After the last war, the major governing force, the Etherian Empire was split, causing chaos around the war. Now, a new force, the old empire (etherian) and the religious leaders fight for control of the world, as people rebel and civil war breaks out. The Mana Knights, warriors in service to each of the fighting forces, however aren't that numerous. They are about the only actual force keeping back total anarchy since even the rulers are fighting amongst themselves.
You can be apart of the Mana Knights and try and retain order, doing missions for them, or you can be on your own or with a gang and just pillage, conquer and do whatever.
Mana Knights Sign up
Name:
Age:
Sex:
Alignment:
Str:
End:
Agi:
Will:
Wpn of Choice::
W. Proficiencies:
Manuevers:
Equipment: Pick orbs.
explained below
Alignment: The mana Knights are the troops, eyes and ears of all three groups, judge, jury and executioner, really the only thing keeping them in any sort of power. You can decide which of the three powers you serve foremost. The three are in conflict, which is why its primarily the Mana Knights holding anarchy back.
The Etherians: The etherians, or the old empire is the largest and longest lived empire in the history of Etheria. Spanning milennia, it is still alive, if much smaller than it was at its peak years, once controlling over 90% of the world. It's still very powerful and one of the last three lawful powers
The Rising Sun: The rising sun, once the Emperor's right hand man. His chancellor and friend, he split due to disagreements with the emperor and took some of his followers to form another power trying to rise and crush the ever growing chaos from the realm.
The Seven Stars: The High priests of the 7 major Divine entities, rumored to be their avatars. They have always been in power, ruling aside the Old Empire, they are the current highest force between the three due to their position of rulers of faith in a time a of crisis.
Stats
There are four stats. Split 300 between.
Strength: Determines physical attack.
Agility: Determines speed, evasion and accuracy.
Endurance: Determines health and defense.
Will: Determines ablility to manipulate and resist Mana Orbs and Runes.
Weapon of Choice: Mana Knights typically train in one weapon to near perfection. With this weapon, they can use Mana Orbs and Runes, an invention of the Mana Knights, which will be explained later. They can also perform manuevers based around the weapon's type.
Types are Short Blades, Long Blades, Great Blades, Spears, polearms, lances, Axes, Knives, clubs, Maces, staff, rod and wand (includes flail and morningstars as well), fist weapons, bows, crossbows, Darts, Slings and hurled weapons.
Weapon Proficiencies: Typically Mana Knights train in two other weapons as backup. They can have one attack manuever for each one, only up to 1-3 rather than 1-5 like in specialized weapons.
Attack Manuevers: Attack manuevers adjust the physical properties of an attack by a value of 1-5. Every positive adjustment of a skill must be met by an equal negative value (multiple small negatives can equal a large positive and vice versa) Mana Knights start out with four Attack Manuvers.
The Properties are
Damage: How much damage the attack does.
Accuracy: How hard it is to dodge.
Speed: How quick it's pulled off.
Defense: How well defended the attack leaves you afterwords.
Reach: How far it can reach. Typically reach in manuevers involves movement.
Magic Orbs: Magic orbs contain a spell within it, typically a one shot spell, or a very powerful perma-enhancer, either way always more powerful than runes. Orbs, when equipped to a weapon, float around it. Orbs can be smashed by enemies, but it typically activates the spell and unless one is adept at recognizing orbs on sight (a difficult task to all but masters) its a very very risky idea to do so. Perma-enhancer orbs are usually grafted or attached to the rune on some spot. Weapons can only hold so many orbs.
Magic Runes: Magic runes are etched directly on to the weapon and usually serve as minor perma-enhancers or command activated spells that can be cast more than once, but typically are much weaker than orbs.
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You get the weapons you specialize in and are profficient in for free. You get 500gp to buy runes and orbs. Alchemy and such has been lost so potions aren't really available to low ranking Mana Knights.
