The Conquerors: Legends Unfold
Posted: Tue Jan 04, 2005 2:58 am
"There is nothing impossible to him who will try." - Alexander the Great
All men are born to become great, but it is those bold enough to follow their dreams that will truly become that which they should. But now, the people need a person who can lead them to greatness. The time has come...
With a fierceness in their eyes and an uncanny vision for the future, the time for a leader has come. The steps to their destiny have been pathed, and now they must walk it.
THE CURRENT KNOWN WORLD...
is at war! It is up to you to rise up, gather your resources, and become the naturally born leader you are supposed to be!
There are 2 continents at war. The Eastern kingdom of Kathoul is home of the so-called barbaric raiders. The Western kingdom of Eisodymia is a bit more sophisticated and has more noble blood throughout the land. You must choose one of these continents to start from.
THE STORY SO FAR
The Great War had come to a stalemate. Both sides economic levels had dropped dramatically, and the war could not go on without both empires being destroyed. After seven years of fighting, there was a single fight that changed the tide of war that day. In the middle of both empires, on the uninhabitated island continent Sterystes, a great battle was fought. Winning the continent of Sterystes is a decsivie factor in the war, so both sides fought aggresively. You decide how the battle ends.
Here's a few maps of the world.
Detailed Map (Contains key cities and battlezones)
No Details
--
Just fill in all of the information below to signup.
Name: Your character's name.
Age: Your character's age.
Sex: Your character's gender, male/female only please.
Empire: Choose either the barbaric empire of Kathoul, or the civilized kingdom of Eisodymia.
Home Capitol City: Please look at the map and choose one of the 3 capitol cities on either continent.
Bio: Explain your character a bit. Be sure to include how and why they got involved in the war effort, then it will help me make a better introduction story for your character.
Social Level: Here is what you can choose from and their pros/cons. Some may not have an advantage or disadvantage to them. As you play throughout the game, you may move up or down in the ranks depending on the actions you take and the attention you draw from others.
Wanderer: A wanderer is rarely known by people, if at all. They are generally poor and ignored people. Some royalty choose to escape their lives and become wanderers.
Pros: They will have less attention drawn to them for their doings. They have almost no assassination attempts on them because they are hardly known.
Cons: You will start with barely enough to live off of, and close to no money. Teammates are not quick to befriend a Wanderer.
Mercenary: A mercenary is a warrior for hire. They are well known as a group, but not many mercenaries are known for their deeds.
Pros: You will be looked at as an able warrior and will often be hired rather easily. You start off with decent money.
Cons: You aren't too trusted and are expendable by most generals, and they would prefer a military trained soldier to you any day of the week.
Trained Soldier: You are a soldier in a military. You have been in some pretty harsh battles and have began to start a reputation around some of the locals.
Pros: You will start off with a good inventory of money and equipment. You are trusted by most and hated by few.
Cons: There may be a couple of jealous people around you that may attempt to endanger you, but nothing serious.
General: You are a veteran war hero, you have quite the reputation in many places. Some people love you, some people hate you.
Pros: You start off with a large amount of money and a small unit.
Cons: Some people want you dead, but it's not too bad.
Royalty: You are a rich and wealthy person. Whether you are a prince or princess, or just a relative of one, you are royalty. You are used to having money and some servants as well.
Pros: You start off with a lot of money, you also get a good number of trained units.
Cons: Your large amount of wealth and high political stature will make getting to certain places hard. A handful of people will want you dead too, and some of your closest friends may not even be trusted.
Split 1800 between the following stats.
HP: HP stands for "Hit Points". It is an important stat in that it keeps you alive, and when you are reduced to 0 or less HP, you lose.
EP: EP stands for "Energy Points". EP is used for energy based abilites. You recover 20% of your EP on each of your turns. (IMPORTANT NOTE: You can only have a max of 1000 energy from stats. Energy regeneration will play a big role in the game, if your character uses many energy moves. Also note that energy recovering items are much harder to find than mana recovering items.)
MP: MP stands for "Mana Points" MP is used for magic based abilites. There is no natural MP recovery other than Spirit.
Split 1400 between the following stats.
