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Post by Cobra5 on Apr 14, 2003 20:31:28 GMT -5
World- The world is basically split in two. There is one continent in the west, which is (Relitivly) Technologically advanced. The people there don't use magic, however, they have some forms of technology. Primitve explosives, electricity-powered guns that fire bolts of lightning, very primitve vehicles perhaps... etc. There are still, of course, knights, who use swords, but they might have a small lightning pistol as a sidearm. There's still potion shops, mythical beasts, kingdoms, and your normal medieval stuff. This probably isn't too important, because I'm planning the the RPG to start on the other half of the world.
The other side of the world (The East) is sort of a "Fragmented continent". It is four or five very close continets. It's about 1.5-2 times the size of the western world. The people here are your normal medival type of people, with knights, kingdoms, and etc. The people here are also known for magic. If a person is born on this side of the world, they have a chance of being born with the gift of magic. If they choose to harness that gift or not is up to them. About 50-60% of the people born here are born with magic, and about 25% of them actually decide to become full-fleged mages (The others might just learn a few basic spells, but not really care much for it, or decide that what they want do do in life won't really need magic, and decide to study something else instead of waste their time with magic. While someone not born with magic can still leanr "Elementary" spells, you actually need the gift to use anything advanced. This side of the world is much larger, And has more kingdoms, so I was thinking that our RPG could start over here. And I havn't thought of anything but humans yet, but I'll design something like elves probably.
Technology- The western continent is known for its technology. We are in the eastern continent, however, so we will only encounter techonology sparingly. My origanly idea was to have the entire world technologically advanced, but Decided against that because some of the players wanted it otherwise. The only times we will ever encounter technology is if One of our characters is from the west, we meet a traveler from the west, or we ever take a journy to the west.
Guns: The guns, like present day, come in sizes from small pistols to cannons. They fire beams of electrical energy. Something like a pistol might burn your skin or damage armor, while something like a cannon could cause an explosion. The most we would see is a pistol or maybe a rifle. Also, while the East has Bows, the West can make Crossbows, which shoot smaller arrows shorter ranges, but are much smaller, acurate, and easier to use.
Other weapons: Mechanicle weapons like extendale blades, primitive explosive grenade-like devices, Or a "Full moon"- a round blade which can be thrown and return to the user like a boomerang. Some warriors of the east use western blades, like a ninja using an easily concealed extendable dagger, a crossbow, or smoke grenade type things.
Vehicles: Driven by steam, or something magical. Electricity-powered vehicles are extremly uncommon. There are none to very few in the East, and they are even very rare in the West. They are things like very primitive train type of vehicle, a ship not powered by rowing or sails, or an propeller airship. As said, all are very, very rare (perhaps maybe one or two airships in the whole world, a few short range rail lines for mining, or something like that)
Weapons of the East- The east has your normal, medieval type weapons, like swords, lances, spears, bows, staffs, etc. But, like Dunguons and dragons, magic weapons exist but are rare. They may be something like a Sword of Fire, or a bow that can cause poison... it's up to your imagination to invent your own weapons. Don't go crazy, though
Well, A rifle sized gun would hurt less then a Bow & Arrow, because the projectile sears instead of pericing. However, a gun would be more acurate and PROBABLY shoot faster, depending on the skills of the gunner and a Arhcer.
Extenendable blades (the largest are short swords, but most are daggers) Hurt less then their normal counterparts, because they weigh less. An extendable blade is also more fragile, becuase they are hallow when extended. However, they're easier and faster to use because of their smaller weight. Another strong point is the fact that the blade can collapse and retract in to the hilt.
Vehicles, while probably not even worth mentioning, are not as fast as horses or other animals, and are a lot less reliable. They can, however, go farther distances without refuling then an animal can.
Steam or propeller driven ships are just flat out better then their sailing counterparts. They can go faster, have more control over their course, and are more manuvreable. However, they do require fuel, unlike wind powered ships. But then again, if the wind dies down, your forced to start rowing...
Magic- Magic uses a 3-level system for the types of spells. Spells are very simple, normally with a single, instant or short lived effect, and have very direct rules as to their usage.
Using magic slowly drains from a persons energy the same as as running would- it makes you tired and short of breath. You also exersize your magic power in the same way- the more you cast spells, the more energy you will get. If you don't 'exersize' for a long time, you may become rusty and lose your edge. As for actually learning spells, the more you study the more you can learn. Once you know a spell, you know it forever and never have to re-learn it or anyhting like that. There is not maximum limit to the number of spells you can learn, but there is system of choosing which ones you know (I'll talk about that at a later date.) You can cast a spell as many times as you want whenever you want, as long as you have enough energy to cast it. If you don't have enough energy to cast a spell and you cast it anyway, you will still cast the spell but you'll faint afterwords. You can regain your energy by resting and sleeping, or eating and drinking, or most of the same ways you would replenish yourself if you were tired.
That may sound complex at first, but it's really not hard at all. You can cast the spells you know, but it drains your energy. If you cast too much you may knock yourself out. If you're low on energy, you feel tired. Resting up can get your energy back. And it will all be up to you: Remember, we won't have to keep track of any kind of points, like MP or anything. I know no one will power-play and start limitlessly casting heavy spells.
As for the 3-level system for spells, here is what I've got:
Elementary spells are any level 1 spell. Anyone can learn a Elementary spell. You don't need a lower level spell to learn a Higher one- you can learn them in any order you want. You can choose to have many elements or just one, or whatever. A level 2 spell is a 'normal' or 'average' spell, while level 1 is very weak and level 3 is very strong. Some spells might not have all three levels. The exact power of each spell varies form caster to caster, it's up to you to say how strong your character, or the enemies, are.
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Post by Cobra5 on Apr 14, 2003 20:34:48 GMT -5
Elemental Magic: Fire (1): A small flame is created in the casters hand. It can be used as a heat sorce, a light, or a match of sorts. It can also be thrown, although it's very small and probably won't hurt much, even to a human.
Fire(2): A Larger fireball is created. It is shot forth from the casters hand. It can burn things, and cause quite some damage.
Fire(3): A large explosion occurs and the target point. Exact power and size of explosion depend on caster.
Ice(1): A small, cold mist is shot from the casters hand. It can be so cold it causes pain or damage to something, but probably not much.
