Hero

User avatar
Prince Toad
Member
Member
Posts: 11642
Joined: Fri Aug 17, 2001 1:00 am
Location: Rookery
Contact:

Hero

#1

Post by Prince Toad » Tue Jul 27, 2004 10:04 pm

On the world of Soriensia...

You are a citizen of one of six nations. You are about to become engulfed by a plot that has been in motion since before you were born. Choose your side, and write your own destiny. (Lords o' Magic ripoff!)

As you can tell, I'm hard-pressed to come up with a usual dramatic plot-intro-thing. Basically there's a big ol' world... and you're in it. Each of the six countries has its own plot. If enough people join it'd be like I'm running six different RPGs with one system instead of however many different topics within one RPG. I hope it works, it's kind of ambitious. Should be mostly story driven but I'll include options so it shouldn't get repetitive. Here's what you need to join, the sign-up forms are on the bottom. They're different for each country.

COUNTRIES

Rulos: A mountain kingdom, populated by humans and dwarves. The mines of Rulos provide more than enough metal to supply the entire nation. Rulosian warriors craft their own weapons in the Great Forge when they come of age, imparting a piece of themselves into it, which grants the weapon unique abilities for every person. The people of Rulos tend to be strong of body, if slow. The royal line of Rulos will end when the current king, an ancient dwarf named Toggan, passes away. He has chosen a successor, however.
Castis: A plainsland nation, populated by humans and elves. The lush greenery of Castis provides ample feeding and training grounds for mounts of every kind, from horses to lizards to pegasi to dragons. Castish warriors select a mount when they come of age and spend the rest of their life mastering the use of their chosen steed. The people of Castis tend to be charming, if unwise. There are three tribes in Castis: Jara, Syv, and Tustir. They generally keep to themselves, but will defend their nation in time of need; quarrels between the tribes are rare.
Quiensol: A forest kingdom, populated by elves and fairies. The ancient arts of magic are preserved through the memories and practices of the people, and they have come closer and closer to mastering this. Quiensoli choose a school of magic when they come of age, and spend the rest of their long lives training with it, passing on their knowledge to their students when they become venerable. The people of Quiensol tend to be wise, if frail. The queen, Sarilesia, is well beloved, and fiercely defending her homeland against an invasion from Beintoa.
Beintoa: An island empire, populated by humans. The fleets of Beintoa are unmatched in speed and power, and their sailors are the finest in the world. Beintoan sailors populate decks until they come of age, at which point they design their own ship (making their own or choosing from a template), which they will captain the rest of their lives. The people of Beintoa tend to be sturdy, if somewhat dim. The prince, Karrilas, is young and daring, and he currently is attempting an invasion of Quiensol to gain control of the massive amounts of lumber in their forests.
Mevlisieth: An underground consulate, populated by humans and gnomes. Their general recession from the affairs of the world has given them a chance to advance technologically far faster than anyone else; therefore they have airships, cannons, some guns, and machinery. Teams of 'Sieths are asked to invent something new when they come of age, whether it be a toy, a weapon, or a method of transportation, and this often becomes their life's work. The people of Mevlisieth tend to be intelligent, if weak. The four consuls, who usually bicker to no end, have called a temporary truce to plot an invasion of the entire world, which will shortly take place.
Zukrit: An ancient anarchy, populated by humans. The desolate landscape of Zukrit provides a depressing homeland for outlaws and rogues, who live by stealth and deception. As there is no government in this barren wasteland, there is only a universally accepted tradition when one comes of age; to join one of several shady organizations to help survive. The people of Zukrit tend to be quick, if distrusted. The organizations constantly war with each other when not planning shadowy attacks on other nations, and have never stood united.

RELATIONS

Rulos: Allied with Castis, at peace with Quiensol, at peace with Beintoa, neutral towards Mevlisieth, at war with Zukrit.
Castis: Allied with Rulos, at peace with Quiensol, at peace with Beintoa, neutral towards Mevlisieth, at war with Zukrit.
Quiensol: At peace with Rulos, at peace with Castis, at war with Beintoa, neutral towards Mevlisieth, at war with Zukrit.
Beintoa: At peace with Rulos, at peace with Castis, at war with Quiensol, neutral towards Mevlisieth, at war with Zukrit.
Mevlisieth: Neutral towards everyone.
Zukrit: At war with everyone.