Attack: Your physical attack strength, most basic characters try to have a high attack strength, but some of the more advanced will opt to neglect this and make a more interesting build. I compare this directly to "Defense" when determining damage from a non-magic attack. (Physical attacks have a small chance to deal double damage, this effect is called "Critical Strike".)
Defense: Your physical defense rating. I compare this to "Attack" to determine damage from a non-magic attack.
Magic Attack: Your magical attack strength. Most abilities that require mana use Magic Attack. If you are a pure physical character you can leave this stat out. I compare this directly to "Defense" when determining damage from a magic attack. (Magical attacks have a relatively low chance to ignore an enemie's Magic Defense/barriers completely, this effect is called "Arcane Break".)
Magic Defense: This stat determines how much you can defend against magical damage. I compare this directly to "Magic Attack" when determining damage from a magic attack.
Speed: Determines who gets the first move in combat. After each turn, I will roll to see if you can take an additional turn. Having a high speed will increase your chance to win this roll. This effect is called "Haste" (Note: The additional turn could turn the tide of battle if you are lucky enough to get it, however the % is pretty low, so putting too many points into Speed and neglecting the rest is not a recommended idea!)
Stamina: Increases your EP regeneration by 2% for every 100 points, to a max of +30%.
Spirit: Increases your MP regeneration by 1% for every 100 points.
Weapon Types: Choose your melee and ranged weapon types. Swords, axes, polearms, bows, etc.
Weapons of Choice: Please choose your specific weapons (melee/ranged) of choice, such as Rapier, Halbred, Small Ballista Crossbow, Dreamweave Dagger, etc. You basically make your ideal weapon. It can get very specific.
ABILITIES
You can have as many abilities as you wish, and they can be anything you would like. Put them into groups going from level 1-10, or lower if you can't think of that many abilities). You may have a max of 3 level 1 abilities, everything else is up to you. You may have up to one overdrive per ability level.
There are two types of abilities, and there are different variations within these types. Please indicate what type of ability it is when you post it.
Energy Based (EB) Abilities: These type of abilities consume EP, not MP.
Combo Point (CP) Abilties: If an energy based ability awards a combo point, please indicate that as well. Be aware that if you choose to make one of your abilities award a combo point, it's cost will generally go up.
Finishing Move (FM) Abilities: An energy based ability that costs 1-5 combo points to use. It doesn't cost any energy, it only takes combo points to pull off.
Magic Based (MB) Abilties: These type of abilities consume MP, not EP.
Overdrives (OD): These are insanely powerful attacks that you can do once your OD gauge has been filled. It gets filled by taking damage.
--
Clarification on the Combo Point (CP) System
This game uses a combo point system for some of the attacks. It is an interesting approach to make physical combat a little more involved and entertaining. Please note that magic attacks don't use this system so none of this applies to magic-based abilites.
Q: What is a combo point?
A: A combo point (CP) is a special effect of certain abilities.
Q: Where do I get 'em?
A: If an ability is energy based and indicates that it awards combo points if done properly, then you will get awarded 1 combo points.
Q: How many combo points can I have at once?
A: You can have a total of 5 combo points at any one time.
Q: So uh...what do they do?
A: Combo points are used with "Finishing Moves". The more combo points you have while you use your "Finishing Move" the greater the effect will be.
Q: What's a "Finishing Move"?
A: A finishing move is a special ability that drains all of one's combo points. Here are 2 examples of finishing moves:
1) Power Attack (Finishing Move): Deals 100 damage to one enemy. Adds more for each combo point attained.
1 CP: +50 Damage
2 CP: +75 Damage
3 CP: +150 Damage
4 CP: +200 Damage
5 CP: +500 damage
2) Dominate (Finishing Move): Deals normal weapon damage and then does a variety of effects depending upon the number of combo points.
1 CP: Poisons enemy, 50 damage every turn, lasts 4 turns.
2 CP: Stuns enemy in place for 3 turns.
3 CP: Confuses enemy for 3 turns, enemy has a 40% chance to attack themselves each turn.
4 CP: Drains all of an enemies mana.
5 CP: Adds an extra 400 damage to your attack, causes enemy to be silenced for 5 turns.
--
Thanks for taking a gander at my topic. I hope you enjoy it. I will put up your individual topics once you sign-up, as well as a stat topic and a lobby.