Ice(2): A ball of cold air is shot from the casters hand, which is so cold is frezes the air (Leaving a trail of frost). If it hits something, it will burst, freezing things.
Ice(3): An almost lightning-bolt type of pure cold is shot forth, freezing almost anything and leaving a jagged ice-like beam of energy behind it.
Bolt(1): Creates some sparks, maybe a small jolt, fomr the casters hand. You could concievabley light something on fire with this, or shock and stun someone.
Bolt(2): A lightning bolt fires from someones hand. You can shock and hurt people, things, etc. as if they have been struck by lightning.
Bolt(3): A Much larger lightning bolt. Mostly the same.
Wind(1): Creats a small gust of whirling wind that can be held in the casters hand, and thrown. It hits with a small amount of force and bursts, sending a strong breeze.
Wind(2): Like (1), creats an object of whirling wing which can be fired. This time, it is in the shape of a blade, and can actually cut objects. If it hits something too hard to cut (Like a person) It may leave a gash or something, then burst, makeing a strong gust of wind.
Wind(3): Makes a huge Gale of wind, all around the caster, rushing foward. It is not only Hurrican speed winds, but there are wind blades inside too, which can cut things.
Earth(1): Rocks are created a shoot from the casters hand, which 'pop' on impact.
Earth(2): A crevice in the ground shoots from the caster, in a straight line foward. If it hits something, Jagged rocks will burst upwards.
Earth(3): A Line of Spikes will Jump out of the ground, in a line foward from the caster. Huge, craggy, jagged rocks will grow almost instantly out of the ground.
Time- Speed(2): The target will be much faster then normal.
Speed(3): The target is a lot fsater then normal. Extremly fast.
Slow(2): The target is slower then normal.
Slow(3): The target is really slow.
Stop(2): The target is frozen in time, but only phisically. It can still think, and it remebers what happens. It can still be affected by outside forces.
Stop(3): Everything but the caster is frozen in time. The caster cannot move any objects, but can move himself around. He cannot cast spells. After a while everything is snapped back to normal. No-one will remeber what happened while time was frozen, exept for the caster.
Jump(1): The caster disapears, and reapears in the same spot about 30 seconds later. If something is where the caster reapears, it is pushed away with a small force (Like a sudden, powerful gust of wind.)
Jump(2): Same as above, but gone for one minute.
Jump(3): Same as above, but gone for any amount of time up to one hour.
Remove(3): The target is obliterated from the future. Something strongly magically can resist, or return later.
Return(2): Restores a persons normal status in time and space. If someone has been "Removed" Or teleported to the X-Zone, they can be called back with this. It can also remove "Speed" "Slow" and "Stop".
Non-Elemental-
Charm(1): Allows you to place a thought in another persons head. They can still think clearly, and this isn't a form of mind control. A thought will suddenly pop in to their head. The caster may choose what the thought it is.
Charm(2): Allows you to speak in to another persons mind. You can communicate with thoughts, and the target will hear your voice in their head. This can, obviosly, be used to communicate to your teamates, or comunicate to someone in private, or you could start screaming in an anemies mind to cause panic and confusion, etc. etc. Use your imagination.
Charm(3): Direct mind control. You can directly control another persons body, but not mind. You can talk in to their head, like (2), and the target remains conscience and can remember everything you do. He just can't control his body. It will eventually wear off.
Warp(1): The caster can teleport a small distance, to somewhere he can see, but cannot travel through solid objects.
Warp(2): The caster teleports a resonable distance, to anywhere in his vicinity, even if he can't see it, but can't go through solid objects.
Warp(3): Like (2), but a longer distance. Still can't go through solid objects.
Vanish(2): The target is invisable for a while.
Drain(2): Some of the targets life energy is stolen, and given the the Caster.
X-Zone(3): Like "Remove", exept affects an area instead of a single target. Can get multiple people, objects, etc. May accidentally capture allies if they are too close.
Illness(2): A living creature is suddenly sick with flu like symptoms.
Shape-shift(3): The target is changed to a small, weak, furry animal. It retains its mind, however. Strongly magical creatures can resist this. It can be something like a cat, mouse, rat, small dog, ground hog, etc. This wears off after a while.
Meteor(3): Causes a firebal to fall from the sky at the target.
White-
Cure(1): A person is cured of some physicle wounds.
Cure(2): Same as above, but a person is cured more, and also regains some energy.
Cure(3): A person a returned to a normal, full healthy state. They are not cured of poisons, illnesses, Time effects, or anything like that.
(Note: Healing spells harm un-dead creatures like zombies and ghosts)
Revive(3): A person is brought back from the dead, or if un-dead, killed again. If an undead is "Killed" it can be revived as normal. When a person is revived, their body is healed only enough so that they can live (in other words they arn't healed). A strongly magic un-dead creature can resist this spell.
Banish(2): Like "Death", but against un-dead. Strongly magic creatures can resist this.
Health(1): Removes any non-magical illness or poison.
White(3): This is a white magic spell that does damage. It causes a magic force to damage the enemy. Especially deadly against Undead.
Protect(2): Creates a Barrier around the target that can stop magic. Fizzles out if it takes too hard of a hit or after a cirtain time period.
Protect(3): Like (2), but stops Magic and physicle objects.
Black-
Shape-shift(3): Like the other shapeshift, but instead of a small animal, the target is changed in to an inanimate object.
Harm(1): The target suddenly recieves a small wound, like a cut or bruise.
Harm(2): The target suddenly recieves a wound, like a cut or bruise. Stronger then (1).
Harm(3): The target suddenly recieves a serious gash.
Death(3): A person's soul is destroyed. Dosn't work on undead, or strongly magical creatures or people. The thing can still be revived as normal.
Curse(2): A person suddenly has extremly ad luck. What exactly happens is up to the players
Curse(3): Like (2) but... worse
Confuse(1): A person has trouble thinking straight.
Confuse(2): A person can't think straight, may start to lose balence, Sortof like he is drunk.
Confuse(3): A person sees doubles, looses most cohearent though, loses balenece and dexterity.
Hallucinate(3): A person starts to see things that arn't there. They are things that scare the target, so what exactly the target sees depends on the person. It may be something like ghosts or demons, or a particular frightening person, or something fomr a nightmare, etc. The target completly believes they are real, and can't be convinced otherwise. The target may try to fight or run from the hallucination, etc...