Weapons can hold up to 4 orbs and 2 runes. The only exceptions are Staves, rods and wands, which can hold up to 6, 8 and 10 orbs and half that, respectively in runes
No armor or accessories on startup. You are a new ranking member and those come as a symbol of success and rank. Other equipment is typically given to you on missions.
--Orbs--
Orbs are one shot unless otherwise mentioned. No Permanents available at startup though. Orbs can be used as a free action.
Attack Orb: Automatic critical. 100gp
Double Time Orb: gain a second strike that turn. 100gp
Lightning Orb: Deals ~50% extra lightning damage. 50gp
Fire Orb: Deals ~50% extra fire damage. 50gp
Ice Orb: Deals ~50% extra ice damage. 50gp
Drain Orb: Heals you for 50% of what you dealt. 75gp
Healing Orb: Heals equal to your will. 100gp
Barrier Orb: Nulls one attack completely. 150gp
Counter Orb: If shattered, automatically deals damage equal to enemy's attack to him, otherwise can counter as a free action with a normal attack. 100gp
Phoenix Orb: Restores you to 50% health when you die. 500gp
Runes: Points indicate the 1-10 number of a weapon's properties. Runes can be drawn and Erased at a Rune Mage.
Attack Rune: Increases weapon's damage by 1point. 100gp
Speed Rune: Increases weapon's speed by 1point. 100gp
Defense Rune: Increases weapon's Defense by 1point. 100gp
Accuracy Rune: Increases weapon's accuracy by 1 point. 100gp
Regen Rune: Heals you for a fraction of your hp every round based on Will. 100gp
Critical Rune: Gives you a chance for critical based on Will. 100gp
Fire Rune: Deals ~10% fire damage. 100gp
Ice Rune: Deals ~10% Ice damage. 100gp.
Lightning Rune: Deals ~10% lightning damage. 100gp.
Quick Rune: Gain an extra attack every other round. 250gp
Anarchists signup
Name:
Age:
Sex:
Alignment:
Str:
Agi:
End:
Will:
Proficiencies:
Manuevers:
Resources:
Equipment:
Skills:
explained below.
Alignment: Anarchists only owe loyalty to themselves or belong to a gang, mostly for protection. Please include a name if you join a gang.
Stats: Split 200 between
Strength: Determines physical attack.
Agility: Determines speed, evasion and accuracy.
Endurance: Determines health and defense.
Will: Determines ablility to manipulate and resist Mana Orbs and Runes.
Proficiency: Anarchists are proficient in two weapons. They can take up to two attack manuevers. One in each weapon or two in one weapon. They can only go from 1-3 points for the manuevers.
Resources: If you belong to a gang you start off with 2000gp. If you are aligned to yourself you can choose from the following.
2000gp and a small home for yourself.
1000gp, a small hideout and a gang of 3 members. Members will be chosen by me.
750gp, a medium hideout and a gang of 6 members. Members will be chosen by me.
500gp, a large hideout and a gang of 10 members. Members will be chosen by me.
Equipment: You get one weapon of each proficiency for free. You must buy any other equipment. Most people don't have access to magical stuff.
Armor: Armor and clothing grants various types of protection.
Ratings are Minimal, Some, Lesser, Good, Greater, High, very high, and near-impenetrable. All armors provide good Weather def, clothing varies
Clothing
Clothes: Provides no defense and minimal weather def. 0gp.
Fine Clothing. Provides no defense and some weather def. Improves Social Interactions. 10gp
Cloak: Provides minimal def, some weather def and some stealth. Worn over clothing. 20gp.
Chain Shirt: Provides some def. Worn over clothing or under armor. 50gp.
Armor
Padded Leather: Some def. 40gp.
