Alright, time to bring back my old RPG world, complete with unoriginal name. This would be classified as a 'controlled' RPG seeing as I'm leading it, but in it you're able to do almost anything you want to do in it (Be a commander of an army, go on quests, basically anything you can think of I suppose.)
SIGN UP
Name: . . .
Age: . . .
Gender: M/F
Bio/Goals: Your history, and possibly what you want to do. Its optional, but it could help me think up some stuff for you to do if you want to.
Element: Select one of the following: Neutral, Fire, Water, Forest, Earth, Metal, Ice, Spirit, Light, Darkness.
Nation: Where you start off, although you'll be able to travel to all of the other areas as well eventually. (Choices below)
Stats
Out of 500
HP - Health Points, how much damage you can sustain untill you're defeated.
MP - Mana Points, is needed to use even the most basic of spells.
Out of 250
Strength - How powerful you are. In battle helps determine physical damage.
Constitution - The strength of your body. Helps defend against physical attacks in battle.
Intelligence - How intelligent you are. In battle determines magical effectiveness.
Wisdom - Your ability to understand things well. In battle helps defend against magical attacks.
Agility - How fast you and your actions are. Determines battle order and evasion in battle.
Out of 10
Spirit: Your will in battle. Powers some skills. Cannot exceed 10.
Skill: Number of abilities you can have. Also used for some trades (Such as blacksmithing.), which allows you to make your own items.
Charisma: How well you are with others(Social interactions/Leadership). Also effects luck some. Cannot exceed 20.
Abilities - For every point you put into "Skill" you may create an additional ability. All people learn generic spells on their own.
Elements
Neutral - Holds no elemental power, which means it suffers no penalties or bonuses against other elements.
Water - The elemental power of water. Strong against fire and earth, though weak against metal.
Fire - The elemental power of fire. Strong against forest and ice, though weak against water.
Forest - The elemental power of the forest and wind. Strong against earth and metal, though weak against fire.
Earth - The elemental power of rock and earth. Strong against ice and water, though weak against forest.
Ice - The elemental power of the wind and cold. Strong against metal and fire, though weak against earth.
Metal - The elemental power of metal and lightning. Strong against water and forest, though weak against ice.
Light -The elemental force of light Strong against Darkness, though weak against spirit.
Spirit - The force of mind and soul. Strong against Light, though weak against darkness.
Darkness -The elemental force of darkness. Strong against Spirit, though weak against Light.
Nation - Where you start off in the game, each nation has a slight plot to it. Although you can still do whatever you want to, its just something else to do.
1) Trolet - A small kingdom, inhabitted mainly by scholars and mages. Though small, it grew quickly due to its location, along 3 great resources, the forest, mountains, and sea. Across the sea is the island of Gailan, which is mainly desert.
2) Felaros - Multiple small countries all inhabiting the plain. Some of the countries are well off, however most of them are in poor conditions due to wars over territory. To prevent further losses, some of the countries have formed alliances with eachother.
3) Latos - A large nation covering the northern half of the Sunira Islands, centered at the island of Tolas, a large island formed from a volcano. Each of the islands has a different leader who runs it. The countries of Latos get by mainly through trade.
4) Krous- A large nation similar to Latos, made up of the Southern half of the Suniras Islands, as well as part of the frozen continent of Coltras to the far south.
5)Armiel - A strong military kingdom, with both a powerful army and navy. Recently a power hungry dictator came into power and has been plotting attacks on other nations, starting off with the near by nation of Gradd.
6) Gradd - A desert kingdom run by a council of mages. Originally grew due to gold found in the region, currently it is a kingdom that prides itself on its magical abilities. It still retains the original wealth that started the nation, however it could be the cause of its fall, as it is the cause of war between it and Armiel.
7) Nomit - A somewhat small nation built on a large island to the east of Talirun, though it also controls some of the smaller islands surrounding it. Is helping its main trading partner, Gradd, defend itself from the nearby nation of Armiel. Has a strong navy, though its army is quite poor.
8) Caelis - A large nation along the Calein mountain range, the main source of iron ore in the world. As such, it has a powerful army, but due to the lack of the forests on the continent, most of the ships made are devoted to trade, making its navy poor.
9) Iblis - A small nation to the south of the continent of Sonasir. The capital is on a small island, however the nation holds a small part of the Calein mountains, as well as some of the small surrounding islands. Currently the nation is in anarchy, as its leader had died recently, leading to battles between many of the countries former military commanders.
(Most likely distorted) Map - (s = sea. m = mountain. F = Forest. p = plains. d = desert. b = bridge # = Nation)
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Gaios
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Name: Mikete Sentulu
Age: 27
Gender: M
Bio/Goals: Seeks to unite the Sunira Islands, starting with the tribes of Latos and then, when possible, moving on to Krous, including their holdings on Coltras. A fearsome spearman.
Element: Metal
Nation: Latos
HP - 300
MP - 200
Out of 250
Strength - 70
Constitution - 60
Intelligence - 30
Wisdom - 30
Agility - 60
Out of 10
Spirit: 4
Skill: 2
Charisma: 4
Skills:
Warlord's Cry-- Heals all friendly units.