Terror(2): The target is suddenly very, very afraid of the caster. Some people are brave enough to resist fear.
Brezerk(2): Like confuse in that the target loses most thoughts, but the target also become intensly violent. It is completly indiscrimenet, and may attack enemies, or allies, or anything (Norally the closest thing, or the first thing it sees. Maybe even a tree, or an ally, or anyhting. If something makes the target mad, it will attack that.)
Black(3): Creates a massive, magical force. It can to severe damage to just about anything. Normally takes the form of either an explosion or beam of energy.
Reflux(3): Whenever the target creature inflicts pain on another creature, the injury is returned in equal amounts. (Whenever the target attacks something, it hurts itself, too).
Numb(1): The target loses it's eyesight for a while.
Numb(3): The target is blind, deaf, numb, and cannot smell. Wears off after a while.
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Post by Cobra5 on Apr 14, 2003 20:36:56 GMT -5
Name: William De Schryver Alias: Goes by "Will" Race: Human, westerner Age: 20 Eyes: Blue Hair: Brown Height: Average Gender: Male Profession: Fugitive Traveler Specialty: Western technology
Special Move: Will is proficient with fighting with two daggers.
Weapons of choice: - Full Moon - Western Rifle - Bastard sword (Hand-and-a-half Sword) - Two Heavy Daggers - Carries some explosive devices- Grenades, and smoke bombs.
Armor and Equipment: - Scale Mail w/ enlarged shoulder pads and armor skirt - Chain mail shirt and leggings - No head protection other then a long red scarf around neck
Bio: Travelled with his partner around the Western continent, untill acused of stealing from royal tomb. After escaping, became wanted by most western kingdoms. Going underground, eventually found himself on the Eastern continent after stowing away on a ship...
But it dosn't end there. After ariving in the port city of North Point, a rich noblemen was murdered... ...by a westerner's weapon... ...on the night of Will's arival... ...and him and his partner were the only two westerners in town... Needless to say, they were thrown in jail. Two nights later, the guard accidently left the jail cell unlocked. Will's partner popped out to investigate, and the guards instantly rang the jail break alarm. No questions were asked, and the two barly escaped with their lives.
Wanted for many crimes they didn't comit, Will and his partner continue to wander here and there, always a step ahead of the law.
Pros: - Very skilled with his repitiore of weapons - More then just aquainted with western technology - Resonably strong, very fast. - Always calm under pressure
Cons: - New to the east... He's only been here for days. - Knows no magic. - Has a serious run of bad luck...
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Post by Cobra5 on Apr 14, 2003 20:37:27 GMT -5
Name: Katrina Reinheart Alias: most people just call her Katt Race: Human, westerner Age: 17 1/2 Eyes: Blue Hair: Blonde, long Height: short, small Gender: female Profession: theif Specialty: gadgets, lock-picks, setting traps, mixing potions (can either be used to heal someone or hurt someone) Weapons of choice: - glove mounted blades - S-Viper (super-shuriken) - small pistol - various potions/bombs/grenades Armor and Equipment: - Banded leather armor, pretty light - Grappling hook/rope - Gadgets of all sorts (various lock picks, screw dirvers, whatever her current creation is, bolts, ropes, wires, extra vials and containers, random things Katt created over the years, etc.) - belts to hold all the gadgets - a hood which is rarely worn - A pair of small goggles (also rarely worn, usually kept around her neck) which serve no real purpose, they only kept for sentimental value known magic: ~Warp(1): The caster can teleport a small distance, to somewhere he can see, but cannot travel through solid objects. ~Confuse(1): A person has trouble thinking straight. ~Vanish(2): The target is invisable for a while. ~Charm(1): places a thought into the mind of the target Bio: Katt was born and lived the early years of her life in a small western town of Blithedale. She lived a normal life, except for one thing... she was precognative. she herself didnt really realize that her dreams ment anything, so she really never told anyone or even brought it up with anyone she knew. she shrugged it off as if it were nothing special. Mages and magic were an uncommon occurance in the west, so when Katt was offered apprenticeship to an old mage, her parents made her accept. Katt herself wasnt really into it, but she was a quick learner and decided to stay with it for the sake of her family. She stayed an apprentice for a couple of short years and learned a couple of low level spells. Most of them she forgot, just because she never really used them. The ones she did use often, like vanish and warp, she became efficient in casting. The only reason she stoped her appreniceship and gave up her comfortable home life for a life of theivery is because she started being followed. It seemed a small 'organization' found out about Katt's seemingly useless, cryptic, precognative dreams, and wanted her for that reason. she didnt know why they wanted her so badly, or why they were being so aggressive in trying to get her, but she did know she didnt want to stay long enough to find out. To bring the danger away from her calm provincial hometown, she fled. For a while she was by herself, a rogue wandering the west, keeping undercover from a mysterious organization out to get her. That is until she came across Will. Neither of them are exactly sure why they started traveling together... they just kinda... did. Becoming Will's partner in crime, she is usually the reason for his "bad luck". After being caught from the tomb of the royal family and thrown in jail, unbeknownst to Will, she picked the lock and blamed it on the guard. This lead to alot more trouble, and they ended up having to flee the continent as stowawys on a Easterners boat. This, of course, led them to the east, a whole new continent to both of them. This time, it wasnt her fault they were thrown in jail. The murder of a noble, the coincedence that the murderers used western weapons, the fact that they were the only westerners around... of course they were blamed. mostly imprisioned to appese the public, showing them that justice was served, even if it was delt to the wrong people. After another crafty jail break orchestrated by Katt, they fled the town yet again. this time, having no where else to go, they just remain a couple steps ahead of the authorities, usually just excaping imprisonment (again) with sly tricks and quick thinking. Katt doesnt really feel like she belongs anywhere, considering she hasnt had a real place to call home since she fled from Blithedale. Every time shes ever tried to settle down shes been driven away because of some strange unlucky coincidence or the need to leave because of personal avoidences. since shes always on the run from something, it seems like she'll never have a place to call home. Pros: - Quick thinker - faster than most due to her size - skilled with western technology - breifly studied magic Cons: - gets into trouble... alot - new to the east - wanted by authorities everywhere for doing absolutly nothing
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Post by Cobra5 on Apr 15, 2003 16:00:25 GMT -5
'legendary weapons'. Magic weapons so powerul that everybody knows about them. They might be myths, or they might be true, or whatever. I was thinking maybe we could come across one such weapon (I was thinking the Soul Sabre) later on in the RPG. Perhaps we fight a bad guy who uses one of these weapons, or we start hunting one of these, only to find out it's fake. Something like that. Opertunities for quests and missions and such. Plus, maybe the whol RPG could revolve around one of these weapons, like, our little group uses it to help us fight and whatnot, but it gets us in trouble a lot, or something. Get what I'm saying? Well, here's a few that I've finished...
