Xael
Number of posts : 313 Location : Where willows whisper wistfully while winds wail with woe Reputation : Registration date : 2008-04-29
| Subject: Info/sign up Thu Dec 11, 2008 9:33 pm | |
| Story: For the most part, Fate is very clear and concise. Every individual's path is set in stone from birth to death. Until now. A grey area has appeared. Certain people(you) have unknowingly been freed from the path of fate. The outcome in of the world is in the hands of these people. Is the sun rising on a new age of prosperity, or is it setting on the age of humanity? All that's certain, is that it is the twilight of the world. A brief history: - Spoiler:
Thera(the world) has several main regions. There is the mainland, divided in half by an impassable mountain range. To the east, there are the two small islands that make up Buca. To the south, there is the land of Starfall, A ring shaped island with a lake in thee middle surrounded by mountains. To the south west, there is a long narrow island known as Cerron. To the north, there is the inhospitable ice cap. Finally, on the west coast of the mainland is the Shattered Coast region, consisting of numerous islets.
Humans were originally from the eastern half of the mainland. They quickly prospered and grew into an empire. In its growth, they constructed ships and sailed out to the east, founding Buca, and eventually colonizing the western half of the mainland. They became referred to as the major empire(the east) and the minor empire(the west). It was then that Starfall appeared. A meteor came down in the ocean, breaking open magma vents which gave birth to Starfall. The mountains it threw up were sheer, jagged, and unclimbable. The empire began a project to dig to the center of it to investigate the meteor. In the meantime, a random ship sailed off course and found Cerron. They colonized it soon after. Not terribly eventful, but not everything is. Then the dark day came. The empire managed to breach the center of Starfall. They found the meteor, still 70 km around, sitting in a crater, glowing ominously. A scholar went up and touched it. It popped, and released an awesome power to every corner of Thera. Magic. Nobody really knew that it existed for a while afterwards when some cultists discovered it and tried to overthrow the empire. They put too much stock in their magic, and were stopped. But the empire secretly gathered some of the remnants and learned of magic. They kept its secrets only in the top ranks.
Then the second most important event in history occurred. The scholars and workers that had been at Starfall when the meteor popped started to transform. Some of them grew hair, fangs, and claws. They drew their power from the moon, and had power over the element of magma. They became 'lycans'. Some became incredibly strong and were given the gift of vampirism. They drew their power from human blood and had power over the element of water. They became 'leeches'. The last were the ones that had perished of a mysterious illness. They rose from their graves and vanished in the night. They drew their power from the wind, and had power over the element of storm. They became 'lurkers'.
While the empire found that they were generally easy to kill(de-animate in the case of lurkers), they were too late. Anyone bitten by these creatures turned into one of them. In less than a year, they had accumulated a force that could hold its own against the empire. They coordinate from Starfall, but have outposts all throughout the land. That brings us up to the present.
Magic: - Spoiler:
You will eventually be able to bend the elements to your will. At first, you will need to go through motions with your body to focus your will, but as you grow stronger, simple thoughts will suffice. There are three elements: magma, water, and storm. Each element has a range of density that it can have. The dense form of magma is earth, while the dispersed form is fire. The dense form of water is ice, while the dispersed form is mist/steam/acid(at high levels). The dense form of storm is lightning, while the dispersed form is wind. These are the extremes of the elements' densities. As you grow, you will be able to alter their density and mix different densities together(i.e., flaming boulder). Also note that while water is generally easy to control at any density, dispersed magma(fire) and dense storm(lightning) can be very unpredictable in their movements. No one will have magic from the start.
