RPG Adventure
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RPG Adventure
Cato Raseri
HP:60
MP:80
Male, 22
Mage - Summoning Magic
A Spirit User from a small town; possessing the power to use powerful magic yet having no talent in actually using it. Early on he learned how to strengthen magic in others, but he never was able to do anything other than that. When he left his town he ran into a wandering spirit and formed a pact with it, giving it his energy and in exchange gaining an ally to help him out on his travels.
Strength: Moderately strong / can take hits well for a mage.
Weakness: Weak summon/magic, more reliant on others than most.
Unique Spell: Empower - Channels own magic into someone else. When used on a mage it will make the next spell they use stronger; when used on a summoned creature or a spirit it will increase their strength and abilities all around.
Summon: Wisp - A glowing ball of light that floats around in the air. Pitifully weak on its own, and barely even average Cato is helping it. Can cause or heal damage to anything it is touching, though only slightly. It also has the ability to push around / carry anything it touches, however even when empowered by Cato it can hardly even move a human around, especially if they're resisting.
-----
Tiran
HP:70
MP:65
24 Male
Mage - Offensive Magic
Strength: Tiran uses his magical energy more efficiently than most mages. Spells cost reduced MP (or whatever is equivalant in your game)
Weakness: Tiran is slow to take action.
Unique Spell: Insight: To use this spell Tiran must fix his gaze on a point for a moment. The spell does not take any time to cast and can be cast reflexively. When cast, it has the following effects.
Any illusions or mind affecting magic in the area no longer affect Tiran. All magic spells cast on the subject of tiran's gaze are revealed to Tiran. Tiran gains knowledge on the target of his gaze. He could learn to fight with a blade, predict the weather, sail a boat, sense the emotional state of a person (such as whether he's lying, excited, guilty, etc). He can only hold one such insight at a time. Each time he casts the spell his new insight replaces the old one.
Cato and Tirana met each other one day in thier travels. Coincidentally, they were both headed for the massive city Accalia, the trade center for the Kingdom of Finoras, to find excitment and adventure.
They arrive at Accalia to find it bigger than they had originally thought, but acted like it was no big deal...
Accalia contains a high number of shops including weapons, armor, and general items. A few mages in town may be willing to teach magic. The most important part of any society, a tavern, is also located here. There`s an Adventurer`s Guild as well. The Finoras Palace overlooks a crowded town square that has many vendors selling strange items. There are exits from the city north, south, east and west.
What will you do? BTW, you both already have 50 gold each.
HP:60
MP:80
Male, 22
Mage - Summoning Magic
A Spirit User from a small town; possessing the power to use powerful magic yet having no talent in actually using it. Early on he learned how to strengthen magic in others, but he never was able to do anything other than that. When he left his town he ran into a wandering spirit and formed a pact with it, giving it his energy and in exchange gaining an ally to help him out on his travels.
Strength: Moderately strong / can take hits well for a mage.
Weakness: Weak summon/magic, more reliant on others than most.
Unique Spell: Empower - Channels own magic into someone else. When used on a mage it will make the next spell they use stronger; when used on a summoned creature or a spirit it will increase their strength and abilities all around.
Summon: Wisp - A glowing ball of light that floats around in the air. Pitifully weak on its own, and barely even average Cato is helping it. Can cause or heal damage to anything it is touching, though only slightly. It also has the ability to push around / carry anything it touches, however even when empowered by Cato it can hardly even move a human around, especially if they're resisting.
-----
Tiran
HP:70
MP:65
24 Male
Mage - Offensive Magic
Strength: Tiran uses his magical energy more efficiently than most mages. Spells cost reduced MP (or whatever is equivalant in your game)
Weakness: Tiran is slow to take action.
Unique Spell: Insight: To use this spell Tiran must fix his gaze on a point for a moment. The spell does not take any time to cast and can be cast reflexively. When cast, it has the following effects.
Any illusions or mind affecting magic in the area no longer affect Tiran. All magic spells cast on the subject of tiran's gaze are revealed to Tiran. Tiran gains knowledge on the target of his gaze. He could learn to fight with a blade, predict the weather, sail a boat, sense the emotional state of a person (such as whether he's lying, excited, guilty, etc). He can only hold one such insight at a time. Each time he casts the spell his new insight replaces the old one.
Cato and Tirana met each other one day in thier travels. Coincidentally, they were both headed for the massive city Accalia, the trade center for the Kingdom of Finoras, to find excitment and adventure.
They arrive at Accalia to find it bigger than they had originally thought, but acted like it was no big deal...
Accalia contains a high number of shops including weapons, armor, and general items. A few mages in town may be willing to teach magic. The most important part of any society, a tavern, is also located here. There`s an Adventurer`s Guild as well. The Finoras Palace overlooks a crowded town square that has many vendors selling strange items. There are exits from the city north, south, east and west.
What will you do? BTW, you both already have 50 gold each.
