This Looking For RP topic is marked as closed, meaning it is no longer seeking new players.
(This is a WIP so input and participation in it's creation is appreciated.)
So I started writing a book a long time ago, but due to computer wippage it got deleted. I remember a lot to it so I figured I'd turn it into an rp and see who joins in. The whole rp will be based on the 6's travels together to stop the current king and again the blessings of the six gods, which come in the form of summons. Summon a gods power and wipe the floor. Everyone gets one basically.
The story originally has characters of all 13 elements (yeah count 'em and there is only six in this simplified version. The actual story I had was far more complex then this.) but thirteen players would be a hassle for everyone involved and the system played out. Anyways, enjoy, have fun, and if you wish to play but don't have a character that could fit just ask me. I still remember every character I had in there. I'm not looking for the same experience as what happened in the original story (spoiler, most of them die.) but something different and outside of my own thinking. Let's make this amazing. I don't want anyone doing the, my character is all that thing. Everyone is equals in this roleplay, it is a huge part to the original story itself even, with all 13 original characters sharing the main role.
If you need an example of how stats, equipment, and attack/ability pools work look to Xero's profile.
Move limit: allowed ten moves and one ultimate move.
The stats are as follows
Hp: your hp, stamina, endurance. How long you last.
Mana: your magic juices.
Attack power: Ones raw power. Not to be confused with strength as that encompasses endurance
Magic power: How much of those magic juice can you throw at once and how hard?
Defence: pain tolerance/toughness
Magic defence: Defence against magic (you thought I was gonna say the dark arts weren't you?)
Accuracy: How good's you're aim?
Reflexes: reaction skills
Speed: how fast one is.
Luck: you feelin' lucky punk? It also effects your charm on others. Try haggling. With some good luck you might be able to get a lower price.
SP: Cost for your ultimate.
Hp: Hp recovers outside combat only 20% for every hour passed IC. Items and abilities can heal ones health in or out of battle. Hp stands for health points.
Mana: Mana is consumed every time an attack is used. Jabs/basic punches only use 1 Mana. Mana cost works by multiplying the original mana cost by your level.
Exp amounts and stat caps: exp needed to level is 10xlevel+previous levels needed exp, level 1 starting at 100. So 210 for level 2, 450 for level 3, and so on. There is no level cap and only speed, accuracy, reflexes, and luck have stat caps. Speed ends at 100, accuracy at 150, reflexes at 125, and luck at 60. This is not including equipment. You can have them higher with the right equipment but these are uncommon stats to be boosted so don't expect anything to high.
Damage calculations: attacks and moves are put into percentages. Example - chaos shot is 5% so it's damage is 5% of (attack power-enemy defence)(mag pow - enemy mag def) if enemy defence is 10 and attack power (/MP) is 20 then 20-10=10 x0.5=2 so it does 2 damage. On the chance of decimals its rounded down. If the defence is higher then the attack only does 1 damage unless there is a 100 point difference, in which case the attack does nothing.
Leveling stats: Every level earns 10 stat points that one can do with as they please. Hp and mp increase by 10 for every point added. Every even level awards an adittional 2 points and 1 point into your highest and second highest stat respectively. If two are tied then simply pick which gets 2 and which gets 1.
Crits: For every point of luck every number below that on a roll equals a critical hit in a second roll after the initial hit roll. Crits are 2x without item boosts or bonuses. Every 30 points in luck increases the multiplier by 1x
Ultimates: are maxed at 1000% for every Sp they consume, which is the highest percentage possible, if they do not have lasting effects. If they have a lasting effect the max they can have is 800% and 5 turns (this does not count for status effects). Every use uses up an SP point which replenishes after a fight has been declared ended. Can also be recovered using items, usually rare. Can only have 1 ultimate.
Attacks in combat: number of attacks are done through speed. For every 20 points in speed you get another attack. If an attack has multiple hits there is an additional roll added before the first two to determine how many hits there are, and then proceed rolls 1 and 2 for every hit.
Fisty cuffs: regular jabs And other attacks that are with the hands can be made numerous times but are only 0.5% damage. Crits with a regular fist though are locked at 5 luck regardless of how high you've built it up, and a crit is locked at 15x multiplier.
Weapons: have percentages of their own, elements, and added effects sometimes.
Accuracy and evasion: first roll is for hit or miss. Second roll is for crit or regular. The way the roll works is simple. Accuracy - enemy reflexes +50. Anything underneath that number is a hit, anything above is a miss. Can not go lower then 1 and anything at or higher then 100 can't miss so there won't be rolls for those. Rolls are out of 100.
Basic Elements: Fire<Water Water<Wind Wind<Earth Earth<Fire Dark=Light is the general chart. Hit the weakness and the regular damage is doubled. Can still crit roll, damage applying with the weakness bonus as the base. This is just basic elements, this is not to say this is what one will be weak to if ones affinity is higher with an element. One could have an affinity for fire though and be weak to earth or even dark elements.