STATS

Divide up 100 points between the following: Strength, Constitution, Intelligence, Wisdom, Dexterity, Charisma.

Rulos: +10 Strength, -10 Dexterity
Castis: +10 Charisma, -10 Wisdom
Quiensol: +10 Wisdom, -10 Constitution
Beintoa: +10 Constitution, -10 Intelligence
Mevlisieth: +10 Intelligence, -10 Strength
Zukrit: +10 Dexterity, -10 Charisma

Strength affects damage in battle and HP; Constitution affects HP and taking damage; Intelligence affects MP and offensive/status spell effectiveness, as well as working with technology and the chance that an invention will work; Wisdom affects MP and defensive spell effectiveness as well as resisting status and charm spells; Dexterity affects speed in battle and ability to steal and sneak; Charisma affects control over mounts, Charm spells, and how much people like you at first glance, as well as getting people to like you better and persuading them to do things

HP = Constitution x 2 + Strength. Special-P = Intelligence + Wisdom.

RACES
Human: Humans can adapt to any situation. They possess the capability to be skilled in any practice they choose, and so are the most common race throughout the lands, found everywhere but Quiensol. They have no stat changes.
Elf: Elves are graceful and magical. They are skilled with the arcane arts, and are also good with animals. They are found in Castis and Quiensol. They get +5 Dexterity, but -5 Constitution.
Dwarf: Dwarves are sturdy and stolid. They are master forgers, and legendary fighters. They are generally found only in Rulos. They get +5 Constitution, but -5 Dexterity.
Gnome: Gnomes are clever and inventive. They love working with mechanisms and pulling pranks. They are only found in Mevlisieth. They get +5 Intelligence, but -5 Strength.
Fairy: Fairies are small, winged humanoids that are adept with magic. They are fiercely protective of their forest realm. They are only found in Quiensol. They get +5 Intelligence and Wisdom, but -10 Strength.

RULOS
Name: ...
Age: 18 if human, 50 if dwarf
Sex: ...
Race: Human or dwarf.
Weapon Type: Anything medieval.
Bio: Doesn't have to be long, but this is necessary to decide your weapon's unique abilities.
House: Choose from Agrak (current Royal House, dwarven), Thundrinn (dwarven House), Gamtrek (dwarven House), Lohane (human House), Renim (human House, second most powerful), or Valeon (human House, recently formed).

CASTIS
Name: ...
Age: 14 if human, 70 if elf
Sex: ...
Race: Human or elf
Steed Type: Pretty much anything you can imagine that you might be able to ride. A horse, a lizard, a dragon, a pegasus, a nightmare, a tiger, whatever. I'll approve it.
Steed Name: ...
Weapon Type: Choose from bow, sword, lance, or axe.
Tribe: Jara, Syv, or Tustir. The three are fairly similar, but separate.
Bio: Optional.

QUIENSOL
Name: ...
Age: 100 if elf, 30 if fairy
Sex: ...
Race: Elf or fairy
School of Magic: Choose from Elemental, Charms, Status, Healing, Protection, or Summoning.
Spells: Create two of your own (just the effects, not the numbers) and choose three from your school's list.
Bio: Optional.

BEINTOA
Name: ...
Age: 28
Sex: ...
Race: Human
Weapon Type: Choose from bow, sword, or axe.
Ship Type: Choose from (smallest to largest): dromon, galley, carrack, cog, ballistaire, Prince Alarin. Dromons and galleys are small, light, fast ships, suitable only for bowmen; carracks and cogs are medium ships that use rams as well as holding many archers; ballistaires hold four ballistas; Prince Alarins hold two massive ballistas and a turnable catapult. Alternatively, you may design your own. If you wish to, ask me, and I'll give you the form for that.
Ship Name: ...
Bio: Optional.

MEVLISIETH
Name: ...
Age: 24 if human, 40 if gnome
Sex: ...
Race: Human or gnome
Weapon Type: Choose from gun, chain-sword (like Ivy from SC2), cannon (only on airships), crossbow, or invention (your invention is a portable weapon).
Invention: Choose what invention your team is working on. I'll have to okay it.
Team: 'Sieths work in teams of four. Choose names and races for your team.
Bio: Optional.

ZUKRIT
Name: ...
Age: Choose an age. Should be less than 25.
Sex: ...
Race: Human
Weapon Type: Can be pretty much anything medieval.
Organization: Choose from (smallest to largest) Black Cats, Nightcrawlers, Red Daggers, Silent Arrows, Dark Alliance, or Third Diamonds. There are others, but these are the only ones you can join.
Bio: Optional.

