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Durandal
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Location: Manus Celer Dei, Jjarro Dreadnaught

PostPosted: Thu Jul 19, 2007 4:56 pm    Post subject: Crossroads of Chaos - signup Reply with quote

Hello ladies and gentlemen. Allow me to introduce to you my first ever RP!


Geographic/political landscape
This game takes place in the land of Rinval, the largest continent on a planet of the same name. The time period and technology level is closest to Western Europe during the 14th century. Rinval is divided up into five nations:

Tasmivar, a republic.
Anturon, a constitutional monarchy.
Ebilana, a theocracy.
Erosia, a criminal oligarchy.
Norovis, an imperial dictatorship.

I made a map with paint, but I'm not very good at it and it isn't too detailed. If I need to I'll add terain to it as I go along, but here's what I have so far: map. Please forgive the lameness of it.


In just recent history peace has settled across all of Rinval and each nation had been able to turn its attention inward and focus on improving its own infrastructure. Our story begins in the nation of Anturon, where the improvement in the country has led the king and queen to decide to host a several-day banquet at the royal court.

At this celebration there is to be a mighty feast and warriors and nobles alike from all over the nation are to gather to join in the merriment. In addition to the party, a tournament has been declared and all those who would seek to prove their worth in battle are sure to attend. As players, your characters are the sons and/or daughters of nobles or warriors who have attended the celebration. Also, I will need two people to play as the children of the king and queen, one prince and one princess of Anturon. Your characters are to be between the ages of 16 (the end of childhood in Rinval) and 18. You need to give them German-sounding names. If you don’t know what German names sound like there is a great website to help you out. You can use a name from it or come up with your own once you get a feel for what constitutes a ‘German’ name.


Character classes
Your character class plays a very important part in how your character develops. Your class affects your attributes, any special skills you might get, and even the weapons or magic you have available to you. At the start you will all have a beginner class. This is a class that has only 10 levels and once you get to 10 you immediately get to pick which class you want next. In a normal class there are 20 levels. There are usually two classes after the trainee class, and each one is better than the last. At every level up you will get an increase in one or more attributes. It’s mostly random as to which or how many attributes bonuses you get at level ups, but it is based off of probabilities that your class has for an increase in each attribute.

Here are the beginning classes you can take:

Scoundrel- a shifty fellow, the scoundrel can become either a thief or a myrmidon and uses swords.
Apprentice- a student in the ways of magic, the apprentice can advance to a mage or a sorcerer through the use of Anima magic.
Squire- a squire is always training with a lance, trying to earn the title of knight or cavalier.
Trainee- a ‘child of the skies,’ the trainee rides atop a pegasus and wields a lance in an attempt to become a pegasus knight or a wyvern rider.
Novice- the novice is a swift fighter attempting to become one with his sword in order to be called a mercenary or a myrmidon.
Pupil- the pupil, ever diligent in learning the ways of Anima magic seeks to join the ranks of the sorcerers or shaman.
Journeyman- the journeyman is the determined soldier, searching for the skills with an axe needed to become a knight or a fighter.
Hunter- a hunter practices the art of the bow in order to be promoted to a full archer.

These classes each lead to higher level classes which will be explained later on. If you have any questions or would like me to explain them before you pick your initial class then feel free to ask me to do so.


Magic
Magic in Rinval exists in the world at large, but can only be used through mystic tomes which a practitioner of magic must have on his/her person in order to use. The user does not need to read from the book, but simply to hold it in his/her hands. Magic is divided into several schools or practices, and the main three are:

Light- also called sacred or holy magic, Light is often used by those who strive to live for good and end the threat of evil to the world. Light magic has an advantage over Dark.
Dark- also called ancient or evil magic, Dark users would say that it is not inherently evil, even though it is often used for such a purpose. Dark has an advantage over Anima.
Anima- also called nature or elemental magic, Anima is probably the most common form of magic as it is easier to use than Light but does not have the stigma of Dark. Anima has an advantage over Light.

Each of the three schools has multiple books that provide different attacks with different effects. Some Dark magic has the ability to steal the enemies health and use it to replenish the attacker’s health. Some Anima magic has farther than normal range. And some Light magic can do extra damage to beings created from darkness.

Additionally there are three practices of magic, each indirectly linked to one of the three schools:

Enchanted staves (staffs) can be used to heal allies in combat or cast a variety of helpful effects like shield, antidote, teleport, etc.
Necromancy is used to manipulate the dead and create minions out of those who have fallen in combat.
Summoning magic draws energy from the earth to create an elemental being that will fight for the summoner.



Weapons
There are four types of weapons in Rinval: lances, swords, axes, and bows.

