{SU/D} Tides of Fate - Grensen

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AlchemistFox

But, all the cool kids are doing it...
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Gil
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This is classified as mature, since blood, violence and even adult situations is allowed, as long as it stays within common sense.

This RP is based in a different world than ours, due to this some aspects does not make sense, like how element vs element works magically.
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After the last World War the world ended up semi-united, it was resolved that it should end rather than one side winning due to the losses that both sides would suffer. Since the war started due to other reasons but ended due to one side wanting to own more land, they took one of these islands (26) and set up an annual festival that lasted for a week in the middle of the summer. Here everyone were welcome and it has worked fine the last 9 years.

The 10th annual festival was going on in the luxurious island town of Kailuna (Kai-loo-nah), to celebrate the end of the 10 year war. This is where the traveling circus had set up their camp, the Ferris wheel was spinning, to the sound of the magical engine that was powering it. The children were running around without a care in the world, with various sweets and balloons grasped in their petite hands. Not to mention the clothes all sticky with sugar, and full of dirt. Some people were sparring in the makeshift arena that, in daytime, hosted arena-fights with grand prizes and fame. Basically this is a time of joy and happiness for most of the world. Though as always there are those that does not like the festiveness; or those that think that one side should have won for this and that reason. But those are widely ignored by everyone.

Though the world is in celebration and somewhat unity, there are those that 'feel' or have 'foretold' that something will happen at this year's festival, no one is completely aware of the exact reason but the believers state that many will die and chaos will erupt; but who will listen to these in the midst of preparation of a worldwide festival!?
There are naturally some that feel like preparing for this is better than not, which is the hidden reason that Lord Morrigan has graced Kailuna with his presence. He will be partying and celebrating like everyone else but he has been given a decent grasp of items and money to 'persuade' those who are willing to help out should something bad actually happen. But his presence is taken in with happy and glad faces, he is a baron of the V'ida government, the Morris estate is to the ease of the capitol of V'ida, he is known to be a nice and helpful man not having much problems parting with money for a good cause.

The festival starts tomorrow, so the Inn's and other places where one are able to sleep has begun to be occupied by various occupants of all races, shops and entertainment has already started in small and there are already those blind by alcohol as this is the time of year that they allow the selling of 'Dragon's Breath'; alcohol that is said to even dissolve burnt stains on stoves. Though the real party starts tomorrow, the night has already started the celebrations.

-Races:
|-Human
As you can assume, the humans are the race of the highest population, they have skills in almost any focus, though the race of man can, for some reason, not wield some of the more exotic arts. The humans have a rough estimated lifespan on 80-90 years, where the last decade or so tends to weaken them some.

|-Elves
The elves are a rare sight; most humans go though their whole life thinking they are just a myth.
They mostly reside in forested areas, but some even live in the city wearing attires that hide their ears as those are the only solid giveaway of their heritage. Though often paler and fairer skinned than the humans, they are not as easy to distinguish as you might suspect.
Their race has strong bonds with some forms of powers, but is not as versatile as the humans. The Elves have a rough expected lifetime on around 1-3 thousand years, depending on the purity of the elven heritage and their lifestyle. Its more common than not that an elf dies of old age well before their second millennia.

|-Half beasts
These are creatures that have formed in the Blighted lands to the south west, formerly known as Valito. Just over a thousand years ago a meteor of unknown origin crashed into the planet in what was at that time a medieval metropolis. As this happened, the whole region became tainted and animals became wilder, some grew in size but the oddest of them all were the half beasts.
For some reason the humans and animals mutated together, resulting in many different half-beasts.
These creatures have a large variety of racial mixes. All from just larger relatively normal animal, to a complete human with only slight animal features.
The ones in between are looked on as the weirdest ones, since you can have a human with claws, a tail, animal ears and fur but retaining the human level of intelligence. And interestingly enough their size is all from knee high to common human sized. These are rare but after some interviewing and testing they are normally allowed into society, though some people still fear them due to them being different and 'unusual'. The half-beasts have command over very few powers, but their animal sides can often make up for that in many aspects. The expected lifetime of a half beast is hard to estimate, it depends on how much beast they are compared to how much human they are. An estimate that seems to have worked in the past is to take the human span as base and change it according to what animal. Like a dog might live up to 15 years of age. Depending on how much dog a half beast is his human-age will change.

|-Dwarves
Owning the whole southern island, their cave complexes are quite the sight if one is allowed to enter.
These creatures are man-like, though the common dwarf stands between 3 and 4 feet in height. The Dwarven skill in metal and stone, both as smiting and otherwise knows around the world and sought after with great interest. They often sell both armor and weapons to anyone that can pay for their services. Normally being a neutral race during the war a decade ago, seeing a dwarf is not a too rare sight although rarer than humans, they are the next most common race. The dwarven race have an expected lifetime on 3-4 hundred years, most of the deaths-by-age happen at around 300-350.

|-Vampires
Perhaps one of the rarest to meet, these were one time man or elves that became tainted.
The process itself on how one becomes a vampire is shrouded in darkness, but it is a fact that they exist and their weaknesses are also widely known. So finding one in sunlight only happens as a pile of dust. These creatures often take refuge in old abandoned forts or in castles.
Rarely do they terrorize the realm of the living with their business; this is even so for feeding; though they do occasionally need fresh blood.
The powers they command are unique to their race, but it is a myth that they can retain some of the gifts they had from the race they were before they turned. Too little is known about the vampire as a race, and how they change, to even begin to think about their age cycle.