I'll give the spell list if anyone joins Quiensol.

[ August 10, 2004, 08:28 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom

^Proud member of the Circum-flex Revolution!

User avatar
KirbyBoy2000
Member
Member
Posts: 6090
Joined: Wed Jul 05, 2000 1:00 am

#2

Post by KirbyBoy2000 » Sat Jul 31, 2004 2:03 am

QUIENSOL
Name: Sebille
Age: 30
Sex: Female
Race: Fairy
School of Magic: Summoning.
Spells: List first, then spells.
Bio: Optional, and so it shall stay.

Stats
Strength: 10(-10)
Constitution:35(-10)
Intelligence:20(+5)
Wisdom:10(+10,+5)
Dexterity:15
Charisma:10

User avatar
[sage]
Member
Member
Posts: 18311
Joined: Wed Dec 20, 2000 2:00 am
Location: Florida
Contact:

#3

Post by [sage] » Sat Jul 31, 2004 2:08 am

MEVLISIETH
Name: Marcus
Age: 24
Sex: male
Race: Human
Weapon Type: Gun (plan on using my invention when I finish it)
Invention: Exploding bullets (also grenade type weapon and grenade launcher) if thats too much just the exploding bullets
Team: Aika (human, female) Danovar (gnome, Male) Miaka (gnome, Female)
Bio: Marcus's childhood was pretty peaceful and ordinary. Seeing the other countries in the world, makes him wish to keep this peace. So, in order to give the nation more power to defend themselves, he wishes to develop better weapons technology. Plus he's always been a huge fan of fireworks, so these combine his two interests in a way. Look wise, he's somewhat tall, sorta slender. He doesn't really have a dress style, he just wears comfortable and practical clothing. He usually wears pouches stuffed with ammo, and his gun within reach.

Personality wise, he's very curious, almost to the extent of the gnome race. He's smart and kind. He also gets a kick out of explosions, a very child like joy.

Stats

Str: 20 (10)
Dex: 20
Con: 10
Int: 30 (40)
Wis: 10
Cha: 10
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.

User avatar
Prince Toad
Member
Member
Posts: 11642
Joined: Fri Aug 17, 2001 1:00 am
Location: Rookery
Contact:

#4

Post by Prince Toad » Sat Jul 31, 2004 5:49 pm

Changed something-- each country has its own MP-type thing.

Rulos: EP (energy points)
Castis: RP (riding points)
Quiensol: MP (magic points)
Beintoa: NP (navigation points)
Mevlisieth: TP (technology points)
Zukrit: SP (stealth points)

Reason for this is because only Quiensol uses magic. For others, you'll learn skills from various places that use these points. These skills and their effects will vary from country to country, obviously.

Here's the spell list; KB, you use the bottom one.

