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[RP] Dark Arts

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Mr Pokemon:
Magic is the tool of evil.
Only twisted men with horrible goals are able to wield it. To them it is a great asset, but to the forces of good, it must be stopped. Many great wars have been fought over the magic, and many great men have fallen to evil trying to obtain it.
In a time of desperation, people turn to warriors of good to save them, and destroy evil. However, with many obstacles and enemies in the way, it will not be an easy battle.
The world is in constant need of new soldiers.
Are you a coward, or will you join the fight?

Character sheet: (Send to me in PM if you want to join)
PU name:
Character name:
Age:
Gender:
Class:
Race:
Traits:
Stats:
Bio:
Image (Optional):

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Classes:
(Abilities that are available immediately may always be used by the character. Some abilities are available when a certain stat or stats reach certain levels. Some abilities may be taught by NPCs or from items.)

Blademaster: The Blademaster is an expert in melee weapons. He cuts down foes quickly with high Strength and accuracy. However he is prone to being attacked. The Blademaster is the only class capable of duel wielding weapons other than daggers.

Base Stats: Strength - Agility - Intelligence - Accuracy - Evasion - Health
                      12           8              6                10            6           18

Abilities:
-Duel Wield [Available Immediately] - Wield two 1 handed weapons at once. Damage of off-hand weapon reduced by 50%.
-Power Attack [Available Immediately] - Inreases damage of one attack by 50% (If duel wielding increases total damage) Drains 10% of health of user.
-Swift strikes [Must be learned] - Grants 4 attacks of 25% power. These attacks may be used on a single enemy or divided between multiple enemies.
-Spinning Attack [Must be learned] - Strike 2 different enemies with one attack of 40% power.
-Devastating blow [Available at 18 Strength] - Attack with both weapons at once. Deals 150% damage. 40% chance of miss.
-Concentrate [Available at 18 Accuracy] - Next 2 attacks will not miss.
More abilities will be added.

Scholar: The Scholar prefers brains over brawn. He understands the human body and can cure most ailments and injuries. The scholar uses a one-handed weapon, and although he may not be as skilled as other warriors, he is still a formidable opponent.

Base Stats: Strength - Agility - Intelligence - Accuracy - Evasion - Health
                      8            6              14               8              8           16

Abilities:
-First Aid [Available Immediately] - Restore health to self or ally (1d6 x 1/10Int.)
-Antidote [Available Immediately] - Cure self or ally of poison.
-Potion of strength [Must be learned] - Grant an ally a temporary +50% Strength.
-Agility Elixir [Must be learned] - Grant an ally a temporary +50% Agility.
-Find Weakness [Available at 18 Intelligence] - Increase damage on one enemy by 30%.
-Quick Surgery [Available at 22 Intelligence] - Revive an ally from near death during battle.
More abilities will be added.

Defender: The Defender lives by his shield, with a sworn duty to protect others. He is capable of bearing many attacks, and able to return them as well. A Defender is capable of using one handed weapons, and carrying a shield.

Base stats: Strength - Agility - Intelligence - Accuracy - Evasion - Health
                      10           4              4                10            6          26

Abilities:
Block [Available Immediately] - All attacks on Defender are reduced by 50% for one turn.
Shield Attack [Available Immediately] - Attacks with shield, attack does 50% damage. Enemy has 50% chance of being stunned for 1 turn.
Threaten [Must be learned] - All enemies attack Defender next turn.
Tough Skin [Available at 10 Strength] - All attacks on Defender are reduced by 25% for the duration of the battle.
Stand Between [Available at 36 Health] - Stand between an enemy and an ally, taking all damage that would normally go to your ally. You can only Stand Between one Ally at a time.
More ablilites will be added.

Thief: The Thief is an expert at picking locks as well as pockets. He can find treasure, loot, and traps more easily than other classes. The thief duel wields daggers or uses a one handed weapon, and even though he may lack strength, he is quick and hard to hit.

Base stats: Strength - Agility - Intelligence - Accuracy - Evasion - Health
                      6            12            6                8              12         16

Abilities:
Duel Wield Daggers [Available Immediately] - Wield two daggers at once. Damage of off hand weapon reduced by 50%.
Steal [Available Immediately] - Steal gold or an item from an enemy. Chance increases by one percent with every Agility point. (Base chance: 20%)
Detect Treasure [Available Immediately] Detect treasure more easily than other warriors, granting you more gold and loot.
Sneak [Must be learned] - Sneak by an enemy undetected. Chance increases by one percent with every Evasion point. (Base chance: 40%)
Detect Traps [Must be learned] - Detect hidden traps and avoid potentially dangerous situations.
Prepare [Available at 16 Evasion] - Prepare for the enemy's next attack, increasing evade chance by 50%.
Counter [Available at 16 Agility] - Increases dodge chance of enemy's next attack by 30%. If evade is successful, counter with a 75% power attack.
More abilities will be added.