Zoneseeker: A thin, slender, white blade, with a grey hilt. Even though it is said to be ages old, it is completly devoid of any sign of aging or damage. Looks like a normal sword, other then a small runic inscription on the blade, just above the hilt. If the Zoneseeker deals reasonable damage to any object, the object is warped to the X-zone. Current location unknown.
Doomblade: A pure black, twisted blade with a hilt that seems old and stained. The blade seeps a thick black liquid, almost as if it is melting. A single, direct touch from the blade instantly kills any living creature, even the user, making this a very dangorus sword indeed. Currently help by Baron Lordsmith, the evil leader of the Pyralis rebelion.
Chronoshifter ( ): An odd shaped, white metal triangular blade. The hilt seems to be made of stone or marble. The part where the blade joins the hil has a round, technological looking device. It shifts now and then, opening and closing, spining, seemingly at random. The blade is massive and heavy, yet the hilt only has enough room for one hand. The full potential of this sword is unknown, along with how it was created. It is known, however, that this blade is extremly dificult to properly control, and can influence time in some way. The current location is unkown, but it is said to be used by a traveling, nightmarish warrior.
Soul Saber: The sword, at first, apears to be nothing more then an intricate, fancy hilt. When picked up, however, the blade suddenly apears. The 'blade' is a long, tear-drop shaped, blue, glowing beam of energy. The size of the blade, along with it's shade of blue, varies form user to user. It seems to be linked to the power of the user.
Chaos Butterfly: Actually two identical short swords. The blades are jagged and chaotic. If the blades are facing in the correct postitions and are pushed together at the hilt, two small orbs at the end of each sword meld together, making it a single, double bladed sword. The swords are curently at a Monk temply near Land's End.
Nuetralizer: Next to nothing is known of this sword. It is said to be both extremly good, and extremly evil (Aperently related to how the user holds the sword). The exact powers, location, and aperence of the sword is unknown.
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Post by Cobra5 on Apr 16, 2003 16:49:33 GMT -5
Name: Master Mage Kaluthin Alias: His 'frineds' (not many) call him Kal (sound familiar?) Race: Human Birthplace- East city of Harkle Age: 54 years old Eyes: ice blue Hair: black with platinum streaks Height: tall, about 6''1' Gender: male Profession: master mage, mage specialality: Summoner (summons allies), craftsmage (makes magical weapons)
Special Move: Crafts magical items when given the needed components (which are very rare) and enough time.
Weapons of choice: Tome of Master Kaluth (his own spell book) Ring of the Dark Edge (crafted by him) Staff of the Greater Elements (Passed on to him) Staff of the Unholy Summoning (Never uses) Ring of True Heal (Given to him)
Armor and Equipment: Robe of Spell-Shock (crafted by him) Robe of the Unholy Summoning (Never uses)
known magic: (ooc- Ok...um...I'm gonna just use magic. I'm not gonna list all that a Master Mage knows. He is a summoner, so he can summon things. And he's a battle mage. He only has one healing spell, and that only works on him through a magic item.)
Bio: Master Mage Kaluthin has been a mage his entire life. He was accecpted into the High Mage Council many many years ago. He has never quested however, he has spent his years in under the study and guidance of the Mages Council. During the Test, Kaluthin was stricken deathly ill. His sickness prohibites him from casting too many spells...fewer than most. If it were not for his illness, he would have moved on to the head of the Mages Council, but he failed to pass the Head Mage test. His ambitions stretch far...but some fear they are dark. He reaches for the power he knows he can achieve. He was assigned to be a guardian. Only he knows of what however. He refuses to speak of it to even his most trusted friends. Many people have fallen victem to Kaluthin's wrath over the past years. He is a kindly man in person...but his kindness does have its limits. The wize will choose not to test them. While on the road, Kaluthin needs heavy guard. He is unable to travel on his own. His spells can only serve him for so long. The people he is traveling with now are unsure weather this is why he is traveling with them, so they will protect him. He does however serve a powerful ally when in a pinch. But he refuses to use spells unless he is in exactly that, a pinch. He will remain at the rear of the party and usually give minimal, if any, support. When not fighting, he is usually reading his spell book. Perfecting his spellcasting memory and learning and even creating new spells--few of which are ever seen--and he has been attacked more than once so another ambitios spellcaster can learn the dark secrete spells of the Master Kaluthin from his tome. Other than the cure for his ailment, nobody is sure what else Kaluthin is questing for. (ooc- This is written as if we have already joined in a party. When we start, I'm not with you. I'll find you somehow)
Appearance- Kaluthin appears to be a sickly old man. He is tall and always draped an his velvet red robes with his hood over his eyes, giving him an almost siniser look. th those who know him, he appears to be a neutral character, not good nor evil. He always has his nose in a book, either his own tome or another. Drinks only the finest wine at social occations and is constantly drinking potions and concoctions to ease his cough from his illness.