Leather Armor: Lesser def. 100gp
Chain mail: Good Def. 250gp
Splint Mail: Greater def. Hinders mobility slightly. 500gp
Plate Mail: High Def. Hinders mobility Some. 850gp
Greater Plate Mail: Very High Def. Hinders Mobility a lot. 1200gp
Full Plate Mail: Near impenetrable Def. Hinders Mobility greatly. 1500gp
Robes
Cloth Robes: Provides minimal Def, some weather def and minimal magic def. 25gp
Magic Cloth Robes: Provides minimal Def, some weather def and some magic def. 100gp
Gloves and bracers
Leather Bracers: Allows protection of arms for blocking. 30gp
Leather Gauntlets: Allows protection of hands to lower disarming. Higher punching damage. 40gp.
Headgear
Cap: Provides Minimal def vs head attacks. 25gp
Cap Helm: Provides some def vs head attacks. 50gp
Visor Helm: Provides good def vs head attacks. 75gp
Shields
Buckler: Blocks glancing blows. Aids in sword combat some. 30gp
Sm. Shield: Blocks some attacks. 60gp
Md. Shield: Blocks a good amount of attacks. 80gp
Lg. Shield: Blocks a lot of attacks. 100gp
Belt: Holds up to 3 pouches or weapons. 40gp
Travelling Boots: Allows for easier cross terrain travel. 25gp
Soft Boots: Makes walking quieter. 25gp
Equipment: 100gp = 1 item.
Backpack: Holds 8 items on person. 75p
Pouch: Holds 3 items on person. 25gp
Rope: I think you can figure out what rope is for.
Grappling Hook: Hooks rope onto something.
Medicinal Herbs: 3 herbs. Heals 50hp. 100gp
Lock picks: 10 uses. Needed to pick a lock. 25gp
Probes: 10 uses. Needed to find/disarm traps. 25gp
Sm. Bomb: Deals 30 damage. 100gp
Compass: Points north. 10gp
Skills: Pick 3 skills from the list below.
Pick Pockets: Pick people's pockets.
Open Locks: Pick or break locks better.
Find/Remove Traps: Learn about discovering and removing traps.
Move Silently: Learn to move silently.
Hide In shadows: Hide in shadowy areas more adeptly.
Climb Walls: Learn to climb walls better.
Backstab: Deals higher damage vs unaware opponents.
Acrobatics: Dodge better in combat, leap and jump better and take falls better.
[ February 08, 2005, 07:55 PM: Message edited by: Marth ]
The Fall of Etheria
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
The Fall of Etheria
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
-
- Member
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- Joined: Thu May 06, 1999 1:00 am
- Location: Southern California
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Name: Magrod
Age: 22
Sex: Male
Alignment: The Etherian Empire
Str: 150
End: 50
Agi: 75
Will: 25
Weapon of Choice: Great Swords
Weapon Proficiencies: Fist Weapons, Hurled Weapons
Maneuvers:
Mighty Cleave (GS): +4 Attack, -2 Accuracy, -2 Defense
Exclamation (GS): +5 Attack, -5 Defense
One-Two Retreat (FW): +2 Reach, +1 Attack, -2 Defense, -1 Accuracy
Marked Hurl (HW): +3 Reach, -1 Speed, -2 Defense
Equipment: Attack Rune (Greatsword), Speed Rune (Gauntlet), Attack Orb, Drain Orb (2), Lightning Orb
[ February 10, 2005, 09:19 PM: Message edited by: Prince Toad ]
Age: 22
Sex: Male
Alignment: The Etherian Empire
Str: 150
End: 50
Agi: 75
Will: 25
Weapon of Choice: Great Swords
Weapon Proficiencies: Fist Weapons, Hurled Weapons
Maneuvers:
Mighty Cleave (GS): +4 Attack, -2 Accuracy, -2 Defense
Exclamation (GS): +5 Attack, -5 Defense
One-Two Retreat (FW): +2 Reach, +1 Attack, -2 Defense, -1 Accuracy
Marked Hurl (HW): +3 Reach, -1 Speed, -2 Defense
Equipment: Attack Rune (Greatsword), Speed Rune (Gauntlet), Attack Orb, Drain Orb (2), Lightning Orb
[ February 10, 2005, 09:19 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!