SPELLS
Elemental
Fire Specialization: +1 Power Rank to all fire spells; gain a bonus fire spell every five levels (created or from the list). Automatic. Only one specialization may be chosen.
Fire A: Deals minor fire damage to one enemy. 5 MP.
Fire B: Deals moderate fire damage to one enemy. 15 MP.
Fire C: Deals major fire damage to one enemy. 40 MP.
Fire Field: Deals minor fire damage to all enemies. 10 MP.
Flame Field: Deals moderate fire damage to all enemies. 25 MP.
Cauterize: Chance to heal status effects. 10 MP.
Sear: Deals moderate fire damage to one enemy, and has a high chance to burn. 25 MP.
Inferno: Deals major fire damage to all enemies, and has a chance to burn. 70 MP.
Ice Specialization: +1 Power Rank to all ice spells; gain a bonus ice spell every five levels (created or from the list). Automatic. Only one specialization may be chosen.
Ice A: Deals minor ice damage to one enemy. 5 MP.
Ice B: Deals moderate ice damage to one enemy. 15 MP.
Ice C: Deals major ice damage to one enemy. 40 MP.
Sleet: Deals minor ice damage to all enemies. 10 MP.
Snowstorm: Deals moderate ice damage to all enemies. 25 MP.
Freeze: High chance to freeze one enemy. 25 MP.
Chill: High chance to lower all enemies' stats by 5 per PR. 30 MP.
Blizzard: Deals moderate ice damage to all enemies; chance to freeze; chance to lower all stats by 5 per PR. 70 MP.
Earth Specialization: +1 Power Rank to all earth spells; gain a bonus earth spell every five levels (created or from the list). Automatic. Only one specialization may be chosen.
Earth A: Deals minor earth damage to one enemy. 5 MP.
Earth B: Deals moderate earth damage to one enemy. 15 MP.
Earth C: Deals major earth damage to one enemy. 40 MP.
Tremor: Deals minor earth damage to all enemies. 10 MP.
Quake: Deals moderate earth damage to all enemies. 25 MP.
Shift: High chance to stun all enemies. 30 MP.
Split: Deals high earth damage to all enemies; however, can be negated if enemy is fast enough. 50 MP.
Entomb: Chance to instakill one enemy. 60 MP.
Water Specialization: +1 Power Rank to all water spells; gain a bonus water spell every five levels (created or from the list). Automatic. Only one specialization may be chosen.
Water A: Deals minor water damage to one enemy. 5 MP.
Water B: Deals moderate water damage to one enemy. 15 MP.
Water C: Deals major water damage to one enemy. 40 MP.
Torrent: Deals minor water damage to all enemies. 10 MP.
Tidal Wave: Deals moderate water damage to all enemies. 25 MP.
Riptide: Chance to stun all enemies. 25 MP.
Whirlpool: If successful, deals moderate water damage to one enemy several turns in succession; only needs to be cast once, then caster can take other actions. 35 MP.
Tsunami: Deals moderate water damage to all enemies. Chance to stun. 50 MP.
Wind Specialization: +1 Power Rank to all wind spells; gain a bonus wind spell every five levels (created or from the list). Automatic. Only one specialization may be chosen.
Wind A: Deals minor wind damage to one enemy. 5 MP.
Wind B: Deals moderate wind damage to one enemy. 15 MP.
Wind C: Deals major wind damage to one enemy. 40 MP.
Zephyr: Deals minor wind damage to all enemies. 10 MP.
Gust: Deals moderate wind damage to all enemies. 30 MP.
Gale: Deals minor wind damage, and chance to stun, disarm, and/or dismount all enemies. 40 MP.
Tornado: Deals moderate wind damage to one enemy, and dazes. 30 MP.
Hurricane: Deals major wind damage to all enemies. 60 MP.
Bolt Specialization: +1 Power Rank to all bolt spells; gain a bonus bolt spell every five levels (created or from the list). Automatic. Only one specialization may be chosen.
Bolt A: Deals minor bolt damage to one enemy. 5 MP.
Bolt B: Deals moderate bolt damage to one enemy. 15 MP.
Bolt C: Deals major bolt damage to one enemy. 40 MP.
Shock Field: Deals minor bolt damage to all enemies. 10 MP.
Electrofield: Deals moderate bolt damage to all enemies. 25 MP.
System Shock: High chance to paralyze one enemy. 20 MP.
Lightning: Deals moderate bolt damage and chance to paralyze one enemy. 35 MP.
Thunder Storm: Deals moderate bolt damage to all enemies, and chance to paralyze all enemies. 55 MP.
Charms
