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Generic Fantasy Stat RP: Chat and Discussions


Rothene
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Now that I have two and a third Rper on the way, it's about time I set a thread aside for discussions and questions concerning lore...and stuff

Also set up is the #GenericFantasy channel in IIRC under the DarkMysts network. It is accessible here: http://darkmyst.org/?page=webchat , just replace #darkmyst with #GenericFantasy.

Edited by Rothene
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Classes: Stat bonus; Weapon Rank; Special traits

Unpromoted:

Thief: +2Ski +2Spd; Sword C; +1Evade, Foot

Fighter: +2Vit +2Str; Axe C; +1Crit, Foot

Soldier: +1Vit +1Ski +2Def; Spear C; +1Hit, Armored

Archer: +1Str +2Ski +1Spd; Bow C; +1Hit, Foot

Mercenary: +1Str +1Ski +1Spd +1Def; Sword D, Axe E; Foot

Armored Knight: +4Def; Spear D, Sword E; Armored

Cavalier: +1Vit +1Ski +1Spd +1Def; Axe D, Spear E; Horse

Nomad: +2Vit +2Spd; Bow C; Horse

Pegasus rider: +1Ski +1Spd +2Res; Spear C; Pegasus, Flying

Wyvern rider: +2Vit +1Str +1Def; Axe C; Wyvern, Flying

Mage: +1Mag +1Ski +2Spd; Anima C; Mage

Shaman: +3Mag +1Res; Dark C; Mage

Monk: +2Ski +2Res; Light C; Mage

Cleric: +1Mag +1Spd +2Res; Staff C; Heals 50% more Hp with Staff, Mage

Troubadour: +1Vit +1Spd +1Def +1Res; Staff C; Horse, Mage

Promoted:

Sentinel: +4Vit +4Def; +2Sword, +1Spear; Armored

Fell Knight: +2Vit +2Str +2Mag +2Def; +1Spear, +2Dark for Armoured Knight promotion; Armored, Mage

Paladin: +2Vit +1Str +1Mag +2Ski +2Res; +1Axe, +2Light for Cavalier promotion; Horse, Mage

Great Knight: +4Vit +2Str +2Ski; +2Spear, +1Axe; Horse, Armoured

Hero: +3Vit +1Str +1Ski +1Spd +1Def +1Res; +1Sword, +2Axe; Foot

Battlemage: +2Vit +2Str +2Mag +2Spd; +2Anima, +1Sword for Mercenary Promotion; Foot, Mage

Assasin: +2Vit +3Ski +3Spd; +2Sword; +2Eva, Foot

Ranger: +4Vit +1Str +1Ski +2Spd; +2Sword, +1Bow for Archer promotion; Horse

Berserker: +5Vit +3Str; +2Axe; +2Crit, Foot

Warrior: +6Vit +2Ski; +2Axe, +1Bow for Archer promotion, +1Axe, +2Bow for Fighter promotion; Foot

Halberdier: +2Vit +3Str +3Ski; +2Spear; +2Hit, Foot, Armored

Sniper: +2Vit +2Str +4Ski; +2Bow; +1Crit, +1Hit, Foot

Summoner: +2Vit +2Str +2Mag +1Ski +1Spd; +3Dark for Nomad Promotion, +3Bow for Shaman promotion; Horse, Mage

Pegasus Knight: +3Vit +1Spd +1Def +3Res; +1Spear, +2Bow; Pegasus, Flying

Solar Knight: +2Vit +3Mag +1Spd +2Res; +3Light; Pegasus, Mage, Flying

Wyvern Knight: +5Vit +1Str +2Def; +1Sword, +1Axe, +2Lance; Wyvern, Armored, Flying

Drake Knight: +2Vit +4Mag +2Def; +3Anima; Wyvern, Mage, Flying

Bishop: +1Vit +2Mag +2Ski +3Res; +1Light, +2Staff for Monk promotion, +2Light, +1Staff for Cleric promotion; Mage