You may also try to create spells, magic which has a more practicable effect. While the spells are not as flexible as 'pure' magic, repeated use of them can make them better. However, they will also take a toll on your mind, so you will be slightly limited in the frequency of use. Now, for some examples:
Spell: Sharpen Element: Magma Effect: By focusing on your blade, you can make it sharper than forging could, giving you a bonus to melee attacks. Uses: ~5 to start
Spell: Augment Element: Any Effect: Bathe your weapon in an element. Give it an aura of fire, a freezing touch(possibly paralyzes the area hit), or an electric charge(stuns the enemy and temporarily reduces their agility to 0) Uses: ~2 to start
Spell: Phoenix fire Element: Magma Effect: Using trace amounts of heat, you can seal a wound and restore some HP Uses:~4 to start
Spell: Quick jump Element: Storm Effect: Allows you to use a burst of wind to move forward a several meters rapidly. Uses: ~8 to start
Spell: Stone skin Element: Magma Effect: Use rock to create a layer of armor. WARNING: insufficient strength(under 5) will not be able to move while using this. Uses: ~5 to start
So feel free to try your own(only once you have magic) by suggesting them in the OOC thread.
Stats: - Spoiler:
There are 3 stats: Strength, Agility, and Intelligence. Strength determines how much damage you do with melee weapons(power), how much damage you can take(HP), and how well you take damage(defense). Agility determines how much damage you do with a ranged weapon(Accuracy), your ability to move and dodge(acrobatics/evasion), and weapon skills. Intelligence determines how well you can use magic and your luck(this is due to my personal belief/theory that I can explain if anyone asks).
For every point you put in strength, your HP goes up by 5. HP is only an absolute indicator of your ability to continue fighting. You can still get damaged limbs and such, and each one will correspond to a decrease in HP. For every 3 points in agility, you get a new weapon skill. Each point also increases your abilities governed by agility. For every 3 points in intelligence, you get to raise your affinity with an element(at 0, you have no control. At one, you can use magic with the chosen element. additional points in an element increase your abilities with it).
Everybody begins with a base 10 HP and some healing items(food) for instantaneous consumption at any time. The first weapon skill will be the same for everyone, but after that, it is based upon your fighting style. Weapon skills, like spells, have an approximate daily usage, and can be VERY useful.
And as the last bit regarding stats, I created this system before Fable existed. All similarities are coincidental.
Sign up: Everyone can choose one of the pre-made classes, or attempt to make their own. The classes are flexible in their creation, so there isn't any pre-made set of abilities(spec) or anything to choose from. Just make up a name for them and describe them. Try to keep it realistic. Any mercenary classes will be refused. And having said that, they will be completely ignored since creation of one clearly indicates you didn't read this. Here are the following classes. For the soldier, choose one melee weapon, one ranged weapon, and whichever armor you want, so long as there is no overlap. For the other classes, their melee weapons are also tools(items), so pick a few of them to take with you. Only one ranged weapon though. Imperial recruit: - Spoiler:
Melee: -Bronze sword -Bronze mace -Bronze spear
Ranged: -Javelins(10) -Longbow(30)
Armor: -Bronze plate helm or -Leather cap
-Bronze plate chest or -bronze chainmail or -bronze studded leather jerkin
-bronze gauntlets or -leather gloves
-wooden buckler
-bronze boots or -leather boots
-cape or -cloak
Items: -rations(10) -torches(3) -rope(5m) -world map -50 gold
Spec: -Authority(low): As a member of the military, you have some authority over civilians. -Steady pay: You get 15 gold per week -Unflinching(low): Having had some training with weapons, you have a slightly lower chance of getting knocked on your arse from shock during combat. -Steady food: You get 1 ration per day.
Farmer: - Spoiler:
Melee: -Iron sickle(like on the USSR flag, not what Death uses) -Iron axe -Iron pitchfork -Iron hoe -Iron pick -Iron spade
Ranged: -sling(50; stones can be collected outside of combat; shot can be found or purchased)
Armor: -leather gloves -leather boots -straw hat
Items: -potato(5) -turnip(5) -radish(5) -Rope(name your length in your sign up post) -lantern(1) -pouch -bag(larger than a pouch) -sack(larger than a bag) -various seeds -a map of the region -10 gold
Spec: -Forestry(medium): You can find helpful herbs in the woods that cover the better part of Thera. -Bonus to magma: Having spent so much time working the earth, you have a better understanding of this element. Allows you to perform more complex magma magic once you can cast it. -Weather sense: You know when a storm is coming. Might be useful at some point... -Power bonus: You're a farmer. You spend all day swinging things up and down, side to side, and sometimes even stabbing(pitchfork). You have muscle.