-Elements
|-Fire
||-Fire Subcategories: Temperature, Explosions.
|-Water
||-Water Subcategories: Ice, Steam.
|-Earth
||-Earth Subcategories: Nature, Metal.
|-Air
||-Air Subcategories: Lightning, Weather
|-Energy
||-Energy Subcategories: Barrier, telekinesis.
|-Holy (Light)
||-Holy Subcategories: Healing, Alteration.
|-Darkness (Demonic)
||-Darkness Subcategories: Summoning, Conjuring.
[/spoiler]

-Elements – Deeper understanding of subcategories as a mage.
*In every element, as well as sub category, there exists spells to alter, manipulate in lesser extents and ‘spellify’ already existing natural occurrences of said element*

|-Fire
Fire spells are just as it sounds, you can create magical fire that will work within the borders of the spell. So Fire ball’s and Fire Streams is not uncommon.
||-Fire Subcategory: Temperature.
This is the art of magically alter the temperature of any given object/area without using fire itself.
It can go both ways, so you can make a summer-like area in a blizzard if you have the skill/energy, and naturally you can then make a glacier in a desert if you have enough skill/energy.
You cannot make enchantments with this Sub element.
||-Fire Subcategory: Explosions.
The demolition experts, the mage that specialize in explosions, namely the art of focusing all power in a local area until the point where it bursts, are known for their pure destruction. A master can easily take out a city block.

|-Water
As with Fire, Water is basically the creation of magical water in the forms of spells, as with fire this can affect the world before the spell completes.
||-Water Subcategory: Ice.
Though as all water mages can cast ice spells, the mages that specialize in ice obtain the mental key for stronger spells within the ice field. Naturally an Ice mage can cast spells from the main element itself, as well as the other sub element, but naturally he excels in his own category.
||-Water Subcategory: Steam.
Often underestimated, the Steam Mage takes usage of many mist-like spells, where many of them are hot enough to peel your skin off.

|-Earth
Just as it sounds, spells of an earthen alignment creating magical earth in the form of spells.
They are also the only ‘Golem creators’ where they can form together existing earth into an earth golem that follows the creator’s verbal commands.
||-Earth Subcategory: Nature.
The nature mage is a rare one and requires more training than many other elements.
The Nature mage is able to make natural plants to abide to his will, entangling, impaling, crushing and so on depending on the spell(set) that the mage uses.
If the mage is strong enough he might even make dead plant life, like wooden floors, sprout to life at local instances that will again abide to his word.
You cannot make enchantments with this Sub element.
||-Earth Subcategory: Metal.
The Metallurgist is more akin to the nature mage than the earth mage, instead of creating the metal; he can form it and create things, or more or less anything that the mage’s spell arsenal covers.
You cannot make enchantments with this Sub element.

|-Air
The air mage can create many effects relating to wind and air, though not as powerful as the air manipulators he can create air in many cases.
Air mages are often found around some large campus places working as voice enhancers for the one that is giving an announcement, though this is not the best place it is often used as a form of training for new magi.
The Air mages are also often considered the only true divers, as they can create, and move, pockets of air with them under water, whereas air manipulators can do this as well the air mage’s air can be renewed after expended.
||-Air Subcategory: Lightning
As the name suggests, the Lightning mage focuses on the occurrences of bolts of electricity.
This is an interesting element as it seems to be drawn to metal objects and can arc from one to another, which makes Lightning mages sought after for war where plate/chainmail wearing warriors reign.
You cannot make enchantments with this Sub element.
||-Air Subcategory: Weather
This is also one of the more unusual mages, though the few that are have the power to locally alter the weather itself.
Though this normally takes a little time, the masters are able to make a blizzard in a desert, or making a rain storm suddenly vanish as if it was blown out like a candle.
You cannot make enchantments with this Sub element.