Advanced Elements: These are completely fused magic elements. An ability can have the attribute of fire and water and not be mist (something similar to tri-attack from pokemon for example.) Fire+Water=mist, water+earth=life, Water+Wind=Ice, Fire+Wind=Lightning, Fire+Earth=Metal, Wind+Earth=Sand
Starting level and race: everyone starts at level 10 and is a Verask. This does not mean no one sympathizes with them, but as no regular human would be trusted in a caravan, there are no playable human characters. They are weaker beings to begin with anyways.
Now that the rules are out of the way. Time for the setting.
In the kingdom of Elkios, man thrives amongst the harshest of terrain. The tropical deserts are ever changing, jungles popping up over night as the rains fall, only to wither away the next day and be swept away by the frequent sandstorms. Beasts and monsters of all sorts live amongst the sands, waiting for the rains, or travelling amongst the sandstorms for cover, catching unsuspecting prey who are caught amongst the winds.
The king has heard a prophecy and has ordered the execution of all Verask, a race of human who are more in touch with the mana flow of the earth then any other race of humans, more so their elemental affinity can change their very appearance (such as fiery hair or crystals growing from somewhere. The life element would cause them to take on a slight appearance of another animal. So yes, neko's and dog eared/tailed people are perfectly fine.), almost to the extent of an Esker, a half breed of Verask and beast mix.
The prophecy stated a Verask would dethrone him, and destroy the boundaries of man, laying the world under one rule. "A Verask he will be, far to late to see. Your doom thy own, to the victor shall you be dethroned." It was the first part. A second part that was foretold, but never revealed even to the king was kept hidden by the seer, awaiting the moment to reveal such knowledge. "When the world is set ablaze and all hope is lost, the last of the Verask shall rise and man kind will turn to zero."
Xero has found himself part of a caravan, an underground group of Verask who hide amongst the desert, away from the public eyes. Usually in bunkers, hidden away by earth magic users. One can only get in with earth magic, underneath are a series of tunnels and chambers. There are about thirty total people living below here. Technology is quite advanced so even here under the sand there are metal platings with technology powered by solar panels, hidden just below the sands surface to take in energy.
Repeat here.
There are only two playable races. The Verask and the Esker. Humes are not allowed as this is an rp of the struggles these two races must endure as they try to turn the system that wishes them dead.
Let me know if you wish to join or have feedback to the system.
So I started writing a book a long time ago, but due to computer wippage it got deleted. I remember a lot to it so I figured I'd turn it into an rp and see who joins in. The whole rp will be based on the 6's travels together to stop the current king and again the blessings of the six gods, which come in the form of summons. Summon a gods power and wipe the floor. Everyone gets one basically.
The story originally has characters of all 13 elements (yeah count 'em and there is only six in this simplified version. The actual story I had was far more complex then this.) but thirteen players would be a hassle for everyone involved and the system played out. Anyways, enjoy, have fun, and if you wish to play but don't have a character that could fit just ask me. I still remember every character I had in there. I'm not looking for the same experience as what happened in the original story (spoiler, most of them die.) but something different and outside of my own thinking. Let's make this amazing. I don't want anyone doing the, my character is all that thing. Everyone is equals in this roleplay, it is a huge part to the original story itself even, with all 13 original characters sharing the main role.
If you need an example of how stats, equipment, and attack/ability pools work look to Xero's profile.
Move limit: allowed ten moves and one ultimate move.
The stats are as follows
Hp: your hp, stamina, endurance. How long you last.
Mana: your magic juices.
Attack power: Ones raw power. Not to be confused with strength as that encompasses endurance
Magic power: How much of those magic juice can you throw at once and how hard?
Defence: pain tolerance/toughness
Magic defence: Defence against magic (you thought I was gonna say the dark arts weren't you?)
Accuracy: How good's you're aim?
Reflexes: reaction skills
Speed: how fast one is.
Luck: you feelin' lucky punk? It also effects your charm on others. Try haggling. With some good luck you might be able to get a lower price.
SP: Cost for your ultimate.
Hp: Hp recovers outside combat only 20% for every hour passed IC. Items and abilities can heal ones health in or out of battle. Hp stands for health points.
Mana: Mana is consumed every time an attack is used. Jabs/basic punches only use 1 Mana. Mana cost works by multiplying the original mana cost by your level.
Exp amounts and stat caps: exp needed to level is 10xlevel+previous levels needed exp, level 1 starting at 100. So 210 for level 2, 450 for level 3, and so on. There is no level cap and only speed, accuracy, reflexes, and luck have stat caps. Speed ends at 100, accuracy at 150, reflexes at 125, and luck at 60. This is not including equipment. You can have them higher with the right equipment but these are uncommon stats to be boosted so don't expect anything to high.
Damage calculations: attacks and moves are put into percentages. Example - chaos shot is 5% so it's damage is 5% of (attack power-enemy defence)(mag pow - enemy mag def) if enemy defence is 10 and attack power (/MP) is 20 then 20-10=10 x0.5=2 so it does 2 damage. On the chance of decimals its rounded down. If the defence is higher then the attack only does 1 damage unless there is a 100 point difference, in which case the attack does nothing.