Fisher: - Spoiler:
Melee: -wooden club -steel knife -wooden oar -unusually sturdy fishing rod -gaff
Ranged: none
Armor: -lucky hat -leather gloves -leather boots
Items: -fish(10) -net -tackle -boat(not portable) -rope(10m) -anchor(not feasibly portable) -bag -20 gold
Spec: -Fishing: You can catch some fish when near water. -Weather sense -Bonus to water -Instinct: Your senses have been honed over the years, so you have a sort of sixth sense. Or a spider sense.
Hunter: - Spoiler:
Melee: -bronze knife
Ranged: -longbow(50) -crossbow(50)
Armor: -leather cap -leather jerkin -leather gloves -leather boots -camouflage cloak(useful for hiding in the woods)
Items: -Quiver -pouch -meat(15) -25 gold
Spec: -marksman:You get a bonus to ranged attacks. -stealth: You can avoid detection by other creatures better than most. -hunting: Kill a rabbit. Take its meat. Does not work on a boat or in town. -sight: You have some pretty sharp eyes.
Sailor: - Spoiler:
Melee: -bronze short sword -bronze cutlass
Ranged: -Throwing knives(12)
Armor: -leather gloves -leather boots
Items: -rations(10) -15 gold
Spec: -power bonus -agility bonus: You've been through your share of storms, and gained a keen sense of balance to avoid falling overboard. -storm bonus -water bonus
Sign up: Name Description Current residence(give it a name, name its region) Class Weapon/Armor/Item choices(If you choose to take all the Items, just say so) Backstory(no destruction of towns, being bitten by creatures, or military experience(except for boot camp in the case of recruits) allowed) | |
|
Burning_Ice
Number of posts : 482 Location : WHARRGARBL. WHARRGARBL. WHARRGARBL. Reputation : Registration date : 2008-04-21
| Subject: Re: Info/sign up Sun Dec 14, 2008 4:58 pm | |
| Nortile
Tall ,lean, rangy and tan.
Copeesh Village, in the Gallmian Plains.
Hunter
Weapons:All Ranged Weapons: Longbow Etc:All
Backstory:Born and raised in Copeesh Village he became a hunter, stalking game in the long grass. Hi parents still lie as farmers near the borders of Copeesh Village | |
|
Tuv
Number of posts : 352 Age : 34 Reputation : Registration date : 2008-04-23
| Subject: Re: Info/sign up Mon Dec 15, 2008 3:28 pm | |
| Name: Petrus Solden
Description: Short, Rotund, Pale, and Strong-Jawed
Current residence: Fishing Village of New Attnam on an Island in the Shattered Coast
Class: Fisher
Weapons: Steel Knife, Unusually Sturdy Fishing Rod Armor: All Items: All but Boat and Anchor
Backstory: Born on the Island, his parents died in a boating accident. Petrus is deathly afraid of boats and sailing. He fishes for a living, and fondly regards his childhood as he does so. | |
|
Entaris
Number of posts : 127 Age : 36 Reputation : Registration date : 2008-11-24
| Subject: Re: Info/sign up Mon Dec 15, 2008 8:08 pm | |
| Name Svagema Estaruven Description: Tall, athletic, pale with Farmer's tan Current residence: Segemodo Kregonov (Little Big Ranch), southern region of Vorunva Class: Farmer, Rancher, Goatherd, bullfighter Weapon: Scythe, lasso (ranged), sturdy staff of Hickory that end in a crook, smithing hammer
Item:All Backstory: Born and raised on his family's farm, rest of family working their other Kregonovs all over Vorunva, left him there to watch the migrant workers and keep everything in line. Works single-mindedly when he has to, but loves leisure and general horseplay. | |
|
Sponsored content
| Subject: Re: Info/sign up | |
| |
|