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While there will be bosses and such, the main antagonists will be you, the players. There will be two teams - one from the continent Landaria, and one from Cryso, wanting to claim it all for yourselves. As such, the two teams will be in direct opposition right from the start
The RP style is semi freeform - some stats, spells, etc.
As a note, It Just Bugs Me is also being invited to play. One team for each forum. The continents have slightly different picks of races. Currently I am just polling for interest
If you are interested, state which continent you want. Whichever site has the most votes for a specific continent will get that one
The races for them:
Both Continents: Humans, Giants
Landaria: Werewolves, Elves, Mokuffs (Fuzzy puffball creatures about a foot tall, a single anime eye pattern on their "face" with the real eye being the pupil, a small mouth, bat wings, and a single attennae that acts as a nose of sorts, smelling magic. Magic casters mostly)
Cryso: Faeries, Trolls, Bateye (Sort of like Mokuffs, slightly faster but less magically resistant. Bats with no legs, a long tail with a hook like claw on the tip, a single eye, two ears, long fangs)
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Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Still hammering out classes. There will be, to start with as basic classes, Brawler, Swordsman, Mage, Priest, Thief, Archer. They can expand into things like a Monk or a Fighter for Brawler, or a Wizard or Summoner for Mage, etc. Spells will be discussed later. You won't have to stick strictly to your element for spells, but spells matching it will be better off. Just as a note
Name:
Sex:
Race:
Element:
Appearance:
Personality:
The Races are as follows:
Humans
Continent: Both
Run of the mills, they get barely any bonuses. They have no real drawbacks, however. Due to slightly above average spirit, they make great Paladins/Fallen. As a note, vampirism is a disease that afflicts humans. If you want to play a vampire, then PM me
Giants
Continent: Both
Widely feared, these massive beings have a lower limit of 15 feet, and no upper limit (although if you're big enough that you qualify as a dungeon yourself, then please reconsider). Huge strength bonuses apply here, so if you want somebody that can wreck havoc, do choose this race
Werewolves
Continent: Landaria
A distinct species, they tend to range from 7 to 9 feet tall (8 to 10 for the males). Known for their savageness, you'll want to stay out of their way when they rampage. They are good brawlers, and have average magic casting, so a shaman isn't too unusual to see
Faeries
Continent: Cryso
A small humanoid species, rarely over six inches in height, they are highly regarded as clerics, and are good in nearly all classes of magic. Having two toes on each foot, a variety of bug like wings used to attract mates, two large black eyes, a flat "nose" more akin to slits, and two fingers and a thumb, they are a bit alien in appearance
Elves
Continent: Landaria
Roughly the same size as humans, they have pointed ears and excellent hearing. Their eyesight is a bit poorer due to being a primarily forest species, where trees make seeing too far a bit pointless. They have monkey like feet but otherwise look like humans. Due to being more in contact with nature - whether they want to be or not - they tend to be good in spiritual magics. Ironically, they suck with a bow
Trolls
Continent: Cryso
Brutish looking fellows, they tend to be around 8 feet tall. Living in mountains, they have excellent eye sight. Grey skin covered in a thick hide, large, powerfuo crushing jaws, and huge muscles, they are not a race you want to fight in hand to hand combat
Mokuff
Continent: Landaria
Adorable little balls of fluff about the size of a beach ball. They come in a variety of fur colours. They have one large animesque eye pattern to trick predators into thinking they are always being watched. The pupil of this eyes is where their actual eye is. An attennae droops down over their head and acts like a nose that can sniff magic. They have a pair of bat wings on their backs for flying. Great for irritating foes
Bateye
Continent: Cryso
Take a bat. Put one large eye instead of two smaller eyes. Bateye. They are swift and sneaky, and excellent with more painful forms of magic. Essentially the Zubats of this world
How stats work:
Your characters will have six stats:
Constitution Con
Strength Str
Endurance End
Magicka Mgk
Spirit Spr
Agility Agi
Max Health is calculated based on (Con * 3) + End
Max Magic is dependant on race and class
Damage is calculated based on ((Str * 1.5 rounded up) / End) + 1 (it's similar for magic)
Agility decides number of moves you can make per round (basically, if it's 50% greater than your target, you get two moves. 100% greater, three moves, and so on)
Elemental modifiers may be applied (if weak, x2 damage. If resists, x0.5 rounded down)
It's still mostly freeform though - agility doesn't exactly decide turn order, or how far you can move. There are no solid strength checks for things like knocking down doors. Basically, it's based on what I may find reasonable (eg If you're knocking down a flimsy wooden door and you're a 7'10" behemoth of a werewolf with a high strength stat, that door is probably not going to be remaining there. Likewise, if you're one of the puffball like creatures with a low strength... Uh, good luck with that)
Each character starts with 10 in each stat. Then racial and class modifiers are applied. Then you get a total of 25 points to spread amongst your stats as you see fit
Racial Modifiers:
Humans - +2 to Spirit
-MP 80
Werewolves - +5 to Strength, -3 to Spirit
-MP 70
Giants - +10 to Strength, +5 to Constitution, -5 to Magicka, -4 to Spirit, -4 to Agility
-MP 30
Mokuff - +5 to Spirit, +2 to Magicka, -3 to Strength, -2 to Endurance
-MP 120
Bateye - +5 to Magicka, +2 to Agility, -3 to Endurance, -2 to Strength
-MP 120
Elves - +5 to Spirit, -3 to Endurance
-MP 80
Trolls - +5 to Strength, +2 to Endurance, -3 to Magicka, -2 to Constitution
-MP 60
Fae - +10 to Magicka, +5 to Spirit, -5 to Strength, -5 to Endurance, -3 to Constitution
-MP 150
MP: -40
Con: +3
Str: +10
End: 0
Mgk: -5
Spr: 0
Agi: 0
Swordsman:
MP: -20
Con: +3
Str: +3
End: +5
Mgk: -5
Spr: 0
Agi: 0
Mage:
MP: +40
Con: -3
Str: -5
End: -3
Mgk: +10
Spr: +3
Agi: 0
Priest:
MP: +40
Con: -3
Str: -3
End: -5
Mgk: +3
Spr: +10
Agi: 0
Thief:
MP: 0
Con: 0
Str: 0
End: -5
Mgk: 0
Spr: -3
Agi: +10
Archer:
MP: 0
Con: -5
Str: +5
End: 0
Mgk: 0
Spr: 0
Agi: +3
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
That said, this IS Heapers Hangout...
all of the above, really.
Also I'm probably not going to be able to contribute too often since I'm also running my own thing (obviously). But I'll try to post whenever I can.
More specifics on their appearances: One eyed bats, dark in colour (so dark brown, dark grey, black) with a few brighter in colour. They have anatomy roughly matching a normal bats, the single eye not withstanding. When in flight they use a combination of eyesight and echolocation due to lack of depth perception. They typically have strong family bonds. There is usually a preference among them to use more annoying magic (eg a sonic attack that disorients enemies, a dazzling light spell to blind them), but this will come more into play if you fight a Bateye
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Forgot to mention rhat every race is roughly 50% male 50% female