|-Energy
Energy is an odd element, as this is present in all other elements it is considered the only neutral force, due to this no element is better against it, though as the same effect, Energy is not specifically good against another element.
If it is not tamed energy can be a violent element, exploding and going its own course, though if controlled properly the Energy Mage can do wondrous things like making portals to other locations and teleporting back to a pre-placed item they have bonded to though rituals.
||-Energy Subcategory: Barrier.
As the name suggests, the Barrier mage excels at creating forms of barriers.
Though this sounds simple enough it is not as single minded as you might think.
The masters are able to create specific forms of barriers, effectively creating ‘solid’ weapons that weigh basically nothing.
The barrier mage can, off course, also create shielding/containing barriers; in some rare cases a master is able to encase a whole city for years.
You cannot make enchantments with this Sub element.
||-Energy Subcategory: Telekinesis.
The ‘Object Mage’, this specific type of mage takes usage of his ability to move things with his mind. The size and amount of objects are relative to the mage’s power, but it has been said that there were those that threw whole houses, and those that were able to pluck every grain from a midsized wheat-field.
You cannot make enchantments with this Sub element.

|-Holy (Light)
This is often considered the element of the gods, and as such most mages that specialize in the element of Holy/light become some form of priest or cleric.
Though they might be, not all of them believe in the existence of gods, so they often take the same course as any mage, just with a different element.
||-Holy Subcategory: Healing.
These are the doctors of the world; they are adept at fixing you broken down body.
Some of the higher ranked healers are able to mend bone in the matter of a minute, and the masters have even been rumored to resurrect recently killed ones.
||-Holy Subcategory: Alteration.
The Alteration mages are a rare sight, and a powerful one is even rarer. However they are interesting, as they don’t attack as much directly, but changes things that have happened and things they know will happen.
In cases where it applies, they can locally alter reality, making a broken cart not be broken, and in the higher levels they can remove incoming spells from existence.
Their way of attacking normally consists of altering the reality in such a way that their enemy takes care of themselves. After all; how often is it that your own attack spells changes direction and effect heading towards yourself.

|-Darkness (Demonic)
This is normally considered the evil element, or the demonic one.
It works as any other element, just that it has a darker feel to it.
||-Darkness Subcategory: Summoning.
The summoners are a weird bunch. Their field of mastery takes a lot of time to learn, and even more to master, they are the slowest of the mages to master their elements.
Though they are slow at mastery, they have an interesting effect that was once thought of to be Alteration.
Where the Alteration mage can alter existing reality, the skilled summoner creates his own by summoning a mental creature or form to aid them. One of the first forms they learn to summon is a living armor that abides their mental orders. Later as mastery increases the summoner is able to summon mental images, opening up for a much larger versatility.
You cannot make enchantments with this Sub element.
||-Darkness Subcategory: Conjuring.
The conjurer is the summoner’s brother; he can create items that he knows the workings of. So in battle it is not uncommon for his allies to ask for specific weapons that they are often given in a few seconds later.
You cannot make enchantments with this Sub element.

-Element vs Element
*Magical elements, not physical*
-Fire->Earth
-Earth->Air
-Air->Water
-Water->Fire
-Energy (Neutral, has no weaknesses, but no strengths against other elements)
-Holy = Darkness , towards the other elements they have a strength when used against, but a weakness when guarding against. They have a strange strength and weakness against. (energy is still neural)



-Classes/Jobs.
|-Mage
The mages command different elements in their own way. They have the versatility of spells and the unique ability to use their own life force in strange ways.
The drawback of being a mage is that all spells are spoken words, to cast a Fireball, the magical word for Fireball has to be spoken. Another drawback is that without his wand, staff or foci, every spell looses a lot of its power, the mages weapon acts as his permanent Foci.


The mage’s spells need a spell-word, which is a word, or sentence, spoken in a magical language.
Without their wand/staff, a mage can still cast a spell but at a much lower strength. A mage’s power is bound in the forms of spells, a mage can do minor things outside the realms of spells at the cost of high energy drains. A mage is bound to one main element, but some mages has the power to command a different element, whereas they are never as powerful in their secondary element as their main, they can combine the two for interesting effects.
Specializing in a parent element grants the user basic skill in the child categories, as well as one Specializing in a child category will still be able to use basic skills in the parent element as well as the other sub element.
||-Mage Races: Human, Elves.

|-Fighters
Fighters do not believe that everything is a matter of the mind, or that magic is the answer to everything.
Though they do recognize the power the mage has, they believe that with proper training of the body, their skill in close combat is the one true way which in time allows them to unlock their inner power. A fighter uses his surroundings to a high degree and specializes in one, or two, close combat weapons such as the sword, war hammer, spear and so on.