Enchant: Chance to improve someone's disposition towards you out of battle. 10 MP.
Goldcharm: High chance to improve someone's disposition towards you out of battle. 20 MP.
First Sight: Chance to make one enemy fight for your side for two turns per PR. 25 MP.
Divine Appearance: Chance to make all enemies fight for your side for two turns per PR. They will fight each other, even if more than one switch. 45 MP.
Amnesia: Makes someone forget something of your choice that recently occurred. 20 MP.
Control: Chance to put one person entirely under your control for an hour per PR, or until you take a hostile action towards him/her. Works the same as First Sight in battle. 30 MP.
Divine Aura: Chance to put three people per PR entirely under your control for an hour per PR, or until you take a hostile action towards them. If any of the ones already under control break the spell, all do. Works the same as Divine Appearance in battle. 55 MP.
Master's Hand: Charms one animal or beast. If it is a Castish steed, chance to work depends on yours and the steed's master's PR and Charisma. 15 MP.
Swarm Guide: Charms four animals or beasts per PR, or a hundred insects per PR. Cannot be used on Castish steeds. 40 MP.
Illusion, Self: Magically changes caster's appearance for an hour per PR. Accuracy depends on caster's knowledge of what caster is changing to, if applicable. 20 MP.
Illusion, Other: Magically changes one target's appearance for an hour per PR. Accuracy depends on caster's knowledge of what caster is changing target to, if applicable. 25 MP.
Illusion, Live: Magically creates one illusionary body, such as a person, plant, or animal. Caster does not need to concentrate on it for it to take normal actions, unless caster does not know what its actions would normally be. If illusion is hit, it disappears. 35 MP.
Illusion, Field: Magically changes the look of a large area for 20 minutes per PR. Size is 100 yards per PR. 45 MP.
Status
Poison: Chance to poison one enemy. 10 MP.
Burn: Chance to burn one enemy. 15 MP.
Freeze: Chance to freeze one enemy. 25 MP.
Daze: Chance to daze one enemy. 5 MP.
Stun: Chance to stun one enemy. 15 MP.
Paralyze: Chance to paralyze one enemy. 30 MP.
Blind: Chance to blind one enemy. 15 MP.
Silence: Chance to silence one enemy. 15 MP.
Disable: Chance to half one enemy's Strength. Does not stack. Negates Bull. 25 MP.
Soften: Chance to half one enemy's Constitution. Does not stack. Negates Horse. 25 MP.
Thoughtstrike: Chance to half one enemy's Intelligence. Does not stack. Negates Think. 25 MP.
Pierce: Chance to half one enemy's Wisdom. Does not stack. Negates Know. 25 MP.
Slow: Chance to half one enemy's Dexterity. Does not stack. Negates Haste. 25 MP.
Bewilder: Chance to half one enemy's Charisma. Does not stack. Negates Wit. 25 MP.
Stop: Chance to stop one enemy. 35 MP.
Bull: Increases one ally's Strength by x1.5. Does not stack. Negates Disable. 20 MP.
Horse: Increases one ally's Constitution by x1.5. Does not stack. Negates Soften. 20 MP.
Think: Increases one ally's Intelligence by x1.5. Does not stack. Negates Thoughtstrike. 20 MP.
Know: Increases one ally's Wisdom by x1.5. Does not stack. Negates Pierce. 20 MP.
Haste: Increases one ally's Dexterity by x1.5. Does not stack. Negates Slow. 20 MP.
Wit: Increases one ally's Charisma by x1.5. Does not stack. Negates Bewilder. 20 MP.
Dispel: Dispels most status effects for an ally. Does not dispel poison, burn, or freeze. 35 MP.
Berserk: Chance to make one enemy go berserk. 15 MP.
Confuse: Chance to confuse one enemy. 25 MP.
Pandora: Causes up to three status effects per PR. 40 MP.
Healing
Cure: Heals a minor amount of damage for one ally. 5 MP.
Heal: Heals a moderate amount of damage for one ally. 15 MP.
Restore: Heals a major amount of damage for one ally. 35 MP.
Mend: Heals all damage for one ally. 50 MP.
White Breeze: Heals a minor amount of damage for all allies. 10 MP.
White Wind: Heals a moderate amount of damage for all allies. 25 MP.
White Gale: Heals a major amount of damage for all allies. 45 MP.
Antidote: Cures poison, confuse, blind, and silence. 5 MP.
Soothe: Cures burn, freeze, and berserk. 5 MP.
Jolt: Cures daze, stun, paralyze, slow, and stop. 10 MP.