Iron Conquest-- Deals a huge amount of damage to one opponent. If it kills the opponent, deals damage to another opponent within range; this can be chained infinitely as long as people are in range and each strike keeps killing people, but the damage lessens after each strike.
Age: 27
Gender: M
Bio/Goals: Seeks to unite the Sunira Islands, starting with the tribes of Latos and then, when possible, moving on to Krous, including their holdings on Coltras. A fearsome spearman.
Element: Metal
Nation: Latos
HP - 300
MP - 200
Out of 250
Strength - 70
Constitution - 60
Intelligence - 30
Wisdom - 30
Agility - 60
Out of 10
Spirit: 4
Skill: 2
Charisma: 4
Skills:
Warlord's Cry-- Heals all friendly units.
Iron Conquest-- Deals a huge amount of damage to one opponent. If it kills the opponent, deals damage to another opponent within range; this can be chained infinitely as long as people are in range and each strike keeps killing people, but the damage lessens after each strike.
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1515
- Joined: Sun Sep 16, 2001 1:00 am
Name: Kirin Damascus
Age: 18
Gender: M
Bio/Goals: He aims to train in swordsmanship to become a guard in one of the countries of Felaros. His ultimate goal is to help bring the chaos in Felaros to an end. He is a pure and gentle-hearted young man, quite unlike most with the same goal.
Element: Water
Nation: Felaros
HP- 300
MP- 200
Strength- 65
Constitution- 45
Intelligence- 55
Wisdom- 45
Agility- 40
Spirit- 4
Skill- 3
Charisma- 3
Skills:
Pure Water- Heals one ally and cures a status effect.
Mirage Sword- Creates up to 3 mirages, any of which can attack for less damage than Kirin, but they can only take one hit before disappearing.
Guardian Blade- Deals good damage to one opponent and breaks any barriers shielding the opponent. If the opponent has no barrier, it can deal damage and possibly break the opponent's armor permanently.
Age: 18
Gender: M
Bio/Goals: He aims to train in swordsmanship to become a guard in one of the countries of Felaros. His ultimate goal is to help bring the chaos in Felaros to an end. He is a pure and gentle-hearted young man, quite unlike most with the same goal.
Element: Water
Nation: Felaros
HP- 300
MP- 200
Strength- 65
Constitution- 45
Intelligence- 55
Wisdom- 45
Agility- 40
Spirit- 4
Skill- 3
Charisma- 3
Skills:
Pure Water- Heals one ally and cures a status effect.
Mirage Sword- Creates up to 3 mirages, any of which can attack for less damage than Kirin, but they can only take one hit before disappearing.
Guardian Blade- Deals good damage to one opponent and breaks any barriers shielding the opponent. If the opponent has no barrier, it can deal damage and possibly break the opponent's armor permanently.
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
Name: Phillip Gabin
Age: 20
Gender: Male
Bio/Goals: Phillip comes from a large family mages, unique in their utilisation of magic for buffs and enchantments over pure damage dealing spells. As such, the Gabin family battle style calls for a build-up until an overwhelming attack can be executed. Phillip weapon of choice is an old axe that his grandfather used. As a member of Gradd, he currently dreams of fighting off Armiel, specifically to avenge the death of his older brother at their hands. Beyond that he seeks nothing other than perhaps refining his skills in battle, such is his single-natured focus on revenge.
Element: Metal
Nation: Gradd
HP: 300
MP: 200
Strength: 55
Constitution: 50
Intelligence: 50
Wisdom: 40
Agility: 55
Spirit: 4
Skill: 3
Charisma: 3
Ancestral Armor: Phillip conjures armor with his family crest upon it. At expense of some agility, he gains a large boost to his strength and constitution.
Equivalent Exchange: Phillip loses all bonuses he has to his stats. He is healed proportionately to the bonuses lost.
Ride The Storm: Deals heavy damage to select target. Phillip's agility is raised moderately for the next 3 turns.
Age: 20
Gender: Male
Bio/Goals: Phillip comes from a large family mages, unique in their utilisation of magic for buffs and enchantments over pure damage dealing spells. As such, the Gabin family battle style calls for a build-up until an overwhelming attack can be executed. Phillip weapon of choice is an old axe that his grandfather used. As a member of Gradd, he currently dreams of fighting off Armiel, specifically to avenge the death of his older brother at their hands. Beyond that he seeks nothing other than perhaps refining his skills in battle, such is his single-natured focus on revenge.
Element: Metal
Nation: Gradd
HP: 300
MP: 200
Strength: 55
Constitution: 50
Intelligence: 50
Wisdom: 40
Agility: 55
Spirit: 4
Skill: 3
Charisma: 3
Ancestral Armor: Phillip conjures armor with his family crest upon it. At expense of some agility, he gains a large boost to his strength and constitution.
Equivalent Exchange: Phillip loses all bonuses he has to his stats. He is healed proportionately to the bonuses lost.