A fighter has no present movements, and reacts according to what happens.
Fighters have one weapon-set, consisting of their main weapon; often a two hander or a one hander and a shield, and a sidearm which is often a one handed weapon. All fighters are naturally strong and most wear armor of some kind and they are skilled in hand to hand combat. The Fighter also has an inner power, some call this the Ki/Chi, and this allows them to do things that were once thought on as magic. A skilled fighter can temporarily increase his physical strength or speed, make his blade sharper than the common blade or in some cases send out a 'force wave' with a heavy swing. Naturally this allows the skilled fighter to use heavier weapons as if they were lighter, as well as to cut though things that were normally considered to be ‘un-cuttable’.
||-Fighter races: Human, Elves, Half beasts, Dwarves, Vampires.

|-Spellswords/Battlemages
The Spellsword and Battlemage recognize the power of both the fighters and the mages, due to this they devote their life to both practices.
They have the advantages of having the versatility of both, and often use their sword, or other melee weapon, as their Foci. However due to needing mastery in two aspects, they lose the sheer skill or power in one field, namely the inner power that the fighter has and the sheer power the mage has, and will thusly have a lower skill in each side as a master of one, but this is not a setback for the skilled Spellsword but a chance to shine over both with the versatility.


A Spellsword or Battlemage has the abilities of both mages and fighters though are naturally weaker on them than a master, some focus on a perfect blend of melee and magic but more often than not they end up focusing a little more to one side. This creates the Spellswords; who focus on melee but augmenting this with magic, and the Battlemages; who focus on the magic side but aiding their magic with melee training and higher physique. This is off course relevant to the individual’s experience, naturally a Spellsword that has been in a few wars and have plenty of actual combat experience will have a higher level of skill compared to a new requite just out of the academy.
They often carry a two handed weapon or a one handed with a shield. The weapon of a Spellsword also acts as his Foci, though compared to a mage a Spellsword without his Foci cannot cast spells but have the option of still duking it out.
Note that Spellswords cannot have Holy, Darkness or one of it subcategories as his specialization.
Nor do they have the inner power that the fighters command.
||-Spellsword races: Human, Elves.

|-Rangers
Rangers prefer to attack from afar with a crossbow, bow or other distance projectile weapon. They are skilled in close combat but far from the same level as their ranged weapon.
In ranged the most skilled ones are able to shoot down a fleeing sparrow without harming it, but this will take great skill and mastery of one’s practice and only a very few has proven this level.However, all rangers are skilled in woodsmanship and use traps and forests to their advantage, not to mention that most are surprisingly agile. Some obtain a woodland companion which aids them in more ways than one.


A ranger always uses a projectile weapon, and has a backup of one or two one handed weapons.
They often wear leather armor and normally have a small bag of assorted items to help their trap setting. In some rare cases, a ranger has managed to tame a woodland animal that can help them in combat, or work as a team mate in other aspects.
||-Ranger races: Human, Elves, Half beasts.

|-Rogues
The Rogues often walk past you with little effort, though oddly enough their pockets seem heavier as yours lighten. Their skill in thievery are only matched by their skill with small one handed weapons that one often only realize are there as they are sticking out of a bleeding hole of your body as your eyes close for the final time. Their agility is unmatched and can hold their side against a skilled fighter with dodging and evading, though such actions give very little opportunity for attack.

Rogues are often thieves or assassins though there are other paths, they are always able of both but specialize in one, which means that a rogue specializing in assassination will be better at combat than one specializing in thievery.
Rogues almost always only use one handed weapons, often in a pair. In some rare cases they are known to use more exotic weapons, in this case they often carry a dagger as a backup. It is also not unusual for a rogue to carry throwing daggers or spikes; naturally they will have plenty of skill in using them as well.
||-Rogue races: Human, Elves, Half Beasts.

|-Alchemists
Alchemists were once looked on as mages with an unnatural high skill in manipulating their life-forces, though as time went on and more study was made it was made apparent that everything they did had a cost that had to be paid with physical objects and became known as science.
A mage can make things with his mana, though this will follow the laws of energy, whereas an Alchemist can make something out of something else, which will result in a true item; often to the level of a master blacksmith if the alchemist is good enough.
Alchemists are scientists and able to make anything they know how works by transmuting already present objects. Though they have to take care, a slight miscalculation of the cost of their transmutation can end up as a rebound, making the transmutation take its cost from the Alchemist itself, often ending up with disfiguring limbs or removing them altogether.


An alchemist always draws a symbol on their target of manipulation, the complexity of these scales in the complexity of what they plan to do.
It is not unknown for an Alchemist to have a set of symbols pre-drawn on a sheet of leather that they ‘nail’ down with spikes or small daggers to go around the drawing process.
They are able to make things into other things, and create anything they know how works, provided that the raw materials is there.
Making swords from the sandy earth is not uncommon as sand contains metal, or just making a hammer from a few rocks.
They are also known for literally using their surroundings as weapons, making pillars of earth attack their targets, or creating pits or spikes for their opponent to fall in.
They carry weapons in rare cases, as they normally
||-Alchemist races: Dwarf, Human.

|-Benders
The benders were also once considered mages, though upon further study they did not create the element nor were they limited to spells in an element. They have complete mastery of their element and can with body movements guide it around doing as they want. Though the bender’s weak point is the need of said element already existing around them, and for some reason cannot use the elements made by a mage’s spells unless the mage takes care in creating it for that specific purpose.