- KirbyBoy2000
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General Items:
Potion- Heals 10 HP- 5G
Herbs- Cures Poisoin- 2G
Accupunture Needle- Cures Paralysis- 2G
Bullhorn- Awaken from sleep- 2
Phoenix Feather- Revives party member- 8G
Weaons (limited for now because of lv.):
Warrior/Knights:
Bronze Dagger- +2 Atk- 10g
Bronze Sword- +5 Atk- 15g
Bronze Battle Axe- +8 Atk- 20g
Bronze 2h Sword- +12 Atk- 30g
Mages(also limited):
Staff- +1 Atk, +6 Mag- 15g
Shortbow- +6 Atk- 10g
Bronze Arrows- +2- 2g each
Armor:
Warrior/Knight:
Leather Armor- +2 Def- 5g
Leather Boots- +1 Def- 3g
Leather Gloves- +1 Def- 3g
Wooden Sheild- +2 Def- 5g
Bronze Armor- +6 Def- 10g
Bronze Helm- +3 Def- 7g
Bronze Shield- +3 Def- 7g
Mages:
Mage Hat- +2 Def, +2 Mag- 9g
Mage Robe- +2 Def, +6 Mag- 15g
Leather Boots- +1 Def- 3g
Tiran`s Insight allows him to buy a Bronze dagger, but at half the attack power until he can master swordplay and purchase other swords at near-full power, however, he will be limited to the spells he can use after mastery.
Potion- Heals 10 HP- 5G
Herbs- Cures Poisoin- 2G
Accupunture Needle- Cures Paralysis- 2G
Bullhorn- Awaken from sleep- 2
Phoenix Feather- Revives party member- 8G
Weaons (limited for now because of lv.):
Warrior/Knights:
Bronze Dagger- +2 Atk- 10g
Bronze Sword- +5 Atk- 15g
Bronze Battle Axe- +8 Atk- 20g
Bronze 2h Sword- +12 Atk- 30g
Mages(also limited):
Staff- +1 Atk, +6 Mag- 15g
Shortbow- +6 Atk- 10g
Bronze Arrows- +2- 2g each
Armor:
Warrior/Knight:
Leather Armor- +2 Def- 5g
Leather Boots- +1 Def- 3g
Leather Gloves- +1 Def- 3g
Wooden Sheild- +2 Def- 5g
Bronze Armor- +6 Def- 10g
Bronze Helm- +3 Def- 7g
Bronze Shield- +3 Def- 7g
Mages:
Mage Hat- +2 Def, +2 Mag- 9g
Mage Robe- +2 Def, +6 Mag- 15g
Leather Boots- +1 Def- 3g
Tiran`s Insight allows him to buy a Bronze dagger, but at half the attack power until he can master swordplay and purchase other swords at near-full power, however, he will be limited to the spells he can use after mastery.
- [sage]
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- Random User
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- [sage]
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You purchase the items leaving you with 2g, then head to the Adventurers Guild, leaving Cato behind at the shop, inside there is a quest board by a receptionist and a few other adventurers conversing. (Important: Both adventurers must agree to a quest). (Also Important: You should equip your items if that was your intention).
- KirbyBoy2000
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You purchase the items, leaving you with 42g, You head to the Adventurer's Guild and check the Quest Board:
-Looking for Reinforcments!
-King of Finoras - Reward: 1800g
-Exploration Party
-Adventurer's Guild - Reward: 2200g
-Get Rid of Those Pests!!!
-Farmer Bob - Reward: 350g
-Irratable Monsters
-The Hogart Family - Reward: 700g
-Looking for an Opponent...
-Kaine - Reward: 1200g
(Choose a quest for more details.)
-Looking for Reinforcments!
-King of Finoras - Reward: 1800g
-Exploration Party
-Adventurer's Guild - Reward: 2200g
-Get Rid of Those Pests!!!
-Farmer Bob - Reward: 350g
-Irratable Monsters
-The Hogart Family - Reward: 700g
-Looking for an Opponent...
-Kaine - Reward: 1200g
(Choose a quest for more details.)
- [sage]
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You equip your items:
Atk:12 to 13
Def:8 to 10
Mag:10 to 28
Looking for reinforcenents:
The Kingdom of Finoras is being attacked! We need some temporary troops! You must kill at least five Soilders Lv. 9. Anymore will increase payment by 150g per soilder. Battle to take place at the northern border.
Exploration Party:
The Adventurer`s Guild has stumbled upon a strange cave to the south! We need adventurers to go and explore it, then report back to us. Of course, you can keep anything else you may find in the cave.
Atk:12 to 13
Def:8 to 10
Mag:10 to 28
Looking for reinforcenents:
The Kingdom of Finoras is being attacked! We need some temporary troops! You must kill at least five Soilders Lv. 9. Anymore will increase payment by 150g per soilder. Battle to take place at the northern border.
Exploration Party:
The Adventurer`s Guild has stumbled upon a strange cave to the south! We need adventurers to go and explore it, then report back to us. Of course, you can keep anything else you may find in the cave.
- [sage]
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- KirbyBoy2000
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Cato and Tirana head south for the cave, once they arrive, they immediately notice strange footprints left by a small creature. The fact that there's a skull laying on the ground nearby can't be a good sign... The West exit will take you out of the cave, also, there are exits north, south, and east. The footprints head to the eastern exit...
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Tiran, not Tirana.
And the danger thing is probably true, but I figure if its really bad, it'd be easier to escape or avoid whatever's in there in a dungeon than a battlefield. In a battlefield, we have to fight and there's not much possibility of finding other treasure. I say north.
What do our surroundings look like? What kind of exits are we talking about? Did we just get to the entrance of a cave?
And the danger thing is probably true, but I figure if its really bad, it'd be easier to escape or avoid whatever's in there in a dungeon than a battlefield. In a battlefield, we have to fight and there's not much possibility of finding other treasure. I say north.
What do our surroundings look like? What kind of exits are we talking about? Did we just get to the entrance of a cave?
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.
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- KirbyBoy2000
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- [sage]
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