Ultimate RPG: Glory (stat topic)
Posted: Fri May 07, 2004 12:58 am
The sign-up form!
Name: The character's name. This is your MAIN character. We can add more as they come up, but only one per person at the moment.
Sex: ...duh.
Age: If unrealistic (8 years old, or 800 years old) explain what the hell's going on. If it's reasonable, don't bother.
Description: Physical description of the character. Hair color, eye color, relative height and weight (not exact numbers, just like tall or skinny or whatever), clothes, weapon(s) and armor, noticeable features (scars, missing parts, whatever), things of that sort.
Personality: General personality and quirks of the character. Quiet? Bad-tempered? Drinks too much? Friendly? Lies a lot? Things like that.
Bio: A brief biography of your character's history up until now (now being after they move to the new continent but probably before the start of the Resistance, assuming the URPG group starts it). Things like family, occupation, training, special tutelage, whatever.
Weapon: Your character's primary weapon. Ex: Seron's Bow of Darkness from the original, Blazer's Krita-Yuga from Legend.
Weapon Enchantment: The weapon is allowed to have one enchantment, which can be mostly anything. Ex: The Bow of Darkness has a 50% chance to blind anyone struck by an arrow from it. (This would not be actually calcuated, EVER, but would figure into the story and battles and stuff. Remember, this is completely freeplay.)
Element: Choose from Soul, Krystal, Chill, Nature, Water, Air, Light, Fire, Ice, Mind, Earth, Darkness, Spirit.
Orb: The name and element of your character's first Orb. It will be level 1. Orbs, as you will recall, are ways of focusing magic. They have one spell per level. They gain levels by, basically, using them a lot. But remember-- don't count how much you use them or anything, just figure it into the story. Orbs usually have five levels (powerful ones like Demi or Ultima may have less). ONLY PUT THE ORB'S NAME AND ELEMENT, NOT SPELLS. Using Seron again as an example. Ex-- Orb: Shadow (Darkness). Shadow's the name, (Darkness) the element.
I think that's all we'll need.
My character:
Name: Rial Talayn
Sex: Male
Age: 20
Description: Rial is tall, broad-shouldered, and comely, with mid-length, straight, sandy hair and green eyes. He wears a light blue cloak, a red tunic and vest, and brown breeches and boots. He is somewhat strong, tough, and fast, an able fighter, but does not excel in any one aspect. He carries a normal steel longsword and shortsword in addition to a crossbow and set of bolts. He wears a mismatched set of armor: the back half of a breastplate, a greave on his right leg, half a gorget on the left side of his neck, an iron bracer on his right arm, a leather bracer on his left, a steel gauntlet on his left hand and a gray glove on his right. For reasons unknown, he believes this grants him the maximum protection and mobility. However, it doesn't really work any better than one might expect.
Personality: Rial is charismatic, outgoing, charming, bawdy, and half-mad. His eyes have a wild, almost dangerous glint in them, but perversely it seems to make him more likeable. He has a haunting, beautiful singing voice and peerless talent with his lute, which carries magical powers. He is often outspoken, but never beyond the point of tact. As he often likes to say, his voice is his greatest skill. His wits, while not completely gone, come second, so occasionally his mouth gets him into hot water.
Bio: Rial was born in Zade, the capital, to a carpenter named Halther and a whore. His father was not ashamed of his son's bastardy, however-- even on his deathbed he told of how he was seduced by Rial's mother's lovely voice and winning smile. Halther himself was a rough, stocky man. Rial gained much of his father's look and build, but his voice was all his mother's. Rial sang for a living, traveling throughout the city, the area, the country, and eventually the world on a quest for fame and recognition. He rarely had enough money for guards on the road, so he made sure to train with his swords and crossbow whenever the chance arose. The invaders came during his most prestigious performance-- on the palace steps in the capital of Teraneil. His escape remains a mystery. During the attack, he played on despite the destruction around him. Eventually, he closed his eyes and lost himself in the music of the last verse of "Song of the Slayers." In what he believes was caused by the magic of the lute, the music abruptly ended, and when he opened his eyes he was on a desolate shore on Glaseim. He wandered inland until finding an inn, the Black Cat. He earned his keep by performing daily, but has never been able to play that song again. He lived at the Black Cat until hearing of the beginnings of a Resistance. He said his farewells and left on the trail, seeking revenge for an old grudge: that performance that never ended...
Weapon: Galyeon's Lute
Weapon Enchantment: Grants the power to inspire allies. All allies become tougher, stronger, faster, and braver when Rial plays in battle. Out of battle, possesses the ability to charm people.
Element: Spirit
Orb: Melody Orb (Soul Element)
***********************************************
Rial's Orbs:
Name: Melody Orb
Element: Soul
Spells:
"Ne'er Broken": Heals a fair amount of damage for all allies. Grants courage.