The benders can manipulate the whole of the element they specialize in; this is done with body movement compared to martial arts, naturally this also gives them a certain skill in martial arts/hand to hand combat as well.
However they need the element present and if either the element is not there, or they are restrained from moving, they are often considered useless as they rarely, if ever, carry weapons.
Benders cannot use the, Energy, Holy or Darkness elements, nor its subcategories. And are restricted to the "base" four elements; fire, water, air and earth. Benders do not follow the same sub-elements as mages.
||-Bender races: Elves, Half beasts.

|-Runemage
The runemage is an odd type, carrying a score of different runes and rune words already inscribed on wood, bone or any other natural source. They are able to create strong enchantments or call upon the elemental forces of nature itself to do its bidding, though often at a cost.

The Runemages are split into two main categories, the enchanters and the Shaman.
The Enchanters can enhance, or give, weapon abilities that would even surpass that of dwarven smiting. Like increasing its sharpness or adding elemental protection to armor.
The shaman is able to call upon the earth’s elemental forces to do his bidding, this is often looked at as a mage’s doing though the effect is rather different. Like creating local traps that unleash a natural element, or effect, depending on the runemage’s skill
Both require a specific cost in the manor of the Runemage’s blood to activate.
Though the Runemage has to specialize in one effect, it is not uncommon for them to dabble in both arts, allowing for weapons and armor to take use of great effects when being given, or tasting, fresh blood.
Some are so skilled that with a rune set, they can scry the near future, or the importance of certain items.
||-Dwarven only.

|-Vampiric
As the name suggests, this is the power of the vampires.

The vampires have different powers depending on their age, as a vampire’s power increases alongside the age. The most common powers are transformation into one animal form, charming human and elven targets and able to command some weaker minded ones. Some of their powers are considered Necromancy in all workings of it.
||-Vampires only.

|-Forgotten
There are rumors of beings that have mastered more than one class, or have skills that are not limited to that which the world already has. Some legends speak of mind control, Alchemy without equaling exchange, spells cast without spell-words and even some speak of raw power to such a degree that conventional attacks do nothing to them.
Though these are mentioned in the history, they are never proven and are mostly counted as bedtime stories.


No one knows what powers are contained in this, old texts speak of many things but nothing is proven. Many made up stories speak of world ending spell-like powers, and forbidden rituals that use lives as payment.

|-Mixed classes
It is possible to mix classes, but even then you are restricted to have a higher mastery of one of them, whereas the other is only augmenting your primary class. Know that not all classes can be mixed, and you will take on the same weakness, and versatility, of the spellsword. Should you mix classes note that your race must be able to use said mixture. If you are to make a Spell-Rogue: note that though half-beasts can be rogues they cannot be mages, so this combination will not work.



-Map
*Map image*

-Adding new locations
Contact RP’leader with the following information.
|-Region number to place it in: (see map)
|-Rough location in said region:
|-Name of your location:
|-Type of location: (See legend on map, or describe it)
|-Other details:

-Explanation of locations]
V’ida and Albion’s regions.
The V’ida kingdom stretches out further than just the island their capitol is located on. The south west island, namely the one that Valito crater is located on is also a part of the V’ida. Naturally this means that The Blighted Plains are under their control.
Due to the distance between the two islands, the king have had a location-to-location portal set up between the capitol of V’ida and a heavily guarded location in the northern region of the south west island (region 27)

Albion is much larger than V’ida and due to this they never had the need to take over smaller areas to expand their kingdom. Though not a part of their kingdom it is said that their fingers of influence stretch through the northern island.

Valito
The location that is now called The Blighted Plains were once named Valito, and some still call it by its former name. According to the records the impact of the meteor that changed Valito’s history crashed into the surface just under one and a half millennia ago. As this happened most of the region were covered in a mist-like cloud and it was even hard to see more than a few meters ahead of you. The sole thing that kept this mist from spreading was the mountain range that limited access between Valito and its bordering regions. In the following years several expeditions were sent in to try and gather information, but the information regarding this is classified. What is known by the public is that there has now been set up a large scale force field around Valito, held in place and fueled by the four Obelisks that is sunken around the peninsula.
Now it is not a toxic place as rumors tell it was before, but weird things still happen within. One of these things is that this is the birthplace of all Half-beasts, though most of them live their life within Valito’s borders, some chose to exit the border and ends up being capture by the V’ida forces.
This is not necessarily a bad thing; the creatures that are not fit for interaction with others are naturally put down. However, there are those that even if they do not have a sense of sentience or higher intelligence, these often end up as pets for paying customers around the world and have become somewhat usual. There are also those who do possess a human intelligence, these are groomed for insertion in the society of the rest of the world. Though this does not always succeed, but for those that it does the half-beasts are allowed to roam around the world as any other person.
Though the Half-Beasts don’t have any skills in the magical arts, they do well in the physical ones and the odd subject have bender abilities.

