. Druids cannot use anything with metal. They are restricted to stone, wood... Basicly, things of nature. +1 int; +4 wis; -2 str; -3 con; +3 cha Using nature to utilize beauty, these people are are capable of greatly improving their charisma by utilizing nature, but sticking to nature, they don't simply gain constitution. Understanding nature gives them great amounts of wisdom, but they lack the intelligence that comes with the understanding of technology. A druid can gain extra constitution without levels, but by performing certain 'acts'. Fool A fool isn't generally an idiot, but rather somebody who doesn't know how to improve themselves. A fool can use anything. -10 to starting stats, lowest being 1. -3 to all stat gains at level ups (it cannot go below 0). A fool, though they have 'normal' stats to begin with, can only 'use' 50% (rounded DOWN, as long as it's above .0 (and below +1.0)), for if items require a certain amount of a status. This includes level requirements, too! For example, if an item requires level 3 to be used, a fool has to be level 6. A fool gains 200% EXTRA experience-That means thrice as fast as anybody else! A fool gains 50% EXTRA gold! That means if one were normally to find 10 gold, a fool would get 15 gold. A fool can choose, at every twelve levels, a boon. Keep in mind, a fool's boons don't do much. Fulgor Magus "Fulgor" translates into lightning. Basically, this is a 'lightning mage', who focuses on the bolt element. Lightning mages cannot use swords, bows, or slings. They cannot use anything heavy, even with aid, or metal armor (INCLUDING MITHRIL). They cannot use any equipment with silver. Mages can use glaves, Fulgor Magus is no exception. +3 int; +2 wis; -2 str; -1 con Necromancer A necromancer practices magical arts in the element of death. While life brings dead things back from the dead in life, death brings things back from the dead to an undead state. Necromancers use small weapons of magical purpose, like wands. Necromancers can use metal armors, but cannot use silver. +3 int; +2 wis; -2 str; -1 con; -1 cha Wisdom Mage The wisdom mage isn't intelligent like magic mages. The wisdom mage uses wisdom, rather than experience and intelligence, to learn and use powers. Wisdom mages can use heavy weapons, swords, spears, polearms... They aren't restricted, not even by silver. But if they are using metal armor or equipment with silver, they can not use 'magic' powers. +1 int; +4 wis; -2 cha; -1 dex Wisdom mages have a chance to learn abilities they see used by their enemies based on their wisdom, but only if they're atleast a certain level. Humus Magus Humus translates into Earth. Or soil or ground... The humus magus focuses on the element of earth. Earth mages cannot use swords, bows, or slings. They cannot use anything heavy, even with aid, or metal armor (INCLUDING MITHRIL). They cannot use any equipment with silver. Mages can use glaves. +3 int; +2 wis; -2 str; -1 con Earth mages have a boost with stone-based equipment. Anima Magus Anima translates into air. Or breath or wind... The anima magus focuses on the element of air. Air mages cannot use swords, bows, or slings. They cannot use anything heavy, even with aid, or metal armor (INCLUDING MITHRIL). They cannot use any equipment with silver. Mages can use glaves. +3 int; +2 wis; -2 str; -1 con Air mages have a boost with feather-based equipment. Bard Bards are well trained musicians. Trained at a young age most often, they've become more talented than just any normal musician. Bards can actually use their music to have non-elemental magic effects affect nearby things. Bards are restricted to instruments. +3 int; -1 con; +2 cha; -2 dex Bards start off with the profession of 'musician', and it starts at level 3. The profession of musician will not lose experience for a bard. Bards can learn only a few songs by themselves. They must learn most songs from others. They can group together to help eachother learn more music. Demens Principium Magus 'Insane Element Mage'. Chaos itself is latin; it just translates to 'void'. Basically, this mage is one who focuses on chaos. There will be a dice roll to determine what is denied. ...There is a 1d7 dice roll for each stat to determine the modifications. 1 is -3, 2 is -2, 3 is -1, 4 is 0, etc.. The chaos mage has to have a dice roll for nearly everything, as chaos represents the lack of balance, power, and order.