*"Salt and Tears": Deals Soul damage to all enemies. May cause weaker enemies to flee.
*"The Spices of Crall": Inflicts multiple status afflictions on one enemy.
*"My Thief": Deals heavy Soul damage to one enemy. This damage heals all allies.
*"Glory": Deals Soul, Mind, Light, and Spirit damage to all enemies. Heals all allies. All allies shine a bright light for a short time. This makes them infallibly brave, as well as stronger, tougher, faster, and more agile.
************************************************
AMULET STAT SHEET
[Element] Amulet
Creature: This can be any creature, elemental, or whatever you can think of. Include a brief description.
Abilities: List the creature's abilities. I usually keep it limited to six for myself, with one move that's a little better than the rest, but you can do whatever you want. Don't go overboard though.
Also we may want to use a second one, if we're using AmulAmps, and once we get them if we are. But for now one is enough. You can post amulet stat sheet things whenever you want, really, even if you don't have it yet.
***********************************************
ORB STAT SHEET
Name: [Orb Name]
Element: [Element]
Spells: List the spells contained within the Orb. Usually there are five, one per level, although certain Orbs like Ultima may have less. You level Orbs by using them. This will happen in the story, not after some set number, so there's no need to keep track of exactly how many times you use the Orb.
[Spell 1]: [Effect]
[Spell 2]: [Effect]
[Spell 3]: [Effect]
[Spell 4]: [Effect]
[Spell 5]: [Effect]
Read: If the Orb isn't high enough level to be able to cast the spell-- they should probably start at level 1, for instance-- put an * before the spell name.
**************************************************
CURRENCY SYSTEM
Star: The cheapest form of currency. This is the kind of thing you'd toss at a beggar. Used to buy cheap items, like bread, animal feed, that kind of thing.
Crescent: The most common form of currency. Equal to ten stars. My wrist hurts, and I don't want carpal tunnel, so I'll leave it at that. Suffice that it's the most common form of currency, something like a dollar bill.
Lunar: Not too common, but not too uncommon. Equal to ten crescents. Used to buy expensive things, but not outrageously so, like armor, a horse, a good-quality weapon, etc.
Solar: A rare, very expensive form of currency. Equal to ten lunars. Used to make huge purchases like an estate, an artifact, etc. A family with a few of these is considered well-off.
[ July 05, 2004, 05:23 PM: Message edited by: Prince Toad ]
Name: The character's name. This is your MAIN character. We can add more as they come up, but only one per person at the moment.
Sex: ...duh.
Age: If unrealistic (8 years old, or 800 years old) explain what the hell's going on. If it's reasonable, don't bother.
Description: Physical description of the character. Hair color, eye color, relative height and weight (not exact numbers, just like tall or skinny or whatever), clothes, weapon(s) and armor, noticeable features (scars, missing parts, whatever), things of that sort.
Personality: General personality and quirks of the character. Quiet? Bad-tempered? Drinks too much? Friendly? Lies a lot? Things like that.
Bio: A brief biography of your character's history up until now (now being after they move to the new continent but probably before the start of the Resistance, assuming the URPG group starts it). Things like family, occupation, training, special tutelage, whatever.
Weapon: Your character's primary weapon. Ex: Seron's Bow of Darkness from the original, Blazer's Krita-Yuga from Legend.
Weapon Enchantment: The weapon is allowed to have one enchantment, which can be mostly anything. Ex: The Bow of Darkness has a 50% chance to blind anyone struck by an arrow from it. (This would not be actually calcuated, EVER, but would figure into the story and battles and stuff. Remember, this is completely freeplay.)
Element: Choose from Soul, Krystal, Chill, Nature, Water, Air, Light, Fire, Ice, Mind, Earth, Darkness, Spirit.
Orb: The name and element of your character's first Orb. It will be level 1. Orbs, as you will recall, are ways of focusing magic. They have one spell per level. They gain levels by, basically, using them a lot. But remember-- don't count how much you use them or anything, just figure it into the story. Orbs usually have five levels (powerful ones like Demi or Ultima may have less). ONLY PUT THE ORB'S NAME AND ELEMENT, NOT SPELLS. Using Seron again as an example. Ex-- Orb: Shadow (Darkness). Shadow's the name, (Darkness) the element.
I think that's all we'll need.
My character:
Name: Rial Talayn
Sex: Male
Age: 20
Description: Rial is tall, broad-shouldered, and comely, with mid-length, straight, sandy hair and green eyes. He wears a light blue cloak, a red tunic and vest, and brown breeches and boots. He is somewhat strong, tough, and fast, an able fighter, but does not excel in any one aspect. He carries a normal steel longsword and shortsword in addition to a crossbow and set of bolts. He wears a mismatched set of armor: the back half of a breastplate, a greave on his right leg, half a gorget on the left side of his neck, an iron bracer on his right arm, a leather bracer on his left, a steel gauntlet on his left hand and a gray glove on his right. For reasons unknown, he believes this grants him the maximum protection and mobility. However, it doesn't really work any better than one might expect.