Nidavellir - Dwaf homestead
This whole island is owned by the dwarfs, not much is known about their way of life as they prefer to keep other races outside. What is known is their skill with metal and their vast halls of stone where they reside, so it is presumed that the whole island is riddled with underground caves and hallways.

Plasser av Gull
This is the Dwarven capital, it is also where most of the trade is done on the island. In the well guarded city is the most used, and best constructed, route to the underground maze that is the result of a long time of mining and inhabiting. In the sub-sections of this city is where you find the best dwarven smiths and runemages, and if you're lucky they might work together; or even be the same person.

Central Coliseum
This is a well known arena where one can fight, many fights are one-on-one, but due to its sheer size, it can allow for a squad against squad and even almost army against army.
Around the arena itself, separating the spectators and the fighters, is a powerful fully transparent barrier set up, this is to make sure that spectators cannot cheat by casting spells or ranged attacks, and it allows for more large scale attacks in the fight so that the spectators are not bombed by debris and the occasional weapon. For an extra charge and a deposit, a spectator can rent a magical device that connects a image-feed from a moving camera inside to a screen in the spectators hand, so that you can get closer and see more detail.
It is well known for its fights, it even allows for fighters around to join the fights, sadly some richer and shadier types take advantage of this and use it for a type of slave-fight.
The Coliseum is so large that more often than not it is sectioned in smaller arenas making it possible for many one-against-one fights happen at the same time.


-Rules
|-This RP is very based on logic; naturally it has deviations as magic is not present in our world. But using RP-logic you will be able to answer 70% of your own questions.
|-As of this time, only one character per player.
|-Loopholes: If you manage to find a loophole, and if you mange to back it up logically, you are allowed to use said loophole. Basically if you manage to persuade the RP’leader that it makes sense, it will be allowed. To a certain degree off course.
To make the RP more fun for everyone, try and don’t abuse this.
-Everything has an exception; though rules are strict and states this and that, there are exceptions for almost anything. Should you want something that is not allowed, sit down, read, read again, think. If you can persuade the RP leader and it makes enough sense in his head, it will be allowed even though its against the rules. Too many failures on this will block you from ever getting it, I don't want you to brute-force guess your way to it.
|-Minor G’modding IS allowed: basically if this is something you will be able to do logically, like if a player is tied down to a chair, naturally you can slap/attack that person regardless of what the player states. Again, if you can back it up logically, it is allowed. If in doubt, ask the player.
Never actually kill another player’s character, and try to refrain from wounding him too much in this case.
|-This RP is based in a world, a map will be provided. Along the map details on how to add your own locations on it will be stated.

|-Once you make a character, PM it to the RP’leader, you will under no circumstances post that character in this topic. After the character is approved, a mini bio will be posted of that char stating appearance and name only. This is to make everything more ‘real’. Full characters posted in this topic will be deleted.

|-Stay in the races and classes that are listed, If you are in doubt, ask instead of assume. Should you wish to have another race(combination) than listed, feel free to suggest it via PM, alongside a reasoning to why that race/combination would exist.
|-No one can choose to specialize in the skill-set of the Forgotten skills. You are allowed to state that you want to, and along an example or two and you might be allowed to. But do not count on it.
|-As of this time, there will be no vampire chars, unless the RP’leader is persuaded otherwise.

-Mage specific rules.
|-The amount of spells will be dependant. If your char is still in school, or just done, naturally said char will have less spells than a middle aged military veteran.
||-Every mage will start with one spell in the two categories that he is not specialized in, and 2-4 in the one he specialize in. As mentioned, dependant on other things he might have more or less.
|-A mage must have a Foci as explained in the mage part, however what this foci is you can decide for yourself. All school-goers and those that just ended school will have a wand. If you want something else, keep it in the realms of a “weapon”. Like a wand, staff, sword, cane…. Etc.
There will be no rings, amulets or bracelets as a Foci, again if unsure, ask.
|-Specialization: Each mage type char will specialize in an element or element sub category. This means that if a mage specialize in the first sub, that mage will be better in that category than a mage that specialize in the element itself or the second sub. Regardless if what sub category you chose, you will be able to cast spells from the other two.
||-Example: If you chose a water mage, you can chose between the base element of water, or its sub categories; Ice and steam. If you choose Ice you are better in the Ice spells than one that specialize in water or steam, but you can still cast water and steam spells.
||-If you wish to have two or more elements know that you cannot use elements that are opposed to each other, like fire and water. Should you want a secondary element know that you are clearly weaker in your secondary element, but you can mix them for new effects.
You cannot have Holy or Darkness as a secondairy element.
||-Some elements are harder to master due to their rare nature, due to this only a few characters will be allowed to choose said elements and those characters will have less spells and might even be weaker depending. The (sub)element’s in question are; Nature, Energy, Alteration, Summoning and Conjuring. Ask (PM) before you choose one of the stated elements.
|-Should more than one want one of the restricted elements, it will be first come-first serve, and should the first one for some reason not be allowed/want to have that element, the runner-up will get the option.. and so on.
|-Should you want to have teleportation as an Energy mage be aware of that only those specializing in the parent element (energy, not barrier or telekinesis) will be able to cast this spell; in such a case when submitting your profile add your 'teleport to' item in the description alongside how you were bonded to it. Know that you will be able to teleport yourself (and perhaps your companions) to this item regardless where it is.