Panacea: Cures all status effects. 35 MP.
Repair: Heals all stat damage. 25 MP.
Remember: Negates Amnesia. 10 MP.
Alliance: Negates Charm spells. 35 MP.
Revive: Brings one ally back to life with half their HP. 40 MP.
True Revive: Brings one ally back to life with all their HP. 60 MP.
Protection
Barrier: Blocks 25 damage per PR for one ally. After that it is destroyed. 10 MP.
High Barrier: Blocks 40 damage per PR for one ally. After that it is destroyed. 30 MP.
Great Barrier: Blocks 25 total damage per PR for all allies. After that it is destroyed. 15 MP.
Holy Barrier: Blocks 40 total damage per PR for all allies. After that it is destroyed. 40 MP.
Stone Skin: Blocks 25% of all physical damage for two turns per PR for one ally. 15 MP.
Iron Skin: Blocks 50% of all physical damage for two turns per PR for one ally. 35 MP.
Steel Skin: Blocks 75% of all physical damage for two turns per PR for one ally. 50 MP.
Glass Skin: Blocks 25% of all magical damage for two turns per PR for one ally. 10 MP.
Crystal Skin: Blocks 50% of all magical damage for two turns per PR for one ally. 30 MP.
Diamond Skin: Blocks 75% of all magical damage for two turns per PR for one ally. 45 MP.
Ward: Protects against one status effect for the entire battle for one ally. After used, it is destroyed. 10 MP.
Spirit Ward: Protects against all status effects for two turns per PR for one ally. 20 MP.
Fire Ward: Blocks all fire damage for two turns per PR for one ally. 15 MP.
Ice Ward: Blocks all ice damage for two turns per PR for one ally. 15 MP.
Earth Ward: Blocks all earth damage for two turns per PR for one ally. 15 MP.
Water Ward: Blocks all water damage for two turns per PR for one ally. 15 MP.
Wind Ward: Blocks all wind damage for two turns per PR for one ally. 15 MP.
Bolt Ward: Blocks all bolt damage for two turns per PR for one ally. 15 MP.
Great Shield: Mostly protects an entire vehicle or vessel from attack for ten minutes per PR. 40 MP.
Divine Ward: Blocks 75% of all damage and guards against all status effects for one ally for five turns per PR. 70 MP.
Summoning
Uller: Deals minor ice damage to one enemy. 5 MP.
Aegir: Deals moderate water damage to one enemy. 15 MP.
Neptune: Blocks all fire damage for two turns per PR for one ally. 15 MP.
Vulcan: Repairs one vehicle, item, or structure. 15 MP.
Bes: Chance to blind one enemy. 15 MP.
Tyr: Raises Strength of all allies by 10 per PR. 20 MP.
Hercules: Increases one ally's Strength by x1.5. Does not stack. Negates Disable. 20 MP.
Bast: Increases one ally's Charisma by x1.5. Does not stack. Negates Bewilder. 20 MP.
Loki: Confuses all opponents. 25 MP.
Heimdall: Deafens all opponents. 25 MP.
Imhotep: Heals a moderate amount of damage for all allies. 25 MP.
Venus: Chance to put one person entirely under your control for an hour per PR, or until you take a hostile action towards him/her. Works the same as First Sight in battle. 30 MP.
Surtur: Deals moderate fire damage to all enemies. 30 MP.
Thrym: Deals moderate ice damage to all enemies. 30 MP.
Minerva: Blocks 50% of all damage for one ally. 40 MP.
Diana: Charms four animals or beasts per PR, or a hundred insects per PR. Cannot be used on Castish steeds. 40 MP.
Apep: Deals major earth damage to one enemy. 40 MP.
Ares: Deals major wind damage to one enemy. 40 MP.
Janus: Magically changes the look of a large area for 20 minutes per PR. Size is 100 yards per PR. 45 MP.
Isis: Chance to make all enemies fight for your side for two turns per PR. They will fight each other, even if more than one switch. 45 MP.
Balder: Doubles Charisma of all allies for two hours per PR. Cannot be negated. 50 MP.
Nephthys: Brings one ally back to life with all HP and MP. 50 MP.
Apollo: Heals a major amount of damage for all allies and negates Charm spells. 60 MP.
Thor: Deals major bolt and physical damage to all enemies. 60 MP.
Osiris: Kills one opponent. 70 MP.
Ra: Deals major fire damage to all enemies, and blinds and stuns all enemies. 75 MP.
Odin: Heals a major amount of damage for all allies, and doubles all stats of all allies. 75 MP.
Jupiter: Deals major bolt damage to all enemies; stops one random enemy; lowers all enemies' stats by 50%. 75 MP.