Sage: +1Vit +4Mag +2Ski +1Spd; +1Anima, +2Staff; Mage

Druid: +1Vit +5Mag +2Res; +1Dark, +2Staff; Mage

Saint: +1Vit +3Mag +4Res; +2Staff; Mage Heals 50% more Hp with Staves

Mage Knight: +2Vit +1Mag +2Ski +2Def +1Res; +2Anima, +1Sword/Axe/Spear for Troubadour Promotion, +2Sword/Axe/Spear, +1Staff for Mage Promotion; Horse, Mage

Herald: +2Vit +1Mag +1Ski +2Def +2Res; +2Light, +1Sword/Axe/Spear for Cleric & Troubadour Promotion, +2Sword/Axe/Spear, +1Staff for Monk Promotion; Horse, Mage

Class-Nationality/Personality Restrictions:

Wyvern Riders = Tsae Only(Meaning characters background must have some form of Tsaen backstory or spent a lot of time there)

Pegasus Riders = Aes & Female Only(Meaning characters background must have some form of Aesean backstory or spent a lot of time there, or character's very rich, enough to buy one)

Dark magic = Only those with Yrac or Emocni backstory can practice it openly...it's frowned upon in other nations

Nomad = Nialp Only(Meaning characters background must have some form of Nialpian backstory or spent a lot of time there)

Saint = Character makes a vow of non-violence. Character will never strike back in a physically harmful manner.

Traits Special modifiers:

Foot = nothing special

Horse = +1Def when mounted, can switch between combat teams as an action.

Wyvern = +2Str, -1Ski, -1Spd, +1Def when mounted

Pegasus = +1Res, +1Spd, -1Str when mounted

Flying = Able to Switch to any Team as a Free action and can bring a character with them as an action. When not attacking at melee range or against other fliers, cannot be attacked by others unless it's through a range attack or the attacker has flying trait. When Defending a non-flying character, takes damage from melee attacks normally.

Armored = +2Def, -1Spd

Mage = +2Res, -1Def

Undead = Hp Calculation changes to 15 + Lvlx2, Takes half damage from Dark and Bow attacks, immune to crit and Backfire. Can be crit by Light or Fire attacks. Vit & Luck = ~. -4Stat points. Any magical damage, or damage dealt by a blessed weapon is considered permanent damage. All other damage is considered temporary. If an undead is killed, it will revive with (Full - magical damage - 3) HP. If this ever hits 0 or lower, the undead is considered defeated. Alternately if the blow that defeats the undead is of a magical nature, the undead will not revive.

Mob = -7 Stat points

Boss = +4 Stat points, Hp +5 and Vit multiplier +1

Promotion:

-Bonus stats and weapon ranks from unpromoted class carries over and stacks, but traits do not as they are instead replaced by the new traits.. If character does not have a weapon rank but the promotion provides +1 to that specific weapon rank, the character instead gains E rank for that weapon. If it makes the weapon rank breach A rank, the character may refund Improved Weapon rank abillity ranks purchased

-Character gains 3 extra stat points and 1 extra pick for Abilities

-Hp of Promoted character becomes = [18 + (Vit x 3)] note:(Not finalised if such a change is necessary)

Promotion Path

Armored Knight: Sentinel, Fell Knight

Cavalier: Paladin, Great Knight

Mercenary: Hero, Battlemage

Thief: Assasin, Hero

Fighter: Berserker, Warrior

Soldier: Halberdier, Sentinel

Archer: Sniper, Warrior

Nomad: Ranger, Summoner

Pegasus rider: Pegasus Knight, Solar Knight

Wyvern Rider: Wyvern Knight, Drake Knight

Monk: Bishop, Herald

Mage: Sage, Mage Knight

Shaman: Druid, Summoner

Cleric: Saint, Bishop

Troubadour: Herald, Mage Knight

Promoted Class Abilities

Sentinel(Stalwart Presence) : Character may Defend as a free action. If an effect or ability would cause the character to not Defend the target, ignore it but only once per round.