Pros- Powerful Mage His items can help anyone, even a non-mage Keeps to himself Cons- Cant fight too much (or refuses to) Some suspect an evil side Unkown ambitions
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Post by Cobra5 on Apr 22, 2003 20:09:46 GMT -5
I noticed a lot of people are 'on the edge' of good and evil in their profiles. Yikes, what if we all suddenly go bad? Heres a tasty morsel of my character:
Name: Tassatul Asunmor Alias: everybody calls him Tass Race: Human, Easterner
Age: 27 Eyes: Grey Hair: Long, dark black Height: Tall, about 6 feet Gender: Male Profession: Necromancer/Conjurer(summons allies from dead corpses)
Special Move: Holy Revivication(3), can bring allies back from the dead at a tremendous cost of energy
Weapons: Bonemage Wand: crafted from bones of demon lords. Rarely used for melee, mostly for spellcasting Ring of Control: helps with summoning
Armor: Extravagant robe; unknown abilities
Known Magic: (summoning, and other necro-like spells. Nothing with direct damage)
Bio: (Classified. Sorry, but Tass's biography cannot be disclosed at this time. It makes it more interesting this way. *Winks at Dan*)
Pros: Powerful for his young age Interested in his work Adventerous
Cons: Necromancer=disliked by many people Young, foolish Very little melee ability
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Post by Cobra5 on Apr 24, 2003 16:25:51 GMT -5
Name: Tanyu Onikage (medieval version) Alias: None (just call him Tanyu) Race: Human, easterner Age: 26 Eyes: dark brown Hair: Black Height: 5'11" Gender: Male Profession: Wanderer/Adventurer; has title of demon slayer; Former ninja assassin, bounty hunter, and pirate Specialty: Several forms of bladed weapons; Martial arts; Bombs; Stealth
Limit Breaker: ~ Black Dragon's Fire(3): Previously thought to be just a childhood myth told to him by his master, the Black Dragon as it turns out, is very real. The Black Dragon is a great being that, although not exactly evil, represents the dark side to life and is the physical embodiment of the curse that is on Tanyu's family. It is also the brother to the Light Dragon.
The Black Dragon's Fire(3) is a very powerful and dangerous attack. It’s even feared in the demon world. Tanyu used it once when he faced a terrible ordeal against a Demon that attacked his home village. He was almost killed, but right before the Demon could give the final blow, Tanyu was saved by the Black Dragon. He was given the power to destroy the Demon but it was at a price.
Basically, this move is a powerful ranged attack that channels dark powers. First, the Dragon’s dark energy surrounds and almost possesses the caster who then must focus it all into one package and then launch it at his target. The resulting projectile is black fire that resembles a dark dragon. In most cases, when launched, the caster has no control over it and all persons, friendly and hostile, are in danger. The caster himself puts himself in danger. Most do not survive channeling the dark forces. Tanyu almost lost his right arm in doing so and is now forever scarred. He now wears a heavy leather glove to cover it.
Weapons of Choice (order of most importance): - Naginata - Twin Swords - Wrist Blade (Left arm) - Throwing knives - Small bombs (regular, smoke, flash, and poison gas) - Poison Darts - Unarmed combat
Armor and Equipment: - Large straw hat - Tattered cloak (used to conceal his weapons) - Armor (strong yet light and maneuverable) - On each hand he has two rings, one on the index and middle fingers (used to light his bombs quickly by flicking them together to create a spark. He does this because he holds bombs with one hand. Quite handy really) - A leather glove covers his scarred right hand
Techniques and Abilities : ~ This used to be the Known Magic section, but I’m changing it to techniques and abilities since he doesn’t really use Magic at all
- Vanish(2): Technique learned during his days with a clan of ninjas; This is the only spell he has mastered and uses often (this is to replace the cloaking device of the futuristic BugHunter)
- Speed(2): Technique learned from ninjas; Enhances his own speed for a short while.
- Health(1): Ability to heal minor wounds (Has a more realistic approach as opposed to magic – uses bandages and herbs). Learned from a monk.
- Cure(1): Ability to identify and cure poisons (realistic approach as well). Learned from a monk.
- Berserk(1): When he gets pist off he goes Berserk. Gets stronger because of the anger but loses some ability because of lose of concentration.
- CureAll(1): Ability to create a CureAll potion to cure himself from a hangover. Learned from his experiences while drinking, hehehe
Bio: ((His bio is going to be heavily modified. It goes into his family’s past and his past adventures. Its more expanded but also more organized than the last version. I’ll try to keep it terse))
Father was once an assassin working for corrupt men. Killed many people. The blood he spilt cast a curse upon the Onikage family. Tried to redeem himself and live a peaceful life, but bad karma followed him. Mother dies while giving birth. Father dies a little later from sickness. In his dying words, he asks a good friend of his, a Blade Master to take care of his son, Tanyu.
Tanyu Onikage spends his youth as an apprentice to the Blade Master who teaches him the tricks of the trade and puts him under intense training. This explains his ability with weapons and melee combat. They were pleasant times back then. Vows to never follow the path of his late father and dedicates himself to helping those in need. Lived near a village with a monk temple.
At age 16, an evil demon lord attacks his village and kills his master. Village gets destroyed, everyone he knows and cares for is killed, and he goes on a revenge quest to kill the Demon. The legendary Black Dragon helps him succeed, but at a price. Defeats the Demon, but his right arm is heavily scarred from using the Black Dragon’s Fire(3). Wears a heavy leather glove to cover it. It remains as a reminder of this dark period in his life.
After his experiences with the Demon, he wakes up under the care of a monk who used to be a member of the village temple. Spends 8 months recuperating his wounds. Learns abilities Cure(1) and Health(1). As soon as he is healed, he leaves and becomes a wanderer.
Because his experiences with the Demon has left him a bit tainted and corrupt, he decides to join a clan of ninjas to put his anger to good use and becomes an assassin at age 17. Gains abilities with throwing knives and poison darts. Also learns Speed(2) and Vanish(2) techniques. However, he almost falls down the path of his father which he vowed never to do. Decides to quit and redeem himself before its too late and becomes a wanderer again at age 20.
At age 21, he joins up with a group of pirates and has adventures on the high seas for 5 years. They’re basically a Robin Hood type of group – stealing from the rich and giving to the poor and needy. These adventures help him feel better and to fulfill the vow he made as a boy. A chemist/pirate teaches him how to mix gunpowder and how to create a variety of bombs. The last time he was with the pirates was when they dropped him off at a port city (the port city where we all meet each other).
A little while after being dropped off, he then joined up with an unlikely group of adventurers and magic users at age 26. Somehow got caught up in an adventure to find a weapon of immense power called the Soul Sabre. While on their quest, they ran into a town that was attacked by a Demon. It turned out to be the brother of the Demon that attacked Tanyu’s home. They eventually defeat the Demon, but it proved that Tanyu could never escape his past. It also turned out that the Demon was in possession of the Soul Sabre as well.
Currently, Tanyu is still adventuring with that group of adventurers. He’s not as angry as he was in the past either. He’s still very self-sufficient and he still likes to have a good drink though.