Lances- these are the long-reaching spears used by skilled soldiers. They can be fast while doing large amounts of damage. Lances have an advantage over the shorter swords.
Swords- easy to wield and reliable, the sword is the back-up weapon for many warriors and can make an excellent primary weapon for faster combatants. The sword’s swiftness gives it an advantage over axes.
Axes- heavy, slicing, bludgeoning tools of destruction, axes tend to be used only by the strongest fighters but can deal out pain in large portions. Their chopping abilities give them an advantage over lances.
Bows- the tool of choice for an archer, the bow can assault enemies from afar. Against air units (pegasus or wyvern riders) the bow does extra damage.

Although the majority of ranged combat is done with bows, there are weapons inside the other three categories that have a range greater than melee. Javelins, throwing knives, and hand axes can all be thrown at enemies from a distance.


Attributes
Okay, so it’s time to talk about attributes. These are like abilities in the d20 system, only there are more in Fire Emblem. Here they are along with their description:

Hit points- How much health your character has. If it reaches ‘0’ you’re dead.
Strength- How much muscles your character has. Affects how much damage you do.
Skill- How able your character is to use a weapon or tome. Affects your accuracy.
Agility- How quick your character is on his/her feet. Affects dodging.
Luck- What your character’s fortune is like. Affects a lot of things.
Defense- How well your character can take hits. Determines damage from enemy attacks.
Resistance- The degree to which your character is resistant to magic. Determines damage from enemy spells.
Constitution- How tough/strong/big your character is. Determines the size of weapons you can use easily.
Speed- How fast you can run or ride. Determines how far you can move in one turn.

Additionally, magic users don’t have the attributes ‘strength’ or ‘constitution.’ Rather, they have ‘intelligence’ and ‘willpower,’ which do effectively the same thing as the attributes they replace.


Weapons and tomes also have attributes which determine their quality. These attributes are:

Class- (Lance, bow, Anima, etc.)
Range- Melee weapons have a range of 1, magic usually 1 or more, bows 2 or more, etc.
Weight- for weapons this is physical weight, for tomes this is the mental weight of the spell, if the weapon or tome is too ‘heavy’ then the user is slowed down and suffers an agility penalty and a skill penalty equal to the difference between the weight and constitution/willpower.
Damage- how powerful the weapon is. Determines damage done with it.
Bonus- weapons or tomes sometimes give attribute bonuses like +2 skill or +1 agility. This can happen if it is extremely well made or enchanted.



Combat
I'll go over combat later. You don't need to know it now. If you would like to though, just PM me and I'll send it to you.

Character sheet
Name: (Remember, German sounding name please. Also, no last name unless it is a von something, which basically means from [the town of] something)
Age: (16-18)
Description: (hair, eyes, face, build, height, weight)
Class: (choose from the beginning classes)
Attitude: (What is your character's outlook on life? How do they see the world and interact with others on a normal basis? Can be a couple words)
Background: (If you would like to sign-up for the prince or princess of Anturon, PM me. Otherwise you can make up any background you would like. Tell how you are related to someone important who was invited to the banquet.)



Okay, so that's all I can think of for now. If you have any questions please do ask me because it's quite likely I have forgotten something. Also, if you need something clarified go ahead and ask because it's likely you're not the only one who thinks I'm confusing.
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Last edited by Durandal on Sat Jul 21, 2007 10:59 pm; edited 5 times in total
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Durandal
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Location: Manus Celer Dei, Jjarro Dreadnaught

PostPosted: Thu Jul 19, 2007 5:32 pm    Post subject: Reply with quote

Also, if there is a call for it, I can put Anthros (most likely feline Anthros) into the storyline.

Like it's a genetic trait that can show up in certain people, etc... It wouldn't affect the plot or attributes at all but it would allow you to have a cat person.
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Dr. Salem
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PostPosted: Thu Jul 19, 2007 8:26 pm    Post subject: Reply with quote

Where do we put all the attributes under? Class?
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"Love" is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope.
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Durandal
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Location: Manus Celer Dei, Jjarro Dreadnaught

PostPosted: Thu Jul 19, 2007 9:16 pm    Post subject: Reply with quote

You don't put the attributes. You just put a class. Each of the classes has a set of starting attributes, along with its own set of probabilities that an attribute will increase at a level up.

Also, I added "attitude" to the list of things in your character sheet. This is just so you can set up at the beginning what your character is like in social interactions.


Give me a bit and I'll write up more about the classes, such as what attributes each one specializes in and what the later classes are like. This is important because a big part of choosing your first class is knowing what secondary classes are available to each one.
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Durandal
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Location: Manus Celer Dei, Jjarro Dreadnaught

PostPosted: Thu Jul 19, 2007 10:51 pm    Post subject: Reply with quote

Okay, couple of changes. I got rid of the barbarian class because it was too close to the fighter class. Now, Journeymen promote to Knight or Fighter.