Great Knight(Master at Arms) : Gains C rank in swords. Ignores weapon weight by 1 per Weapon Rank in the corresponding weapon above D. C -1, B -2, A -3.

Fell Knight(Soul Strike) : First Attack for the round adds enemy Res/Def depending on Physical/Magical Attack to one Attack. Subsequent attacks do not benefit from this bonus.

Paladin(Divine Blessing) : Add 50% of character's Str to Res and 50% Mag to Def

Hero(Heroic Surge) : Sacrifice 3X Hp, gain +XAtk, +2XHit, +XCrit and +2XEva for one Phase. Hp lost this way cannot be healed until end of battle. Maximum value for X is 5

Battlemage(Imbued Strike) : Add 50% of Str to Attack and Hit of Magic Attacks, add 50% of Mag to Attack and Hit Physical Attacks.

Assasin(Sudden Death) : Critical damage multiplier is multiplied to Attack BEFORE factoring in damage reduction from Def/Res

Ranger(Skirmisher) : Ignores Terrain Penalties. Cannot be defended against.

Berserker(Berserker Fury) : While Hp is below 30%, character always attacks first.

Warrior(Weapon Focus) : Chose a weapon type upon promotion. Character gains +3Attack, +2Hit, +2Crit, +1AS and do not suffer WTD bonus when equiping weapon of the chosen type.

Halberdier(Slayer) : Choose two traits (Foot, Undead, Armored, Horse, Flying, Dragon). Any weapon the character wields is effective vs the chosen type of enemy.

Sniper(Distracting shot) : Targets hit by the character cannot crit and receive -3 Hit to counter attacks for the round.

Summoner(Summon Phantasm) : Upon promotion, pick one(Sword, Axe, Spear, Bow). The Phantasm gains proficiency in the chosen weapon. Character's Max Hp is reduced by 1/5 while the Phantasm is in play, and spends an action to summon it. It comes equiped with a weapon given by the caster at any time. More info on Phantasm below. Maximum number of Phantoms per summoner is 1.

Pegasus Knight(Aerial Mastery) : Character has WTA against Opponents with Flying trait or range/siege attacks, while the opponents suffer from WTD. Pegasus knights ability cancels each other.

Solar Knight(Solar Flare) : Character recovers Hp equal to 50% of Mag rounded up at the start of every round.

Wyvern Knight(Piercing Strike) : Attack that hits reduces target's Def by 50% until start of the character's next round

Drake Knight(Elemental Breath) : Choose one upon promotion(Fire, Lightning Wind) Once per 3 Rounds, whenever the character attacks, the wyvern breaths a Melee/Range attack against all targets in the enemy team the rider is facing that does Damage = Character's Mag x 2 Fire/Wind/Lightning damage that targets Def/Res(Choice of RPer upon attacking) of enemy. This attack is unaffected by weapon triangle bonus. Maximum number of breath attacks at any 1 time is 1.

Bishop(Divine Favour) : Character may sacrifice an action to cause all enemies in the enemy battle team that the character's team is facing to have their abilities prevented from being used. Does not work on Bishops.

Sage(Elemental Affinity) : Choose one upon promotion(Fire, Lightning, Wind). If Fire is chosen, character may increase Atk by 50%, but lose as much Hp as the bonus Atk when using Fire tomes. If Lightning is chosen, when the character scores a critical hit, the character may perform the same attack against all available targets in the enemy team the critical attack was scored. This extra attacks cannot crit and do not provoke counter attacks. This ability can only trigger once per phase and only if the attack is done with a Lightning tome. If the effect was triggered by a multitarget attack, character only gets to repeat the attack up to two times. If Wind is chosen, character may perform one extra attack after all attacks have been performed per phase. This extra attack is only 75% of the original Atk and cannot be boosted by abilities. The extra attack can only be performed when using a Wind tome.