Archer: The Archer is a master of the bow. He is also known for his great vision and deadly senses. The Archer is fast and deadly, a good addition to any party.

Base stats: Strength - Agility - Intelligence - Accuracy - Evasion - Health
                      7           12             8                10             7          16

Abilities:
Preemptive strike [Available Immediately] - Strike before the battle begins.
Search [Available Immediately] - You are always searching for enemies, and can see them before your allies.
Multi-shot [Must be learned] - Shoot 3 arrows from your bow. Each has 50% power and has a 50% accuracy penalty. You may aim at different targets.
Aimed Strike [Must be learned] - Your next attack will deal 180% damage and will not miss. This ability cannot be used in combination with Preemptive strike.
Examine [Available at 12 Intelligence] Examine the environment, looking for traps, treasure, or enemies.
Poisoned Arrow [Available at 16 Agility] - Strike with a poisoned arrow. Does 50% damage, enemy is poisoned and loses 5% of health each turn.
More abilities will be added.

Ranger: The Ranger is a master of stealth. He excels at making swift, deadly accurate strikes without being seen.

Base Stats: Strength - Agility - Intelligence - Accuracy - Evasion - Health
                      8            10            6                12             8          16

Abilities:
Throw Weapon [Available Immediately] - Throw your weapon for 150% damage. Hit chance lowered by 25%. This ability cannot be used twice in a row.
Stealthiness [Available Immediately] - Every turn, if you are in a party, you have a 50% chance of remaining undetected by enemies.
Shadow Strike [Must be learned] - While you are undetected, you may attack for 200% power. However, after you use this ability, you are no longer undetected.
Poisoned blade [Must be learned] - Attack an enemy for 50% damage. The enemy is now poisoned and loses 5% health each turn.
Coordinated strikes [Available at 15 Accuracy] - Your next two attacks will not miss.
Slink into Shadow [Available at 16 Agility] - Gives a 75% chance of returning to undetected state.

Druid: The Druid calls upon nature to aid him. He is capable of summoning creatures and having a familiar. The Druid wields a staff and high intelligence, although he is weak otherwise.

Base Stats: Strength - Agility - Intelligence - Accuracy - Evasion - Health
                      6            6             14                10            8          16     

Abilities:
Familiarity [Available Immediately] - Grants the ability to obtain a familiar. A familiar will attack alongside the Druid and is required for some abilities.
Falcon [Available Immediately] - Call upon a falcon to strike your enemy. Deals 1d6 times 1/10 Intelligence.
Herb-law [Must be Learned] - Grants ability to make healing potions from ingredients found while adventuring. Quality of potions depends on ingredients used.
Vine-Guard [Must be Learned] - Wrap yourself in thick vines, reducing incoming damage by 30%
Entangle [Available at 18 Intelligence] - Entangle a foe in vines, cutting his agility and evasion by half for the duration of the battle.
Command [Available at 22 Intelligence] - Command your Familiar to brutally attack the enemy, dealing 200% normal familiar damage.
More abilities will be added.

Available Familiars:
- Rat: It's a mangy rat, what do you want me to say? [1d2]
- Cat: A typical house cat, it's nothing special, but it's better than a rat. [1d4]
- Lynx: A medium sized cat, characterized by tufts on its ears and a short tail. [2d3]
- Hound: A vicious dog, this will probably be better than a cat. [2d4]
- Eagle: An eagle with razor talons and a sharp beak [3d4]
- Wolf: Wolves are deadly, need I say more? [2d8]
- Wyvern: A small yet powerful wyvern, capable of dealing great harm. [3d6]
- Bear: A vicious, powerful bear. [2d12]
- Griffin: A very devastating hybrid of beasts. [3d10]
- Dragon: The Dragon is the ultimate familiar. Very hard to obtain, and even harder to train. [2d20]


============================================================================================

Races:

Human: The standard race, no bonuses or disadvantages.

Strength - Agility - Intelligence - Accuracy - Evasion - Health
   +/-0       +/-0          +/-0           +/-0         +/-0      +/-0

Half-Breed: Half-Breeds are part animal and part human. Nobody knows how the first half-breeds came along, but they are fairly common. Half-breeds tend to be more aggressive and powerful than other races, but lack intelligence.

Strength - Agility - Intelligence - Accuracy - Evasion - Health
   +2           -1             -2             +/-0           -1         +2

Celestial: Before written records, a group of people with advanced technology was found on an island. They were believed to be from the stars due to the magnificence of their city. Nobody knows where they are originally from. Celestials are more intelligent than other races, although physically weaker.