Leveling stats: Every level earns 10 stat points that one can do with as they please. Hp and mp increase by 10 for every point added. Every even level awards an adittional 2 points and 1 point into your highest and second highest stat respectively. If two are tied then simply pick which gets 2 and which gets 1.
Crits: For every point of luck every number below that on a roll equals a critical hit in a second roll after the initial hit roll. Crits are 2x without item boosts or bonuses. Every 30 points in luck increases the multiplier by 1x
Ultimates: are maxed at 1000% for every Sp they consume, which is the highest percentage possible, if they do not have lasting effects. If they have a lasting effect the max they can have is 800% and 5 turns (this does not count for status effects). Every use uses up an SP point which replenishes after a fight has been declared ended. Can also be recovered using items, usually rare. Can only have 1 ultimate.
Attacks in combat: number of attacks are done through speed. For every 20 points in speed you get another attack. If an attack has multiple hits there is an additional roll added before the first two to determine how many hits there are, and then proceed rolls 1 and 2 for every hit.
Fisty cuffs: regular jabs And other attacks that are with the hands can be made numerous times but are only 0.5% damage. Crits with a regular fist though are locked at 5 luck regardless of how high you've built it up, and a crit is locked at 15x multiplier.
Weapons: have percentages of their own, elements, and added effects sometimes.
Accuracy and evasion: first roll is for hit or miss. Second roll is for crit or regular. The way the roll works is simple. Accuracy - enemy reflexes +50. Anything underneath that number is a hit, anything above is a miss. Can not go lower then 1 and anything at or higher then 100 can't miss so there won't be rolls for those. Rolls are out of 100.
Basic Elements: Fire<Water Water<Wind Wind<Earth Earth<Fire Dark=Light is the general chart. Hit the weakness and the regular damage is doubled. Can still crit roll, damage applying with the weakness bonus as the base. This is just basic elements, this is not to say this is what one will be weak to if ones affinity is higher with an element. One could have an affinity for fire though and be weak to earth or even dark elements.
Advanced Elements: These are completely fused magic elements. An ability can have the attribute of fire and water and not be mist (something similar to tri-attack from pokemon for example.) Fire+Water=mist, water+earth=life, Water+Wind=Ice, Fire+Wind=Lightning, Fire+Earth=Metal, Wind+Earth=Sand
Starting level and race: everyone starts at level 10 and is a Verask. This does not mean no one sympathizes with them, but as no regular human would be trusted in a caravan, there are no playable human characters. They are weaker beings to begin with anyways.
Now that the rules are out of the way. Time for the setting.
In the kingdom of Elkios, man thrives amongst the harshest of terrain. The tropical deserts are ever changing, jungles popping up over night as the rains fall, only to wither away the next day and be swept away by the frequent sandstorms. Beasts and monsters of all sorts live amongst the sands, waiting for the rains, or travelling amongst the sandstorms for cover, catching unsuspecting prey who are caught amongst the winds.
The king has heard a prophecy and has ordered the execution of all Verask, a race of human who are more in touch with the mana flow of the earth then any other race of humans, more so their elemental affinity can change their very appearance (such as fiery hair or crystals growing from somewhere. The life element would cause them to take on a slight appearance of another animal. So yes, neko's and dog eared/tailed people are perfectly fine.), almost to the extent of an Esker, a half breed of Verask and beast mix.
The prophecy stated a Verask would dethrone him, and destroy the boundaries of man, laying the world under one rule. "A Verask he will be, far to late to see. Your doom thy own, to the victor shall you be dethroned." It was the first part. A second part that was foretold, but never revealed even to the king was kept hidden by the seer, awaiting the moment to reveal such knowledge. "When the world is set ablaze and all hope is lost, the last of the Verask shall rise and man kind will turn to zero."
Xero has found himself part of a caravan, an underground group of Verask who hide amongst the desert, away from the public eyes. Usually in bunkers, hidden away by earth magic users. One can only get in with earth magic, underneath are a series of tunnels and chambers. There are about thirty total people living below here. Technology is quite advanced so even here under the sand there are metal platings with technology powered by solar panels, hidden just below the sands surface to take in energy.
Repeat here.
There are only two playable races. The Verask and the Esker. Humes are not allowed as this is an rp of the struggles these two races must endure as they try to turn the system that wishes them dead.
Let me know if you wish to join or have feedback to the system.
Magic is very common. Magic-tech, grand floating islands, forests that sing, magical creatures may be an every-day occurrence.
Further future, perhaps visit mars or upload your brain
More combat than not. The setting may be at war, and the characters will likely get involved whether or not they seek it out.
Details: Character sheets & strict mechanics, adjustable length posts, long-term RP partner preferred.
hey
You are on: Forums » Looking for RP » Fantasy tech society to topple (closed)
Moderators: Mina, Keke, Cass, Claine, Sanne, Ilmarinen, Darth_Angelus