KB, don't forget to make two spells.

Marth, I'll have your topic up shortly.

[ July 31, 2004, 04:58 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom

^Proud member of the Circum-flex Revolution!

User avatar
KirbyBoy2000
Member
Member
Posts: 6090
Joined: Wed Jul 05, 2000 1:00 am

#5

Post by KirbyBoy2000 » Sat Jul 31, 2004 10:52 pm

Uller, Aegir, Neptune
Sprite: Heals some HP to an ally, may cure minor statuses as well.
Fire Snake: Deals some fire damage, hits for the next 2 turns after casting for half damage per hit.

This good enough?

User avatar
Prince Toad
Member
Member
Posts: 11642
Joined: Fri Aug 17, 2001 1:00 am
Location: Rookery
Contact:

#6

Post by Prince Toad » Sat Jul 31, 2004 11:19 pm

Yeah, I'll post in a second.
Prince Toad, the shroom-o-doom

^Proud member of the Circum-flex Revolution!

User avatar
Parrakarry
Member
Member
Posts: 10680
Joined: Sun Apr 08, 2001 1:00 am
Been thanked: 1 time
Contact:

#7

Post by Parrakarry » Sun Aug 08, 2004 12:11 pm

MEVLISIETH
Name: Bobbo
Age: 24
Sex: Male
Race: Human
Weapon Type: Sword
Invention: A sword that can fire bullets (essentially a swordgun thing.)
Team: Aluna (human, female), Blorg (gnome, male), Syfer (human, male).
Bio: Too tired to make bio today. [img]tongue.gif[/img]
STATS
Strength: 30
Constitution: 10
Intelligence: 30
Wisdom: 10
Dexterity: 10
Charisma: 10

[ August 08, 2004, 04:08 PM: Message edited by: ^Parrakarry ]
Video Gamerz Network boards will be back up shortly after a change of hosting. Thanks for not caring.

<a href=\"http://www.vgf.com/cgi-bin/ubb/ubbcgi/u ... 352#000005\" target=\"_blank\">Play the PC Forum Caption Contest damnit.</a>

User avatar
Prince Toad
Member
Member
Posts: 11642
Joined: Fri Aug 17, 2001 1:00 am
Location: Rookery
Contact:

#8

Post by Prince Toad » Sun Aug 08, 2004 4:12 pm

You forgot stats.
Prince Toad, the shroom-o-doom

^Proud member of the Circum-flex Revolution!

Lord Umbra
Member
Member
Posts: 1687
Joined: Fri Jun 14, 2002 1:00 am
Location: Tangiers
Contact:

#9

Post by Lord Umbra » Tue Aug 10, 2004 2:44 pm

Castis
Name: Tym
Age: 14
Sex: Male, as usual
Race: Human, as you can tell by the age
Steed Type: Phoenix
Steed Name: Ged
Weapon Type: Lance
Tribe: Syv
Bio: Mother was murdered when he was a young child, and just a year ago his father fell from her steed in a freak accident. Err. Yeah. I'm kinda empty right now. Anyhow, congrats on your modship.

Strength: 20
Constitution: 20
Intelligence: 10
Wisdom: 15
Dexterity: 15
Charisma:20

[ August 10, 2004, 02:01 PM: Message edited by: Lord Umbra ]
\"Be kind to your neighbor. He knows where you live.\"
- Anon.

ZIPPYDIPPY19
Member
Member
Posts: 2665
Joined: Sun Jan 07, 2001 2:00 am
Location: Ohio
Contact:

#10

Post by ZIPPYDIPPY19 » Tue Aug 10, 2004 8:35 pm

ZUKRIT
Name: Krow
Age: 19
Sex: Male
Race: Human
Weapon Type: Bow
Organization: Silent Arrows

Bio: Krow was a cast away as a child, misunderstood and discriminated against because of his gray-toned skin and dark eyes. Because of this, he grew up alone, toughening himself up as his skills improved. After growing in both age and experience, he was hired on as an assassin by a rich nobleman, and after several excellent jobs the Silent Arrows quickly took notice of his superior abilities with a bow. Since that day he has found comfort in the guild house of The Silent Arrows, taking jobs that no other thieves would dare attempt as a sort of gratitude to the guild leader for taking him in.

Personality: Krow sticks to the shadows, and refrains from confrontation/conversation whenever possible. He holds a deep grudge to all of the more egotistical of the races, mainly humans and elves, for casting an eye of prejudice over him during his childhoof merely because he looked quite different.

Strength: 15
Dexterity: 25 (35)
Constitution: 15
Wisdom: 15
Intelligence: 10
Charisma: 20 (10)

[ August 10, 2004, 11:17 PM: Message edited by: Zippy ]
Yeah.

Still don\'t care.

User avatar
Prince Toad
Member
Member
Posts: 11642
Joined: Fri Aug 17, 2001 1:00 am
Location: Rookery
Contact:

#11

Post by Prince Toad » Tue Aug 10, 2004 9:51 pm

^You have 45 HP, and you didn't need to put that, but alright, whatever.

Also, you can't have Longbow as a weapon type. I'm just using Bow. You can start with a Shortbow (the cheapest Bow) and the usual 100 gold, or I can give you an actual longbow (much better than a Shortbow) to suit your character, but you won't start with any gold. It's up to you.