Strength - Agility - Intelligence - Accuracy - Evasion - Health
   -2          +/-0         +3              +1           +/-0        -2

Demon spawn: One of the eldest sentient species on the planet, the Demon Spawn are strong, albeit slightly more fragile than other races. Their intelligence is equal to that of a half-breed, though they are much faster.

Strength - Agility - Intelligence - Accuracy - Evasion - Health
   +1           +2            -2               -1             +1        -1
 
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Combat:

Combat will take the form of a dice based system. Different weapons will have different die rolls. All dice rolls will use this format: x d n, where x is the number of dice and n is the number of sides on the die. For example, a weapon with 3d6 means that, for a normal attack, 3 six-sided dice will be rolled. The damage of that attack will be between 3 and 18.
The dice format will appear in some abilities as well, such as a Scholar's First Aid.

In combat, the unit with the highest agility will go first. They may either attack, use an ability, or flee. If two units have the same agility, then it is decided by Evasion. If their evasion is the same, then a 6-sided die will be rolled, whoever rolls higher goes first.

Evasion and Accuracy: Every point of accuracy increases the chance you will hit by one percent, up to, of course, 100%. Every point of Evasion decreases the chance you will be hit by two percent. For example, if Player 1 has 10 accuracy and Enemy has 10 Evasion, then Player 1 has a 90% chance to hit Enemy with a regular attack.

Strength: Every point of strength multiplies your melee attack power by .1, so 10 strength does nothing to your melee attack power, whereas a strength of 15 will multiply melee attack power by 1.5. So, if Player 1 has 15 strength and rolls a 6 on his attack roll, then he will do 9 damage.

Agility: As mentioned above, Agility controls the order of attacks. Agility also acts as the strength of ranged attacks. So every point of Agility multiplies your Ranged attack power by .1.

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Traits:

(Traits can be used by any class or race. A maximum of two may be selected, but none need to be chosen.)

Brutality - You are more Brutal than your fellow adventurers. This trait increases strength while hindering your accuracy. [+1 strength, -1 Accuracy]

Four Eyes - Your vision is impaired, and you require glasses. This somehow makes you smarter, though. [+1 Intelligence, -1 Accuracy]

Small Frame - You are smaller than others. This makes you weaker, but more agile. [+1 Agility and Evasion, -1 Strength and Health]

Calm Mind - Your mind is at peace. Although you take longer to launch attacks, they are more thought through, and rarely miss. [+2 Accuracy, -2 Agility]

Thick Skin - With thicker skin, you are able to resist more attacks and survive longer than others. However, you are less agile. [+2 Health, -1 Agility and Evasion]

Paranoia - You are always worried that something will happen. This keeps you on edge and ready to dodge attacks. [+1 Evasion, -1 Intelligence]

JerryEDIT: Approved! :)

Mr Pokemon:
Narrarator:
     All of the new recruits are gathered in the town center of Aden. A high ranking general paces the perimeter of a raised circular platform in the middle, lecturing the recruits.
"You all have gathered from all parts of the world, for one purpose. That purpose is to fight evil. Before you can begin to adventure on your own, you must pass a test. To the south of this town there is a small cave, full of weak goblins. We haven't slain them yet for this reason alone. You are to venture there in groups and exterminate the goblins. Each group must bring back 3 goblin heads to receive their equipment. For now, you shall be fine with simple wooden weapons."
The general crossed the platform, now standing above a table with piles of weapons made of wood. There were swords, axes, clubs, knives, and staffs (all 1d3) to choose from, as well as a few shields (10%)
"On this table lie the weapons you will use to complete this mission. Please take only what you need."

Stoore:
Stoore hadn't understood some of what the general had said. However, he did know that he was to take a weapon from the table, and quickly grabbed a sword and shield. They didn't seem too strong, but they would have to do for now. Now he had to find a group. People who knew each other stuck together, so Stoore had a hard time.

St. Jimmy:
Neil stood amongst the crowd of fighters, listening to what the general was saying.  He looked down at the pitiful pile of weapons with distugst.
"How the hell am I supossed to kill anything with these?"
He picked up a knife and a staff and began sharpening one end of the staff with the knife to make a spear.  He looked over to the person next to him, who was wielding a sword and shield.  Knowing that he would have to be part of a group, he decided the best thing to do is start forming one.  He walked up to the man with the sword and shield.
"Greetings. You seem like a strong warrior, what do you say to starting a group with me?"

Bing:
Pierre looked around at the crowd of recruits.  "Hmmm... I better grab and staff and a knife.  I'm also not much of a fighter, I better pair myself with a strong looking group."

Pierre walked up to the weapons and grabbed a knife and a staff.  He noticed a man sharpening a staff, next to a big looking character.

Walking over he introduced himself.

"Hi, my name is Pierre.  Would you mind if I joined your group?"

St. Jimmy:
A scholar approached, requesting entrance into the group.
"You may join, we'll need all the help we can get."

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