|-The Fighter will only have a few skills per se, but those skills are unique to the pure fighters. For starters start with two, perhaps three, Ki-powers. For more detail read the fighter class detailing.
|-A player that chooses to play as an alchemist, must example a few abilities, powers and a quick mock fight in a PM to the RP’leader due the apparent power gaming they are able to do.
|-A player that chooses to play as an Alteration mage, will be tested rather lengthy, due to the apparent power gaming and g’modding they are capable of.
|-Some classes/class combos have 'hidden skills'. Only one accepted as a class/class combo will know what this is and it will be given and explained to the player upon approval. Do not ask about these, also if you gain one of them do not tell anyone directly, let things be figured out in-game.

-Specific RP rules
|-Alignments: Though villains and 'bad people' are allowed, the main plot will have to be at least goodhearted enough to wanting to save the world; if you want to destroy it you will have to plan this out with the RP leader though PM.


-Character sheet
*You are allowed to add more information and new tabs to this format, as long as you do not remove any. Naturally you are allowed to remove the class specific tab to a different class than you choose.*

-Name:
-Age:
-Gender:
-Race:
-Class:
-Specialization:
-Appearance:
-Attire:
-Armor:
-Personality:
-Weapons:
-Abilities: (fighters, alchemists, rogues, rangers, benders)
-Magic: (Only mages, Spellswords, Runemages.)
-Other skills: (Non class related)
-History:

NOTE: The characters are to be PM’ed to the RP’leader, do NOT post characters in the topic
NOTE2: All mages will start with 1 spell in each of the two other categories they do not choose to specialize in, this is not the same for the alteration sub-element, and a base 3 in their specialized element. The amount of spells will be dependent on a few factors. If unsure ask the RP’leader.



-Restricted Elements/classes reserving
*As mentioned in the rules, some classes will only have a few players, starting out as one player per mentioned class*
-Nature mage: Open
-Energy mage: Open
-Alteration mage: Open
-Summoning mage: Open
-Conjuring mage: Open

-Roster
*-Member name - char name - class - status*

-Red Fox - NA - NA - Pending
-Squeezums -
Arukab Tragide - Fighter - Pending
 
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Consider my interest quite minor but I don't want to be taking a role of any mages. Is it possible for me to be a mere soldier with well-honed combat skills? I already know the lack of power suited for the RP so I'm asking anyway. If I can't then I can't promise to join, but I may also have a character somewhere in my vault suited for this RP. I'd have to take another look at him though.
 
Consider my interest quite minor but I don't want to be taking a role of any mages. Is it possible for me to be a mere soldier with well-honed combat skills? I already know the lack of power suited for the RP so I'm asking anyway. If I can't then I can't promise to join, but I may also have a character somewhere in my vault suited for this RP. I'd have to take another look at him though.

There is nothing that FORCES you to take on a skillset or spells or whatnot.
What does seem to work to your details is:

|-Fighters
Fighters do not believe that everything is a matter of the mind, or that magic is the answer to everything.
Though they do recognize the power the mage has, they believe that with proper training of the body, their skill in close combat is the one true way which in time allows them to unlock their inner power. A fighter uses his surroundings to a high degree and specializes in one, or two, close combat weapons such as the sword, war hammer, spear and so on.


A fighter has no present movements, and reacts according to what happens.
Fighters have one weapon-set, consisting of their main weapon; often a two hander or a one hander and a shield, and a sidearm which is often a one handed weapon. All fighters are naturally strong and most wear armor of some kind and they are skilled in hand to hand combat. The Fighter also has an inner power, some call this the Ki/Chi, and this allows them to do things that were once thought on as magic. A skilled fighter can temporarily increase his physical strength or speed, make his blade sharper than the common blade or in some cases send out a 'force wave' with a heavy swing. Naturally this allows the skilled fighter to use heavier weapons as if they were lighter, as well as to cut though things that were normally considered to be ‘un-cuttable’.
||-Fighter races: Human, Elves, Half beasts, Dwarves, Vampires.
So, reading things might help at times. Unless this is not what you meant? ^^
 
I was aiming for something similar, but still had some "supernatural" aspects. In example, I often make characters benifit from the "used" magic energy of others.