[ August 10, 2004, 09:43 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom

^Proud member of the Circum-flex Revolution!

User avatar
Prince Toad
Member
Member
Posts: 11642
Joined: Fri Aug 17, 2001 1:00 am
Location: Rookery
Contact:

#12

Post by Prince Toad » Tue Aug 10, 2004 11:09 pm

And LU, pick two Fire spells and two Healing spells for Mr. Phoenix, and make one of each up. He automatically gets Fire Specialization as well, which is a good thing for you.
Prince Toad, the shroom-o-doom

^Proud member of the Circum-flex Revolution!

Lord Umbra
Member
Member
Posts: 1687
Joined: Fri Jun 14, 2002 1:00 am
Location: Tangiers
Contact:

#13

Post by Lord Umbra » Tue Aug 10, 2004 11:30 pm

Flame Field
Sear

Revive
White Gale

Healing Spell
Curative Touch: Tym gains a random number of hp.

Fire Spell
Burnt Force: One of those crazy hell of a lot of damage to one person even though I only have 15 riding points spells.

[ August 11, 2004, 04:58 AM: Message edited by: Lord Umbra ]
\"Be kind to your neighbor. He knows where you live.\"
- Anon.

User avatar
Prince Toad
Member
Member
Posts: 11642
Joined: Fri Aug 17, 2001 1:00 am
Location: Rookery
Contact:

#14

Post by Prince Toad » Tue Aug 10, 2004 11:46 pm

Mount spells use the mount's MP. The Phoenix has a crapload, so don't worry.

Pick two spells from the list AND make one of each up. So just pick another one of each from the list. Silly LU.
Prince Toad, the shroom-o-doom

^Proud member of the Circum-flex Revolution!

ZIPPYDIPPY19
Member
Member
Posts: 2665
Joined: Sun Jan 07, 2001 2:00 am
Location: Ohio
Contact:

#15

Post by ZIPPYDIPPY19 » Wed Aug 11, 2004 12:08 am

Uh, ok, I'll just take the shortbow... and the HP was a typo, sorry.
Yeah.

Still don\'t care.

Lord Umbra
Member
Member
Posts: 1687
Joined: Fri Jun 14, 2002 1:00 am
Location: Tangiers
Contact:

#16

Post by Lord Umbra » Wed Aug 11, 2004 5:59 am

Edited my spell list.
\"Be kind to your neighbor. He knows where you live.\"
- Anon.

User avatar
KirbyBoy2000
Member
Member
Posts: 6090
Joined: Wed Jul 05, 2000 1:00 am

#17

Post by KirbyBoy2000 » Tue Sep 07, 2004 7:30 pm

CASTIS
Name: Kaden
Age: 14
Sex: Male
Race: Human
Steed Type: Griffin.
Steed Name: Gavan.
Weapon Type: Sword
Tribe: Jara.
Bio: A swordsman from Castis, He had his mount with him since both he and it were young. He is fairly strong, however is unwise like most people in Castis.

HP:70
RP:15

Strength:20
Constitution:25
Intelligence:10
Wisdom:15(5)
Dexterity:10
Charisma:20(30)

User avatar
Prince Toad
Member
Member
Posts: 11642
Joined: Fri Aug 17, 2001 1:00 am
Location: Rookery
Contact:

#18

Post by Prince Toad » Sun Sep 12, 2004 10:54 pm

Eh... just saying, you don't get a mount until you come of age. I guess I can make an exception if you really want, but it'd be pretty unusual. What do you want?
Prince Toad, the shroom-o-doom

^Proud member of the Circum-flex Revolution!

User avatar
KirbyBoy2000
Member
Member
Posts: 6090
Joined: Wed Jul 05, 2000 1:00 am

#19

Post by KirbyBoy2000 » Sun Sep 12, 2004 10:58 pm

Eh. Ignore that part of the bio then I suppose.

User avatar
Prince Toad
Member
Member
Posts: 11642
Joined: Fri Aug 17, 2001 1:00 am
Location: Rookery
Contact:

#20

Post by Prince Toad » Sun Sep 12, 2004 11:04 pm

Gonna add something else or just leave it as it is? It's fine, you'll be in the big ol' Castis plot anyway.
Prince Toad, the shroom-o-doom

^Proud member of the Circum-flex Revolution!

Locked