Also, for your initial class you can chose one of the eight beginner classes or you can chose Priest or Troubador. They don't have an initial class that lead to them. Here I shall post for you the secondary classes that the initial classes lead to and a description of those secondary classes.

Class promotions
Scoundrel --> myrmidon – thief
Novice --> myrmidon – mercenary
Squire --> knight – cavalier
Trainee --> pegasus knight – wyvern rider
Journeyman --> knight – fighter
Hunter --> archer
Apprentice --> mage – sorcerer
Pupil --> sorcerer – shaman

Class descriptions
Myrmidon- Swordsmen who possess superior speed and technique. They specialize in killing strokes.
Thief- Fortune hunters whose sticky fingers and quick reflexes can prove very useful.
Mercenary- A swift warrior who fights with bravado and a flair for powerful attacks.
Knight- Heavily armored combatants. Superior defense outweighs their poor agility and speed.
Cavalier- Mounted units with superior speed. Well balanced for agility, defense and attack.
Pegasus knight- Knights who soar through the skies. They resist magic but are weak against bows.
Wyvern rider- Soldiers who rule the skies from wyvern-back. They are vulnerable to only bows and magic.
Fighter- Axe wielding powerhouse whose wild fighting style leaves them with poor defenses.
Archer- Lightly protected warriors with Bows. They can attack from a distance.
Mage- Magic user who specializes in Anima magic but does not let his/her body be ignored.
Sorcerer- Sinister magic users who wield Anima but also dabble in Dark magic in the search for personal knowledge and power.
Shaman- Member of the ancient shamanistic ranks who use Anima, the magic of nature.


As I said, you can also chose Priest or Troubadour as your initial class. Here are the descriptions for those:

Priest- Ascetic wielders of sacred Light magic. Superior ability to hit but low attack power.
Troubadour- Mounted maidens whose sacred staves aid allies. They are swift but do not fight.


Okay, so class strengths and weakness:

Scoundrel - high agility, luck, skill. Low HP, defense, constitution.
Novice - For the most part very average. Low resistance.
Squire - high strength, defense. Low resistance.
Trainee - high speed, agility. Low defense.
Journeyman - High constitution, HP, strength. Low defense, resistance.
Hunter - High agility, skill. Low defense, HP.
Apprentice - High skill, resistance. Low defence.
Pupil - High power, skill, willpower. Low agility.

Squires ride on horseback and Trainees ride on a pegasus.


I'm not going to post the final class descriptions or the promotion list from the secondary classes to the final ones. If you want those just PM me and I'll send 'em to you. I don't want to worry people with too much information. I fear I've already done that anyway.
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Spirit Wolf
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Joined: 14 Apr 2007
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Location: my mind... wow, it's empty in here.

PostPosted: Thu Jul 19, 2007 11:01 pm    Post subject: Reply with quote

Name: Abel
Age: 16
Description: 5'10, silver eyes, blond hair, chiseled, caucasian, 172 Lbs.
Class: Novice
Attitude: He tries to be as honorable as he can. He doesn't lie unless he absolutely has to. He's the stoic type, and so he doesn't usually start a conversation with strangers.
Background: Abel is the son of Garet, the man who was the strongest swordmaster to come out of the Period of Turmoil. When death finally took him, many were sad to see him go. A close friend of Garet’s, the Baron Duessel von Busse, volunteered to adopt Abel out of his sympathy and kindness, as Abel would have been otherwise on his own. Normally this would not have been a big deal since 16 is the official age of adulthood in Rinval anyway, but the baron knew Abel's disposition and didn't want him to feel alone in a world of strangers. When the banquet was announced Abel was naturally invited to the banquet in honor of his father's service. He accepted, not wanting to be rude, but is rather reluctant to go. A banquet means talking to complete strangers, which he doesn't like to do.
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Last edited by Spirit Wolf on Sun Jul 22, 2007 3:36 am; edited 1 time in total
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Durandal
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PostPosted: Thu Jul 19, 2007 11:44 pm    Post subject: Reply with quote

Approved!

Also, I forgot to add the journeyman class in the first post. It's there now.
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ginpu
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PostPosted: Fri Jul 20, 2007 1:45 am    Post subject: Reply with quote

I was about to ask about races. heh.
So other than human would be for cosmetic purposes only for the most part then, right?
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Durandal
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PostPosted: Fri Jul 20, 2007 1:51 am    Post subject: Reply with quote

Correct. No affect in the plot or character attributes.

You could base your class on whatever type of race you wanted to play though. What did you have in mind?
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ginpu
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PostPosted: Fri Jul 20, 2007 2:48 am    Post subject: Reply with quote

I didn't. LOL
I have to actually read this still. I'm sorry Durandal. I'll try tomorrow, if not by the time I get back. My mind won't hold still right now. One day of work, then sleep and a 12 hour drive to the middle of nowhere in southern Virginia.



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