Druid(Soul Breaker) : Attack that hits reduces target's Atk by 50% until start of the character's next round

Saint(Divine Piety) : May use staves once per round as a free action.

Herald(Guiding Light) : All other members of character's battle team recieve +3Def, +3Res, +3Eva, +6CEva

Mage Knight(Empowering Presence) : All other members of character's battle team recieve +1Hit, +1Crit, +2Attack

Phantasm:

Hp = Caster's Level x 2 + 15, Str = Caster Level/2 + 3, Mag = 0, Ski = Caster's Level/2 + 2, Spd = Caster's Level/2 + 2, Luk = 0, Def = Caster's Level/2 + 1, Res = Caster's Level/2 + 1, Trait = Armoured, Undead but receive no stat changes. Weapon rank of Phantasm = C in the weapon that was chosen. Phantasm comes with a weapon the caster gives it to wield.

Edited by Rothene
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Items List:

Weapons:

Weapon type modifier:

Sword: -1Mt, +2Hit

Spear: no changes

Axe: +3Mt, -2Hit, +2Wt

Bow: -1Mt, -1Wt, Ranged(replaces Melee unless it has both types or more), Effective vs Flying

Tome type modifier:

Wind: -2Mt, +2Hit, -1Wt

Fire: no changes

Lightning: -2Hit, +2Crit +1Wt

Light: +2Hit, -1Crit

Dark: +2Mt, -2Hit, +1Wt

Weapon stats are determined upon purchase.

Final Weapon stat = Weapon type modifier + Weapon stats

If a weapon does not specify a type, then it can be any type of Weapon or Tome type on purchase.

If a specific type such as Anima is specified, then it can either be Fire, Wind or Lightning.

E-Rank:

Slim Weapon: 100 Gold

3Mt, 20Hit, 2Crit, 1Wt, Melee

Iron Weapon: 130 Gold

5Mt, 15Hit, 0Crit, 3Wt, Melee

Basic Tome: 130 Gold

4Mt, 15Hit, 0Crit, 1Wt, Melee & Range

D-Rank:

Heavy Weapon: 200 Gold

11Mt, 10Hit, 0Crit, 7Wt, Melee. Can't be used alongside the Shield and Barrier Protective gear series. When the user attacks a target, the user may also make an extra uncounterable attack against another enemy who attacked them the last phase in melee. This extra attack can only be done once per round and receive -3 to hit and uses half the character's Str for damage calculation. Sword, Axe and Spear only.

Steel Weapon: 200 Gold

8Mt, 13Hit, 2Crit, 5Wt, Melee

Throwing Weapon: 230 Gold

6Mt, 13Hit, 0Crit, 4Wt, Melee & Range. Only for Sword, Spear and Axe

Longbow: 250 Gold

7Mt, 13Hit, 0Crit, 5Wt, Range & Siege. Only for Bow

El Tome: 220 Gold

6Mt, 13Hit, 4Crit, 2Wt, Melee & Range

Blade Anima Tome: 250 Gold

6Mt, 13Hit, 0Crit, 2Wt, Melee & Range. Acts as a Sword for weapon triangle bonus. If character has Sword Ranks, add Sword traits.

Lance Anima Tome: 250 Gold

6Mt, 13Hit, 0Crit, 2Wt, Melee & Range. Acts as a Spear for weapon triangle bonus. If character has Spear Ranks, add Spear traits.

Mace Anima Tome: 250 Gold

6Mt, 13Hit, 0Crit, 2Wt, Melee & Range. Acts as an Axe for a weapon triangle bonus. If character has Axe Ranks, add Axe traits.