Pros: - Great fighter - Jack-of-all-trades - Stealth abilities from Vanish(2) - Friendly once you get to know him - Becomes a very useful ally - Self-sufficient - No longer has a short temper - A Good amount of experience - Has ties with a group of ninjas and some pirates (could be like the replacement of the BugHunter’s Clan in the Bugs Itch rpg but I think I would rather prefer my character to go more solo)
Cons: - Haunted by past - Can’t resist a good drink - Gets drunk every now and then (He has a lot of memories to forget) - Will sometimes do things on his own (lone-wolf syndrome – spent his whole life depending on himself) - Sometimes falls asleep every now and then - No matter how good he is, he’s still mortal
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Post by Cobra5 on Jun 1, 2003 13:58:59 GMT -5
Limit Breaks: Will- - Quadraslash: Four slashes so fast, you can barely see them
- Transform: Turns in to a glowing, furred creature, completle with claws.
- Omega Ray: Fires a beam of pure energy.
- Final Omega: Fires a massive, destructive beam of energy.
Tassatul- - Holy revivication- Like revive, but revives the target at full health in stead of in a wounded state.
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Post by Cobra5 on Aug 13, 2003 2:41:08 GMT -5
The Pyralis Rebelion:
A mage of extreme power in the government of both Pyralis and the Soverign Government of the Eastern Continents, began to protest the 'normal' humans who held seats of power among their ranks. To him, they were an infestation, weaker and less capable people filling the ranks and taking opertunities that would be much better relized if they were taken by someone more qualified. Also, he felt that all menial chores should be done by non-magi. Why waste all that potential doing tedious work when it could be fully relized at the expence of a lesser being? Baron Lordsmith, Greater Baron of the Far East, attempted to pass many laws and movements in an effort to limit the rights of non-magi. Of course none of these succeded, in his mind, because of all the non-magi in government. There could be only one solution, of course...
A series of assanation attempts followed. Some were succesful. All of which were against non-magi, high ranking officials and nobles. After Lordsmith was proven guilty, his followers arose in arms. And, thanks to his diplomatic tounge, they were in no short supply. The Garison of Pyralis eventually moved to quell the revolution, but the lines weren't yet drawn. Some of the magi in the ranks of the Garison joined the rebelion.
For a period of time, no-one knew who was on whose side. The city saw little orginized fighting, but riot-like outbreaks became common. Then, as the lines between friend and foe became more clear, so too did the lines between battle fields. One thing led to another, and now orginized, psudo-military battles are taking place within pyralis daily.
The city has seem massive damage. Some of it is evacuated, and portions of the city are severly damaged. Many nuetral civilians called for truces, but of course this failed. Then they called that the battle be restricted to specific parts of the city to reduce damage and the death of bystandards. Both sides agreed, then entirely ignored the treaty.
A few months passed of all out war. Lordsmith resides in the city, commanding his troops. Everyone who has attempted to fight him died at his hands except for one, who survived only through trickery. And, orcording to him, Lordsmith carries a weapon so powerful, and so deadly, that no-one with an compasion for human life would be able to weild it. Acording to him, so much as a brushing touch of the blade, be it user or target, cause instintanous, and irivocable death.
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Post by copyKatt on Nov 15, 2003 17:44:22 GMT -5
Name: Sho Alias: DragonChild Race: human, Easterner Birthplace: monastery by Land’s End Age: 20 Eyes: amber Hair: jet black, loose & long (to mid back) Height: tall (183cm, 6”) Gender: male Profession: currently a lancer for hire/ formerly a monk Specialty: master of the spear/naginata and free-form martial arts, he can also infuse each of those with the fire elemental and he also has a high jump...
Special Move: Dragon Flare, focusing the chi of the very air he breathes, Sho lets loose a powerful stream of energy (which looks amazingly like a flame-but its blue) out of his mouth. upside:can’t be blocked by any spell/downside: damage dealt may differ with each usage. limit- Brood Trance, when pushed to a breaking point, Sho will go into a trance-during which his strength and speed is increased ten-fold while also breathing flames of energy- in other words, he becomes a dragon in human form.
Weapon of Choice: 1- “Kirei,” his master -Satios’- naginata- has a body of enchanted wood and a blade that never dulls
Armor and Equipment: 1- Brood Amulet-parents keepsake dragon blood amulet, improves fire-based attacks at holders will and absorbs fire-based damage *if you haven’t noticed-Sho is entirely dependent on his skills to defend-doesn’t believe in wearing armor*
Magic: he doesn’t use magic, but as a monk he did acquire three useful support skills:: Purify- removes the following afflictions: poison, paralysis, petrification, confusion Chakra- recovers medium wounds and revitalizes a small amount of magic energy Awaken- revitalizes the unconscious (ko’d), NOT the dead *note*-these skills, while not necessarily magic, still take energy
Bio:. Born at a monastery near Land’s End, Sho was brought up entirely by monks. His early childhood was one consumed by constant hand-to-hand combat training and the desire to reach enlightenment. For ten long years, he would know nothing of the outside world save what he was taught. At the age of twelve his life would change...He didn’t realize it at the time, but the monastery he was in was also the temple of a special weapon. For years, the forbidden treasure room called out to him (this is the room where keepsakes are kept, like his Brood Amulet) but he managed to ignore it. That was, until he was given his parents keepsake amulet on his twelfth birthday. When Sho was given the item, he was in front of the room-when he felt the full strength of the pulling force at its strongest. Sho couldn’t resist after that...the following night, he had to see what was calling out to him. When he entered, he came across a glowing pair of short swords...the aura eminating from them drew the boy in a like a fly to light. When he picked the weapons up, all sorts of images flew through his mind-but it was too much for him to handle then...so he fell into a trance. Unknowingly, in his trance, he’d raze the whole temple with the weapons at hand which had melded into one ominous dual blade saber...Once Sho was finally contained by an elder monk, the weapons were taken away and he was put into new custody. When the temple was put in reconstruction, the young boy had been moved far away in the hands of the lone monk-Satios. Several years would come to pass while under the continued tutilage of Satios. By this time he had come to terms with what he had done and no longer had regrets. From him, Sho picked up naginata combat techniques, which he furthered into what he uses now. When he came to surpass Satios’ own amazing skill, Sho was given his treasured naginata...a symbol of completed formal training. With that said, Satios explained that to further himself, he’d need to travel the world and absorb what it has to offer. Thus he left his second home at the age of 19, to improve himself...although it appears that he is in no hurry to finish. His travels would earn him an impressive reputation as a lancer and wandering duelist. Another year passes, and he finds himself getting offers to join the Pyralis conflict...unwilling to get involved, he decides to try and avoid it, that is until he hears of a certain baron wielding a “special weapon”...