Ride The Storm: Deals heavy damage to select target. Phillip's agility is raised moderately for the next 3 turns.
\"Be kind to your neighbor. He knows where you live.\"
- Anon.
- Anon.
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
Name: Chiriko
Age: 19
Gender: M
Bio/Goals: A travelling minstrel who got too friendly with one too many nobleman's daughter. Chiriko is a charismatic man with a tendancy to get into trouble. He finds real joy in life and loves to travel.
Element: Neutral
Nation: Felaros
Stats
Out of 500
HP - 300
MP - 200
Strength - 60
Constitution - 30
Intelligence - 70
Wisdom - 30
Agility - 60
Out of 10
Spirit: 2
Skill: 4
Charisma: 4
Abilities - For every point you put into "Skill" you may create an additional ability. All people learn generic spells on their own.
-Ode to Joy: Heals allies and self for an increasing amount. If played for 3 or more rounds begins to raise stats as well.
-Lullaby: Slows all enemies and has an increasing chance each round to put to sleep.
-Rythm of Pain: Causes increasing damage every round played continously. If played for 3 or more rounds in a row has a growing chance of stun each round.
-Death Metal: Fragile objects nearby break. Weakens tougher materials until they break.
Age: 19
Gender: M
Bio/Goals: A travelling minstrel who got too friendly with one too many nobleman's daughter. Chiriko is a charismatic man with a tendancy to get into trouble. He finds real joy in life and loves to travel.
Element: Neutral
Nation: Felaros
Stats
Out of 500
HP - 300
MP - 200
Strength - 60
Constitution - 30
Intelligence - 70
Wisdom - 30
Agility - 60
Out of 10
Spirit: 2
Skill: 4
Charisma: 4
Abilities - For every point you put into "Skill" you may create an additional ability. All people learn generic spells on their own.
-Ode to Joy: Heals allies and self for an increasing amount. If played for 3 or more rounds begins to raise stats as well.
-Lullaby: Slows all enemies and has an increasing chance each round to put to sleep.
-Rythm of Pain: Causes increasing damage every round played continously. If played for 3 or more rounds in a row has a growing chance of stun each round.
-Death Metal: Fragile objects nearby break. Weakens tougher materials until they break.
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
- Posts: 5559
- Joined: Wed Jul 18, 2001 1:00 am
- Location: Heaven or Hell . . . that all depends . . .
Name: Tsuki Zoroaster
Age: 16
Gender: M
Bio/Goals: Orphened at a young age, Tsuki has been living with an old family friend for most of his life, relying on him as a father and mentor. Soon in his life it was discovered he had taken after his deceased father's magical traits of Chaos Magic, an ability of magic that allows himself to absorb shards of chaotic energy released when enemies use special attacks and form them as abilities of his own. A rare magic it is also fatal, for once the chaos matures enough within a spellholder, he'll lose his mind and body to it, becoming a monster himself. He has to hope to do what the bloodline of his family could never do and find the way to keep his mind and body intact, even if it would mean giving up his abilities.
Element: Spirit
Nation: Trolet
HP - 300
MP - 200
Strength - 65
Constitution - 35
Intelligence - 65
Wisdom - 35
Agility - 50
Spirit: 4
Skill: 3
Charisma: 3
Skills:
Scan: Scans an enemy's current HP, MP, Element, and learnable Chaos Spell.
Study: An ability that allows the user a chance of learning a move from an enemy after using it, chances are enhanced if the user was the one of be hit with the attack. Chances of learning diminish the as the time between the move's use and Study's cast increases. Can be used to learn non-attack spells as well.
Chaos Magic: Able to recall learned Chaos Spells and use them in combat. Damage, effect, and cost all differ with Chaos Spell.
Age: 16
Gender: M
Bio/Goals: Orphened at a young age, Tsuki has been living with an old family friend for most of his life, relying on him as a father and mentor. Soon in his life it was discovered he had taken after his deceased father's magical traits of Chaos Magic, an ability of magic that allows himself to absorb shards of chaotic energy released when enemies use special attacks and form them as abilities of his own. A rare magic it is also fatal, for once the chaos matures enough within a spellholder, he'll lose his mind and body to it, becoming a monster himself. He has to hope to do what the bloodline of his family could never do and find the way to keep his mind and body intact, even if it would mean giving up his abilities.
Element: Spirit
Nation: Trolet
HP - 300
MP - 200
Strength - 65
Constitution - 35
Intelligence - 65
Wisdom - 35
Agility - 50
Spirit: 4
Skill: 3
Charisma: 3
Skills:
Scan: Scans an enemy's current HP, MP, Element, and learnable Chaos Spell.
Study: An ability that allows the user a chance of learning a move from an enemy after using it, chances are enhanced if the user was the one of be hit with the attack. Chances of learning diminish the as the time between the move's use and Study's cast increases. Can be used to learn non-attack spells as well.
Chaos Magic: Able to recall learned Chaos Spells and use them in combat. Damage, effect, and cost all differ with Chaos Spell.