Gluttony Dark Tome: 270 Gold

8Mt, 11Hit, 0Crit, 4Wt, Melee & Range. Recovers Hp equal to Hp loss of target through attack of the tome

Redemption Light Tome: 220 Gold

5Mt, 13Hit, 0Crit, 1Wt, Melee & Range. Effective vs Undead

C-Rank:

Killer Weapon: 350 Gold

6Mt, 14Hit, 6Crit, 3Wt, Melee

Anima Weapon: 500 Gold

7Mt, 13Hit, 0Crit, 5Wt, Melee. Able to perform Magical attack at Range using full Mag instead of Str. Acts as a Fire/Lightning/Wind for Weapon Triangle bonus. The type must be chosen upon purchase. Bows instead perform the magical attack at melee range. Mt increases by 1 when used by characters with weapon ranks in Anima. Mt increases by 1 more and Hit increase by 2 if the difference between the character's Str and Mag stat is no more than 2.

Light Weapon: 500 Gold

7Mt, 13Hit, 0Crit, 5Wt, Melee. Able to perform Magical attack at Range using full Mag instead of Str. Acts as a Light for Weapon Triangle bonus. Bows instead perform the magical attack at melee range. Mt increases by 1 when used by characters with weapon ranks in Light. Mt increases by 1 more and hit by 2 if the difference between the character's Str and Mag stat is no more than 2.

Dark Weapon: 500 Gold

7Mt, 13Hit, 0Crit, 5Wt,Melee. Able to perform Magical attack at Range using full Mag instead of Str. Acts as a Dark for Weapon Triangle bonus. Bows instead perform the magical attack at melee range. Mt increases by 1 when used by characters with weapon ranks in Dark. Mt increases by 1 more and hit by 2 if the difference between the character's Str and Mag stat is no more than 2.

Armourslayer Weapon: 400 Gold

8Mt, 11Hit, 0Crit, 6Wt, Melee. Effective vs Armored targets

Horseslayer Weapon: 400 Gold

8Mt, 11Hit, 0Crit, 6Wt, Melee. Effective vs Horse targets

Dragonslayer Weapon: 400 Gold

8Mt, 11Hit, 0Crit, 6Wt, Melee. Effective vs Wyvern and Manakete targets

Arc Tome: 600 Gold

7Mt, 16Hit, 0Crit, 2Wt, Melee & Range

Wingslayer Anima Tome: 550 Gold

6Mt, 12Hit, 0Crit, 4Wt, Melee & Range. Effective vs Flying targets

Beastslayer Anima Tome: 550 Gold

6Mt, 12Hit, 0Crit, 4Wt, Melee & Range. Effective vs Horse targets

Dragonslayer Anima Tome: 550 Gold

6Mt, 12Hit, 0Crit, 4Wt, Melee & Range. Effective vs Wyvern and Manakete targets

Wrath Dark Tome: 600 Gold

0Mt, 15Hit, 3Crit, 3Wt, Melee & Range. Ignores half current target Res

Retribution Light Tome: 450 Gold

5Mt, 14Hit, 7Crit, 3Wt, Melee & Range

Staff:

E-Rank:

Heal: 160 Gold

Heals Target team member Hp by 8+(Mag/2)

D-Rank:

Mend: 250 Gold

Heals all team members Hp by 5+(Mag/2)

Antidote: 150 Gold

Removes poison effect from target and makes the target immune to poison for 3 rounds.

Poison: 200 Gold

11Staff Mt, Inflicts Poison on target

C-Rank:

Torch: 180 Gold

Removes disadvantage of Fog of war or Darkness effects in battle for 3 rounds per use

Barrier: 250 Gold

Increases target's resistance by 5+(Mag/5), this value reduces by 1 per round. Does not stack but refreshes with consecutive castings

Awaken: 140 Gold

Removes the effect of magical Sleep from target and makes the target immune to sleep for 3 rounds.

Slumber: 270 Gold

9Staff Mt, Inflicts Sleep on target

Items:

Vulnerary: 20 Gold

Recovers target's Hp by 10. 3 uses.

Elixer: 70 Gold

Recovers target's Hp by 30. 3 uses.

Pure Water: 50 Gold

Increases resistance by 5, this value reduces by 1 per round. Does not stack but refreshes with consecutive uses. May be used to coat a weapon, allowing the weapon to do normal damage to undead for 5 rounds. 3 uses.