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Posted: Fri Sep 01, 2006 2:55 pm
Magic There are fourteen main elements (or thirteen, if you look at it that way) in magic, then there are a few extra. The following is a chart of how elements react with eachother. Verticle columns towards horizontal rows... If the column is 1 and the row is 2, it shows there as blue, so it's saying that Fire (1) is weak when used against water (2). It does not work visa-versa. You've probably noticed that row & column 10 is enemy with all, even has some purple in it's connection square. If you read the legend, you'll see that 10 is chaos. Chaos is the one element that might not be considered an element... Chaos: Chaos is an element that opposes everything, including itself. Chaos, as you might or might know, represents lack of order, lack of law, lack of balance. Even a lack of power. Chaos is a representative of the void, but nothing like the void. Chaos spells have a chance of going 'wack' and changing into another element or even another spell. The more powerful the spell, the more the chance of the spell going wack. This means that the most powerful chaos spell would rarely do as wanted, and nearly always become something else. However, the less the chance of doing as wanted, the more powerful it is-And the power raises faster than the chance of succession lowers. Not only can chaos be altered by itself, but it can even turn on itself and affect the caster. Chaos spells cannot be learned automatically, but must be discovered. Poison: Poison is a sub-element, not yet enough to be on the chart. Basically, poison just causes harm of some sort over time. Some types of poison, though, are just the opposite-The remove harm of some sort over time. Most often though, they atleast cause harm, even if the heal another. Holy & Unholy: Holy and Unholy elements are actually the same exact thing, which means it's actually another element that can be removed, to make 13 or 12. Unholy is simply the opposing things of a certain god. To another god, those things can be considered holy. Bolt: The element 'bolt', as you've probably noticed, is nearly solo from the other elements. Lightning doesn't effect too much, though it can cause shock spread through water and metals. Bolt isn't just lightning, or electrical or energetic magics, but the technological electricity. Neutral: Some times magic doesn't have an element. In these cases it is of the 'neutral' element. The neutral element is, well, neutral. It's not enemies with any other elements, nor is is ally. Neutral elemental spells, like chaos spells, cannot be automatically learned, they must be discovered or taught. Life: Life is allied towards all elements but death and chaos, though the other elements are allied to it. This is because life will heal or defend everything except for death, and in those cases, the healing spells will harm the undead. Death: Death spells will do the opposite than life spells do. They lower powers or stats (temporarily) where life spells would raise them, and the other spells cause harm, except towards undead, in which cases it heals the undead.
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Posted: Fri Sep 01, 2006 10:37 pm
Class specials Fool Fool's boons... A fool gains one boon point every 12 levels. Here's the boon list and how much things cost. "bp" stands for boon point. 3 ability points (1 bp) 25 HP boost (1 bp) 30 MP boost (1 bp) Raise one stat modifier by one (2 bp) Raise one stat modifier by two (3 bp) Mages Mages will gain spells at certain levels and/or stats. Blue # is mp cost, orange # the level, green the int and/or wis. For the green one, it will have a b, an i, or a w beside it. B means combination of int and wis, i means intelligence needed, and w means wisdom needed. A red spell name means it's one that must be taught. General mage can learn those that do not have a ^ or ~ at the end of their name. Other mages who don't focus on an enemy element (including general mage) can be taught spells with a ^, but not a ~. Druid Entangling Vines^ 10 1 0 Deals 1d4 dmg+(int+wis)/5 (rounded down). 1d10 to see if it stuns the enemy for one turn (2, 5, & 8 stun). Saving roll number of enemy adds to the sides of the die. Vine Whip 13 1 0 Deals 1d3 dmg+2+(int+wis)/4 (rounded down) Ignis Firebolt 15 1 2b Deals 1d3 dmg+3+(int+wis)/4. Chance to stun with 1d10 for one turn (4 & 6 stun), saving roll number of enemy adds to the sides of the die.
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Posted: Fri Sep 01, 2006 10:50 pm
News 9-01-06 (11:07 PM GMT -8 ): Started up and opened!
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Posted: Fri Sep 01, 2006 10:51 pm
Entry form PM Tokoshoran. Form Name: Class: Starting profession:
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Posted: Fri Sep 01, 2006 10:52 pm
Starter's stuff New people start off with rags, which have 0 style and 0 armor. For their weapon, they start with a stick, which is +1-2 dmg.
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Posted: Fri Sep 01, 2006 10:59 pm
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