[ January 11, 2005, 06:24 PM: Message edited by: Wahsapa ]
All men are born to become great, but it is those bold enough to follow their dreams that will truly become that which they should. But now, the people need a person who can lead them to greatness. The time has come...
With a fierceness in their eyes and an uncanny vision for the future, the time for a leader has come. The steps to their destiny have been pathed, and now they must walk it.
THE CURRENT KNOWN WORLD...
is at war! It is up to you to rise up, gather your resources, and become the naturally born leader you are supposed to be!
There are 2 continents at war. The Eastern kingdom of Kathoul is home of the so-called barbaric raiders. The Western kingdom of Eisodymia is a bit more sophisticated and has more noble blood throughout the land. You must choose one of these continents to start from.
THE STORY SO FAR
The Great War had come to a stalemate. Both sides economic levels had dropped dramatically, and the war could not go on without both empires being destroyed. After seven years of fighting, there was a single fight that changed the tide of war that day. In the middle of both empires, on the uninhabitated island continent Sterystes, a great battle was fought. Winning the continent of Sterystes is a decsivie factor in the war, so both sides fought aggresively. You decide how the battle ends.
Here's a few maps of the world.
Detailed Map (Contains key cities and battlezones)
No Details
--
Just fill in all of the information below to signup.
Name: Your character's name.
Age: Your character's age.
Sex: Your character's gender, male/female only please.
Empire: Choose either the barbaric empire of Kathoul, or the civilized kingdom of Eisodymia.
Home Capitol City: Please look at the map and choose one of the 3 capitol cities on either continent.
Bio: Explain your character a bit. Be sure to include how and why they got involved in the war effort, then it will help me make a better introduction story for your character.
Social Level: Here is what you can choose from and their pros/cons. Some may not have an advantage or disadvantage to them. As you play throughout the game, you may move up or down in the ranks depending on the actions you take and the attention you draw from others.
Wanderer: A wanderer is rarely known by people, if at all. They are generally poor and ignored people. Some royalty choose to escape their lives and become wanderers.
Pros: They will have less attention drawn to them for their doings. They have almost no assassination attempts on them because they are hardly known.
Cons: You will start with barely enough to live off of, and close to no money. Teammates are not quick to befriend a Wanderer.
Mercenary: A mercenary is a warrior for hire. They are well known as a group, but not many mercenaries are known for their deeds.
Pros: You will be looked at as an able warrior and will often be hired rather easily. You start off with decent money.
Cons: You aren't too trusted and are expendable by most generals, and they would prefer a military trained soldier to you any day of the week.
Trained Soldier: You are a soldier in a military. You have been in some pretty harsh battles and have began to start a reputation around some of the locals.
Pros: You will start off with a good inventory of money and equipment. You are trusted by most and hated by few.
Cons: There may be a couple of jealous people around you that may attempt to endanger you, but nothing serious.
General: You are a veteran war hero, you have quite the reputation in many places. Some people love you, some people hate you.
Pros: You start off with a large amount of money and a small unit.
Cons: Some people want you dead, but it's not too bad.
Royalty: You are a rich and wealthy person. Whether you are a prince or princess, or just a relative of one, you are royalty. You are used to having money and some servants as well.
Pros: You start off with a lot of money, you also get a good number of trained units.
Cons: Your large amount of wealth and high political stature will make getting to certain places hard. A handful of people will want you dead too, and some of your closest friends may not even be trusted.
Split 1800 between the following stats.
HP: HP stands for "Hit Points". It is an important stat in that it keeps you alive, and when you are reduced to 0 or less HP, you lose.
EP: EP stands for "Energy Points". EP is used for energy based abilites. You recover 20% of your EP on each of your turns. (IMPORTANT NOTE: You can only have a max of 1000 energy from stats. Energy regeneration will play a big role in the game, if your character uses many energy moves. Also note that energy recovering items are much harder to find than mana recovering items.)
MP: MP stands for "Mana Points" MP is used for magic based abilites. There is no natural MP recovery other than Spirit.
Split 1400 between the following stats.
Attack: Your physical attack strength, most basic characters try to have a high attack strength, but some of the more advanced will opt to neglect this and make a more interesting build. I compare this directly to "Defense" when determining damage from a non-magic attack. (Physical attacks have a small chance to deal double damage, this effect is called "Critical Strike".)