A random character bio of mine said:
Spirit Liner: This is what he calls it when he takes mana that has been expelled by others other than himself and turns it into a string-like form. Usually these fibers of used mana flow from his shoulders and knees, but are subject to change at his will. He can do one of two things with these fibers. For a time period that is varient on the amount of mana is in the fibers he can move these fibers inside of him and they will line his muscles, increasing his physical strength greatly and actually allowing him to run despite the armor without feeling the effects of the fatigue. No matter how much mana is used the boost is the same, but the time period can sometimes be as short as a flash. Once used there is no continueing to take in used mana, that is impossible. It has to be formed from the mana, then materialized. If he chooses not to put the fibers in his body he can make them line his armors exterior. This acts very briefly as a magic barrier. There is no way to hold the time for this and it will always last a mere 2 seconds. This ability can only be used once every 45 minutes.

Something along these lines..


In other words, they benifit physically from the magic used by others, but contain no magical capabilities of their own.

Though do note, I can't use the the exact character with that ability given the race of said character is not formatted for this RP and I would have to make a new one from scratch.

Although I can see such abilities falling under battle mages, but it has too many characteristics that make it only a warrior/fighter.
 
I was aiming for something similar, but still had some "supernatural" aspects. In example, I often make characters benifit from the "used" magic energy of others.



Something along these lines..


In other words, they benifit physically from the magic used by others, but contain no magical capabilities of their own.

Though do note, I can't use the the exact character with that ability given the race of said character is not formatted for this RP and I would have to make a new one from scratch.

Although I can see such abilities falling under battle mages, but it has too many characteristics that make it only a warrior/fighter.

You are not thinking grand enough.
What if this is your sole ki-ability? ^^ Or you posess a fancypants sword? or what if your great-great grandfather inpregnated an overgrown fairy and this is your strange bloodline? Why do people never read the rules before asking things?

-Everything has an exception; though rules are strict and states this and that, there are exceptions for almost anything. Should you want something that is not allowed, sit down, read, read again, think. If you can persuade the RP leader and it makes enough sense in his head, it will be allowed even though its against the rules. Too many failures on this will block you from ever getting it, I don't want you to brute-force guess your way to it.

This rule, basically states that if you can persuade me with few tries, you can do almost anything. You have no idea how many times people act as doofs instead of using their mind.
This RP will also force you to use your mind in addition to any powers you might have. You can loose this RP and die if you don't think about what you do.

So, use your mind, think hard, and persuade me over the course of 3 PM's or less ^^
Any more talk about your char in this topic will have that power disqualified, now get to writan! ^^
(I also accept MSN/skype chat if you don't like PM'ing)
 
Consider this my interest.

Additionally, you spoke of middle aged characters havign more skills. Are we assuming human lifespan for all characters besides vampire or is it longer for elves, etc?

An yes, I knew there were something I forgot to add.
All races have expected lifespans added to them now ^^
Thank you for reminding me.

I base the amount of skill part on logic, where there are those prodigy people, a child or youth will never be as skilled as someone that has spent the last 30 years mastering their arts, its just common sense. But I will not use age as a definite limit, its not like I go "this human is 62 years, he will have access to X skills. This youth is 19 years, she will only have Y skills", it is based on a lot of things, age is one of them but history and background is a larger factor.
And to be annoying, there are a few 'hidden' factors as well that will only show themselves as the character is actually completed ^^
 
Well of course not, it would be silly to put everything as a definite.

And hidden factors? Sneaky sneaky... I'm the only rogue allowed around here. -pickpockets Squee-
*checks nonexistent loot table*
You score... A jar of snot! ^^

But in all seriousness, this world is based on logic, to a degree, so you should be able to make out most if you think about it.
 
A jar of snot? -thinks for a second before throwing it into the SB- How much damage did it do?

Well of course, logic is good. Also, expect sometime this weekend a PM about a subset of the mage class that I want to play as that actually works well with what you have set up.
 
Yay for logic! I'm currently with my girlfriend for until monday night, so my bio and info digging is delayed ^^
 
So, is there still any interest for this?
It will not start unless I get 3-4 players, myself not counted.

If it doesn't get people til the end of this week I might just have it closed.
 
That would be a shame, it has so much potential. I'm still interested in this of course.
 
Sadly, this only gives a total of 3 players.
I had a few more lined up but they never showed....

I will leave it til Sunday, since people slack more in the weekend, should there be no more signup by my Monday, this will be closed.
 
Well, time is up and I still do not have enough players.
I might alter the plot or something in the future, or I might restart it in a longer while...

I have contacted the RP mod to have this closed and archived.
 
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