Personality: Rial is charismatic, outgoing, charming, bawdy, and half-mad. His eyes have a wild, almost dangerous glint in them, but perversely it seems to make him more likeable. He has a haunting, beautiful singing voice and peerless talent with his lute, which carries magical powers. He is often outspoken, but never beyond the point of tact. As he often likes to say, his voice is his greatest skill. His wits, while not completely gone, come second, so occasionally his mouth gets him into hot water.
Bio: Rial was born in Zade, the capital, to a carpenter named Halther and a whore. His father was not ashamed of his son's bastardy, however-- even on his deathbed he told of how he was seduced by Rial's mother's lovely voice and winning smile. Halther himself was a rough, stocky man. Rial gained much of his father's look and build, but his voice was all his mother's. Rial sang for a living, traveling throughout the city, the area, the country, and eventually the world on a quest for fame and recognition. He rarely had enough money for guards on the road, so he made sure to train with his swords and crossbow whenever the chance arose. The invaders came during his most prestigious performance-- on the palace steps in the capital of Teraneil. His escape remains a mystery. During the attack, he played on despite the destruction around him. Eventually, he closed his eyes and lost himself in the music of the last verse of "Song of the Slayers." In what he believes was caused by the magic of the lute, the music abruptly ended, and when he opened his eyes he was on a desolate shore on Glaseim. He wandered inland until finding an inn, the Black Cat. He earned his keep by performing daily, but has never been able to play that song again. He lived at the Black Cat until hearing of the beginnings of a Resistance. He said his farewells and left on the trail, seeking revenge for an old grudge: that performance that never ended...
Weapon: Galyeon's Lute
Weapon Enchantment: Grants the power to inspire allies. All allies become tougher, stronger, faster, and braver when Rial plays in battle. Out of battle, possesses the ability to charm people.
Element: Spirit
Orb: Melody Orb (Soul Element)
***********************************************
Rial's Orbs:
Name: Melody Orb
Element: Soul
Spells:
"Ne'er Broken": Heals a fair amount of damage for all allies. Grants courage.
*"Salt and Tears": Deals Soul damage to all enemies. May cause weaker enemies to flee.
*"The Spices of Crall": Inflicts multiple status afflictions on one enemy.
*"My Thief": Deals heavy Soul damage to one enemy. This damage heals all allies.
*"Glory": Deals Soul, Mind, Light, and Spirit damage to all enemies. Heals all allies. All allies shine a bright light for a short time. This makes them infallibly brave, as well as stronger, tougher, faster, and more agile.
************************************************
AMULET STAT SHEET
[Element] Amulet
Creature: This can be any creature, elemental, or whatever you can think of. Include a brief description.
Abilities: List the creature's abilities. I usually keep it limited to six for myself, with one move that's a little better than the rest, but you can do whatever you want. Don't go overboard though.
Also we may want to use a second one, if we're using AmulAmps, and once we get them if we are. But for now one is enough. You can post amulet stat sheet things whenever you want, really, even if you don't have it yet.
***********************************************
ORB STAT SHEET
Name: [Orb Name]
Element: [Element]
Spells: List the spells contained within the Orb. Usually there are five, one per level, although certain Orbs like Ultima may have less. You level Orbs by using them. This will happen in the story, not after some set number, so there's no need to keep track of exactly how many times you use the Orb.
[Spell 1]: [Effect]
[Spell 2]: [Effect]
[Spell 3]: [Effect]
[Spell 4]: [Effect]
[Spell 5]: [Effect]
Read: If the Orb isn't high enough level to be able to cast the spell-- they should probably start at level 1, for instance-- put an * before the spell name.
**************************************************
CURRENCY SYSTEM
Star: The cheapest form of currency. This is the kind of thing you'd toss at a beggar. Used to buy cheap items, like bread, animal feed, that kind of thing.
Crescent: The most common form of currency. Equal to ten stars. My wrist hurts, and I don't want carpal tunnel, so I'll leave it at that. Suffice that it's the most common form of currency, something like a dollar bill.
Lunar: Not too common, but not too uncommon. Equal to ten crescents. Used to buy expensive things, but not outrageously so, like armor, a horse, a good-quality weapon, etc.
Solar: A rare, very expensive form of currency. Equal to ten lunars. Used to make huge purchases like an estate, an artifact, etc. A family with a few of these is considered well-off.
[ July 05, 2004, 05:23 PM: Message edited by: Prince Toad ]