Appearance/Persona: A tall young man wearing a red shirt which covers the lower neck and has rolled up sleeves, with matching red pants and black boots. He also wears his hair in a ponytail, under a long red head band (goes to mid-thigh). His naginata, Kirei is always by his side, as well as the amulet-which is always around his neck. Always seen with a semi-cocked smile, he’s a very laid back fellow-he takes things as they come; prefers not to think. Despite this he is unquestionably loyal to his allies, and is a man of honor- he just happens to be carefree more often than people would like.
Pros: + always calm and cool + amazingly talented with his weapon and bare fists + lady luck seems to never leave his side... + honorable and loyal to his allies Cons: - can be calm to a fault - sleeps...a lot, at anytime and anywhere - no resistance to magic whatsoever (the amulet protects him from fire) - doesn’t think of the consequences (but not brash mind you, that’s different)
other important notes- much like Tanyu, Sho is an amazing melee fighter-the difference lies in the fact that Sho is a specialist-whereas Tanyu is a jack-of-all-trades, which leaves Sho with more exploitable vulnerabilities.
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Post by Cobra5 on Sept 7, 2004 20:33:09 GMT -5
Even though almost all of this thread is outdated, there isn't much other place to post this. This is a map of the eastern continent. Dots represent cities. Circled dots represent an empire or kingdom's capital. Smaller villages or towns aren't shown- there's too many. I drew the map a long time a go (At the creation of soul saber!) but I never got around to coloring it. So I did it today. That's the small, optimized map. I also have a map that isn't optimized- but its much larger and shows a bit more detail. More importantly, the names of all the towns are easily readable. The image is so huge (bigger then wallpaper size) that I can't post it. But you can download it here ---> Link. As said, it isn't completly finished- so some of the lines are speckly and off center, some of the mountins arn't colered, etc. Also, its Zipped up, so you'll need winzip to decompress it. The large central island is the Central Continent. It is the mainland of the Eastern continent. Kroy is the largest empire (and the largest city) in all the Eastern continent- and also home to the High Mage's Council. Jin and Kroy often fight small boarder skirmishes, although an all-out war as yet to break out. Valleyfall is a very peaceful kingdom that generally stays out of political affairs, but is open to trade. (Land's End is the monestary where Sho and Iwa come from, barely visible on the small map. Its in the mountins, near the southern shore) The Talon Penisula, the large southern outcrop (with Bajj and Outreach) is covered in lush jungle. It used to be a great place to visit if you can stand the heat, but its been hit hard with an infestation of zombies. All the dead are cremated, and nobody leaves the safty of the town walls without an escort. The entire penisula is considered hazardous. If you can brave the undead, however, its a buetiful place to visit. The northern island is Katyr. They are a rather secretive empire, and they are the only known producers of Magitechnology. Of all the eastern kingdoms, this one has the highest percentage of Westerners among the population. All visitors are watched with suspision by the unusually militaristic town guards, even in the smaller villages on the island. The Eastern island is called the Far East. The Far East has a bit of its own culture, valuing honor and tradition. Pyralis is 'the mage's city', where some of the most powerful magi in the world call home- even some of the high magi. Just north of Pyralis is a large, barren desert. It has a couple names, but generally no-one bothers even going near it- even if you do decide to cross it, it only leads you to the Cove Mountins, perhaps an even harder chalenge. Siren serves as a 'last stop' for sailors brave, or stupid, enough to attempt and enter the 'sea of fragments'- the serpent-like sea that splits the continent into islands. This sea, near the center, is full of powerful tides, jagged rocks, and cliffs on both sides. The Southern Continent is home to many small villages and towns, as well as some larger cities and even a kingdom, Thuringein. Southerner's speak with an accent (like german or other european), and they are known for their style of houses. Southern Armies and warriors are also known for their use of pikes and pole-axes. The tiny island between the south and the Far East, just at the end of the Sea of Fragments, is largely unpopulated. It has only a few small villages, which are more as stop-off points for merchants traveling between islands. And there you go!
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Post by copyKatt on Sept 7, 2004 20:58:14 GMT -5
Name: Coral Zentoren Alias: Coral Race: Human, Westerner Age: 29 Eyes: Black Hair: Black Height: Small Gender: Male Profession: Soldier Specialty: Warfare Special Move: "Disable": More or less, a channeled bolt of extra accurate lightning shot from his rifle at someones leg or arm.
Weapons of Choice: -Eastern crossbow with his own modifications: Namely, the abillity to fire flaming arrows with oil, and his own arrows that are just hollowed out bolts with oil in them, which explode on contact.
-A Magitechnology Rifle he stole from an agent working in Katyr
Armor and Equipment: - Special western alloys carved eastern style and enchanted.
Magic: None, for he is a magicless bastard
Bio:
He grew up in the city state of Alfaria, and was the weakest boy in his class. Bullies picked on him everyday, and one day, the bully decided to run towards him, from about 100 feet away, and Coral didn't appreciate this. The start of his career was when he knocked the bully out with a pebble. He was chosen to go and hunt criminals down in the east, and kill off enemy agents finding uses for magitechnology, or steal it. He ended up running away with the cash.
Pros: An excellent, accurate sharpshooter than can reload and aim fast. The perfect assassin.
Cons: Can't really fight in close combat... At all. The best he can do is take a swing at you and get his own hand hurt.
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Post by copyKatt on Sept 7, 2004 20:58:40 GMT -5
Name: Iwa Zacarias (Pronounced E-wa Za-carr-eas) Alias: Lion Child Race: Human, Easterner Birthplace: Unknown, raised in temple Age: 23 Eyes: Golden Brown Hair: Brown, Fine & Semi-long (front ends comes down to cheek) Height: Tall 6’2” (188cm) Weight: 200lbs Gender: Male
Profession: Assassin for hire/ formally a monk Specialty: Mastery of all sword styles/ free form martial arts (can infuse each with earth elemental) has extremely high skill and great physical strength.