Antidote: 15 Gold

Removes Poison effect from target and grants them immunity to poison for 3 rounds. 3 uses.

Torch: 15 Gold

Character does not suffer the effects of Fog of War or Darkness for the entire battle per use. Can be flung at a target to deal 3 Physical and 3 Fire damage. 3 uses.

Stimulant: 30 Gold

Removes Sleep effect from target. 3 uses.

Regional items:

Tsae:

Tsaen Flash Pellet: 15 Gold

Reduces the Hit of all enemies in target enemy team by 2 that lasts for 3 rounds, does not stack with itself. Target Defender in the enemy team will fail to defend against 1 character for the round. 3 uses.

Tsaen Lightning Rod: 50 Gold

Has a 50% chance to reduce target enemy in enemy team's Eva to 0 for 3 rounds. The target will not be able to defend for the round. 5 uses.

Nialp:

Nialpian Eye Cleanser: 15 Gold

Reduces Hit reduction effect on target by 3, does not increase Hit on target beyond their base Hit chance. 3 uses.

Nialpian Herbs: 35 Gold

Recovers target's Hp by 15 or removes Poison effect. 3 uses.

Emocni:

Emocnian Magic Seal: 60 Gold

When activated, the next Magical attack(from tomes or staves) that target the user has 2 added to it's Hit/Activation Roll. 3 Uses

Emocnian Lesser Sand Breaker: 100 Gold

Character's carrying this accessory suffer 1 less penalty of any kind induced by the desert terrain in combat by losing less water due to the scorching heat, while keeping warm in the freezing nights.

Abilities

Abilities:(Cost 3 Stat points per pick, maximum 3 picks on creation)

Evasive Maneuver = enables character to reduce Hit by X and increase Evade by X/2 for one round. Maximum value of X is 10.

Power Attack = enables character to reduce Hit by X and increase Physical Attack by X/2 for one round. Maximum value of X is 10. When this ability is used, Character ignores all effects that grant the character 'never miss' type or Hit increasing type of effects.

Desperation = enables character to sacrifice Hp by X and increase Hit by X/2 for one round. Maximum value of X is 10.

Truestrike = enables character to reduce Spd by X and increase Crit by X/2. Maximum value of X is 10.

Resolve = Once per battle, when Hp is reduced to 0 or less by a non-crit source, character survives with 1 Hp and is unable to be attacked for that round

Fortified Tactics = Character has a 10% chance to reduce the incoming Attack by 50%. The ability can only trigger once per 2 rounds

Charge = enables character to deal x2 damage and recieve x2 damage for one round. Can only be used once every 2 rounds. Only applies to FIRST attack attempted by both the character and the enemy, if that attack missed, then the ability is wasted. Does not work on Multi-target attacks.

Swiftness = Once per 2 rounds, enables character to sacrifice 3 Hp and increase Spd by 2 for one round. Hp cost increases to 5 and Spd increase by 3 for Promoted characters.

Arcane Shift = Reduce Mag by X, increase Hit or Evade by X for one round. Maximum value of X is 5.

Improve Weapon rank = Increases a weapon rank of the weapon character is proficient in by 1. Can be chosen multiple times. Max Weapon Rank for Unpromoted is B, Max for Promoted is A. A character can only have 1 weapon proficiency at A rank.

Guardian = enables character to Defend one additional team member as well as defend them from Ranged attacks. Lets the character defend an additional time when using the second or third method of defending.

Item master = Able to use 1 item as a free action once per round.

Wrath = This ability can only be used once per battle when Hp drops below 20%, next first attack will be a critical hit. If it misses, the effect of wrath is wasted.

Survival Instinct = This ability can only be used once per battle when Hp is below 20%, increases Evade, Def and Res by x2 for three rounds.

Fortune = When [Luck of character - enemy luck] >= 3, character gains +4 Hit and Eva. Increase to 6 after Promotion.