Defense: Your physical defense rating. I compare this to "Attack" to determine damage from a non-magic attack.
Magic Attack: Your magical attack strength. Most abilities that require mana use Magic Attack. If you are a pure physical character you can leave this stat out. I compare this directly to "Defense" when determining damage from a magic attack. (Magical attacks have a relatively low chance to ignore an enemie's Magic Defense/barriers completely, this effect is called "Arcane Break".)
Magic Defense: This stat determines how much you can defend against magical damage. I compare this directly to "Magic Attack" when determining damage from a magic attack.
Speed: Determines who gets the first move in combat. After each turn, I will roll to see if you can take an additional turn. Having a high speed will increase your chance to win this roll. This effect is called "Haste" (Note: The additional turn could turn the tide of battle if you are lucky enough to get it, however the % is pretty low, so putting too many points into Speed and neglecting the rest is not a recommended idea!)
Stamina: Increases your EP regeneration by 2% for every 100 points, to a max of +30%.
Spirit: Increases your MP regeneration by 1% for every 100 points.
Weapon Types: Choose your melee and ranged weapon types. Swords, axes, polearms, bows, etc.
Weapons of Choice: Please choose your specific weapons (melee/ranged) of choice, such as Rapier, Halbred, Small Ballista Crossbow, Dreamweave Dagger, etc. You basically make your ideal weapon. It can get very specific.
ABILITIES
You can have as many abilities as you wish, and they can be anything you would like. Put them into groups going from level 1-10, or lower if you can't think of that many abilities). You may have a max of 3 level 1 abilities, everything else is up to you. You may have up to one overdrive per ability level.
There are two types of abilities, and there are different variations within these types. Please indicate what type of ability it is when you post it.
Energy Based (EB) Abilities: These type of abilities consume EP, not MP.
Combo Point (CP) Abilties: If an energy based ability awards a combo point, please indicate that as well. Be aware that if you choose to make one of your abilities award a combo point, it's cost will generally go up.
Finishing Move (FM) Abilities: An energy based ability that costs 1-5 combo points to use. It doesn't cost any energy, it only takes combo points to pull off.
Magic Based (MB) Abilties: These type of abilities consume MP, not EP.
Overdrives (OD): These are insanely powerful attacks that you can do once your OD gauge has been filled. It gets filled by taking damage.
--
Clarification on the Combo Point (CP) System
This game uses a combo point system for some of the attacks. It is an interesting approach to make physical combat a little more involved and entertaining. Please note that magic attacks don't use this system so none of this applies to magic-based abilites.
Q: What is a combo point?
A: A combo point (CP) is a special effect of certain abilities.
Q: Where do I get 'em?
A: If an ability is energy based and indicates that it awards combo points if done properly, then you will get awarded 1 combo points.
Q: How many combo points can I have at once?
A: You can have a total of 5 combo points at any one time.
Q: So uh...what do they do?
A: Combo points are used with "Finishing Moves". The more combo points you have while you use your "Finishing Move" the greater the effect will be.
Q: What's a "Finishing Move"?
A: A finishing move is a special ability that drains all of one's combo points. Here are 2 examples of finishing moves:
1) Power Attack (Finishing Move): Deals 100 damage to one enemy. Adds more for each combo point attained.
1 CP: +50 Damage
2 CP: +75 Damage
3 CP: +150 Damage
4 CP: +200 Damage
5 CP: +500 damage
2) Dominate (Finishing Move): Deals normal weapon damage and then does a variety of effects depending upon the number of combo points.
1 CP: Poisons enemy, 50 damage every turn, lasts 4 turns.
2 CP: Stuns enemy in place for 3 turns.
3 CP: Confuses enemy for 3 turns, enemy has a 40% chance to attack themselves each turn.
4 CP: Drains all of an enemies mana.
5 CP: Adds an extra 400 damage to your attack, causes enemy to be silenced for 5 turns.
--
Thanks for taking a gander at my topic. I hope you enjoy it. I will put up your individual topics once you sign-up, as well as a stat topic and a lobby.
[ January 11, 2005, 06:24 PM: Message edited by: Wahsapa ]