Special move: Lion Claw: Focuses chi to his strength, and with either his fist or sword, he hits the ground causing an earthquake making an enormous fissure, as a person falls down its shut back together causing major damage. Downside, Its extremely easy to avoid, it’s slow 1 in 25 tries will actually hit NOT USED OFTEN! Limit: The Prides Roar: When pushed over limit, (Iwa’s is much like Sho’s) Iwa lets out an enormous lion roar (just for show) Strength and fighting Skill increase Ten fold, he is a lion in human form.
Weapon of choice: Prefers his one sword given to him by temple elder, Chinese Straight Sword (Nanashi) blade never dulls. Not limited to one sword can use any sword with extreme skill and strength. Uses hands and feet as well, excels in martial arts in other words.
Armor and Equipment Wears no armor for the same reason as Sho. Wears the Prides Eye an Amulet Keepsake with the eye of a lion incased in unbreakable glass, improves earth based attacks at holders will and absorbs earth damage.
Magic: (Uses some magic but greatly dislikes the use of it) Earth (1) Earth (2) Earth (3) Harm (3) Terror (2) Black (3) Chakra
Bio: Though the birthplace of Iwa is unknown, it is known that was an Easterner abandoned as an infant. He was given to the monks at the monastery near lands end. That was where Iwa was given his name Zacarias was his original last name. (Iwa means Rock in Japanese). The Elder Monk had welcomed him with open arms, but the other monks weren’t to thrilled. Nonetheless, when he reached the age of four he was trained mercilessly for the monks’ thought of him as a delinquent, and constantly abused him. Where the other monks lacked in, the elder monk loved him with all his heart, and trained him privately in many other styles of fight. Lonely as a child and constantly scolded by the other monks he would constantly wandered never being bound to stay at the temple, but in the end he would always return to a happy elder monk but to a less than happy crowd of monks. When he was 14 he was reward by the elder monk mastery at a young age and the Lions Amulet an heirloom for the elder monks lineage. But one resent night later; a young child had fallen into a trance by the temples’ sacred twin sword that was possessed by evil. Iwa was one of the few that had fought the possessed child, and was the only one able to hold him back long enough so the elder monk could contain him. He suffered major injuries, mostly burns, but most distinctively he was dealt a trademark gash running diagonally across his neck (barely missing the Adams apple) to the tip of his left shoulder. When he recovered he set off on the elder monks orders to improve himself physically and mentally away from the temple as so he won’t be restricted to get stronger, so he left the elder with a heavy goodbye. He wandered from place to place, gaining valuable knowledge, skill and a love interest. He eventually found himself on the western continent on the southern most coastline, where people were very corrupt. Although a great shock culturally he didn’t find it to his liking, until he found a girl that he cared for greatly as well as her family. He was 17 and at peace, he was living with her till he had to return to the temple for he caught wind of the elder monks death. He left and returned with a heavy heart, only to return back to the city half in chaos. He return in time to see his beloved killed right before his eyes, just inches away before he was able to reach her. Enraged he single handedly wiped out the cities thugs and syndicates in a blind rage that had gone on for a month killing anyone who stood in the way. With his hands tarnished with blood with his massive slaughter he became an assassin for hire realizing he couldn’t be anything else. He came back to Eastern continent hoping to forget the happenings of the his western tragedy. Now he forever wares a smile a smile that’s like a mask forever hiding his sorrow and his slaughter.
Appearance/ Persona: Iwa didn’t keep his uniform from the temple instead he wares an all black turtleneck and trench coat with a crimson red interior, or liner if you will. He wares it constantly (even if its hot!) Black pants, shoes, and gloves. His turtle neck and glove a mostly for concealing his scars and burns, he considers them a sign of weakness. He is very kind and sweet and gentleman to the ladies. Very honorable and loyal. Very work oriented (workaholic) Attractive very good looking (doesn’t know it) Very oblivious, short temper, hides behind a smile, will wander off occasionally in search of bounty, and kills whoever he is paid to kill will not speak of himself.
Pros: +Relaxed and calm most of the time +Thinks before he leaps +Well rounded in combat, not stuck to one thing in other words knowledgeable and skilled. +Extremely Strong Physically. Cons: -Quick temper (still smiles) -Slow magic spells -Bad luck -Very Oblivious
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Post by copyKatt on Sept 12, 2004 20:50:57 GMT -5
Name: Erimel Draikon Race: Human, Easterner Birthplace: Pyralis Age: 36 Eyes: Green Hair: Dyed white Height: 6'4" Weight: 190 lbs Gender: Male
Profession: Life Mage(Black/White) Specialty: Anything involving life and health, whether helping or harming them.
Special move: Life Cutter: Focuses all his power of life and death into a whirling, slasking attack with his weapon. Most people hit will die instantly. After the attack, he passes out as if he used up all his spell energy. Used only when severely needed.
Weapon of choice: Inochi, a staff capped on each end with an 8-inch circular blade. The blade on one end is engraved with a stylized moon, the other end with a stylized sun.
Armor and Equipment Black and white robes, with very light mail underneath. Other than that, he has a silver circular amulet, inlaid with an obsidian moon on one side, and an opal sun on the other.
Magic: Cure(1-3), Revive(3), White(3), Harm(1-3), Death(3), Black(3)
Bio: Erimel was born in Pyralis, and tought magic from the time he could speak. His tutors were baffled when they couldn't find where his talent lay, and left, claiming that they couldn't teach a talentless youngh fool. His parents, both powerful mages, despaired at the idea of having an unmagical child. They accepted it, however, until one day, when he was 12, they saw him in the garden, torturing small animals to near death, then healing them to as good as new. They sent him immediately to a Life Mage school, where he learned to heal end harm equally well. He was taught that while life was important, so was death, and instructed in the facilitation of both. He was hired by Lordsmith at the age of 25, and served him faithfully as a healer and assassin. In Lordsmith's service, he learned to torture using his abilities. Though he served without complaint, secretly he learned to hate Lordsmith and his followers. He began purposely altering instructions and allowing tasks to go awry, and if his master suspected anything, he didn't show it. When Lordsmith was defeated, he approached his destroyers, and asked to join them in their quest...
Personality: Though he may seem cold to those who don't know him, he actually just has trouble understanding people due to both his teaching, which stressed death as much as life, and Lordsmith's evil, which showed him the worst side of human personality.
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