Fatespinner = Roll 3d20 instead of 2d20 for character when attacking or counter attacking. The third roll affects nothing other than when it matches Hit Die or Crit Die. If it matches the Hit Die, an Auto Hit is scored. If it matches the Crit Die, an Auto-Crit is scored.

Surging Power = When attacking or counter attacking, the character rolls an additional d6. The value obtained is subtracted by 1 and added to the Atk of the character.

Bloodlust = Once per round, when character drops an enemy's hp to 0 through an attack(not including counter attacking during Enemy Phase), the character can immediately attack another target.

Force of Will = When character uses Weapons, the character's (Mag + Str/3) reduces the Wt of the Weapon instead of just Str/3. Note Weapons do not include Tomes or Staves.

Bracing Maneuver = When character defends someone, the character may forgo his/her counter attack for the entire round and increase character's original (unmodified by any buff or other special abilities) Def and Res by 50% for that round. Can only be used once per 3 rounds.

Elite = Character gains 2 levels.Can only be taken once. Cost of stat points may be paid with the additional stat points gained with increase in levels instead of paid in full upon purchase. Criteria for picking this ability is character backstory has the flavour of extra renown/experience/veterancy instead of generic greenhorn.

Edited by Rothene
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  • 3 weeks later...

Alright, did some major updates to the OP!

ALTERED CRIT DAMAGE MULTIPLIER FROM 3 ---> 2 as the low Hp of characters make 3 times multipliers stupidly potent.

Also Added Promotion paths, classes and abilitites for those who like planning out their characters deeply. Although some abilitites will be subject to change(Solar knight in particular for being...too restrictive)

And...and...C-rank weapons(Although prices not finalised...but you can look at what to expect for those with higher weapon ranks)

It's a lot of information to take in at once, so I recommend slow reading...

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"Hi. Name's Alena. Nice to meet you." She noticed the distinct lack of food in the bowl the other girl carried. "If you haven't, go get something to eat before everyone packs up."This Cora character seems nice, but why does she dislike food so much? She skipped out on last night's meal, too.

Cora took her bowl in hand, and wandered around camp for some time, trying in vain to find the mage from last night. She happened upon a few people having breakfast and sat down, taking some. She noticed the girl from last night she had helped, and there seemed to be a large wyvern in camp too. There seemed to be another girl not too far off eating some sort of rice, and if she was traveling with the group for a while, Cora thought it important to introduce herself. Cora walked over and waved."Um, hello. Didn't I meet you last night? I don't believe I caught your name. I'm Cora."

Um, eclipse?

Also Rothe

Paladin(Divine Blessing) : Add 50% of character's Str to Res and 50% Mag to Def when Defending

You spoil me. Now however will I pick?

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Just warning that I'm going to be absent until Wednesday, since I'll be traveling. Sorry for not warning sooner, it's because I wasn't sure about which day I was going to travel.

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  • 2 weeks later...
  • 3 weeks later...
  • 2 weeks later...

There's a good chance that I might be rendered unable to access the internet for a good month...or two. In the mean time, handing over control of my RP(basically temporarily giving GM Status) to eclipse. No pressuring her on gameplay mechanics. :angry:

I've given her some plot data, hopefully enough to move the plot safely.

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Got the data. I'll do my best in place of Roth!

(13th, Kay, drop me a line, will ya?)

EDIT: I'll give Rothene 48 hours to post again, because his router might have been replaced. If he hasn't, I'll start sending out PMs.

Edited by eclipse
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Updated OP, added some limitations to some abilities, like how much can 'X' be and Charge only doubles damage on the first hit, so subsequent attacks from doubling aren't buffed.

And added a few new experimental abilities. If any catches your fancy, PM me and I'll decide to allow changing or gaining of abilities since they didn't exist when any of you signed up.

And Hero's class ability has been reworded while sage one changed completely to not look like Warrior ability...

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