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Purity_Riot

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Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80556#msg80556
« on: June 02, 2010, 09:00:38 pm »
Alright everyone. All new plot, new characters, and some more involvement from your friendly neighborhood GM.

For those of you who played before, you know my rules, for those of you who are coming to us anew, then welcome, stay for a while, and READ THE RULES.



Purity_Riot

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80557#msg80557
« Reply #1 on: June 02, 2010, 09:01:58 pm »
Character Name:
Race:
Element:
Appearance:
Age:
Background:
Belongings:
Abilities (Up to 5, please try to be realistic):






RULES


RULES

Apologies for my time zone and poor sleeping schedule!

Alrighty. This madness has gone on long enough! There are currently three RPGS running, and this is how I will be running mine. Interactions with players and the wilderness, do as you wish, post as often as you'd like.

If you're interacting in any of the following ways, you will need to stop and wait for my reply:
Any interactions involving NPCs and their belongings.
Combat
Raiding
Looting
Questing

Now, as for some other issues, mainly my fault for not going into detail

1. Pillars: Pillars are just that, pillars designed to give off energy. They only exist in large cities and the like, as they are quite big and difficult to create, they are /not/ something you can carry around. All energy for spells, 'quanta', is taken from the energy of the elements around you. As such  :aether :air :earth :entropy :gravity and  :time never have to worry. These things always exist in abundance. Places of special interest, I.e. floating cities, the gravity basin, ruins of old, these places will generate more quanta, and therefore spells and creatures of that type will feel more powerful, as I will describe to you in such an event.  :darkness May only be summoned at night, unless you are near a pillar or have another way of generating it yourself. The opposite is true for  :light:life may only be summoned where vegetation grows, if you are in a city, the  :life will be weak, if you are in a frozen tundra, it will be non-existent.  :death In places of death and rot. Graveyards and swamps, things like that, in holy places where the dead are not buried, you will not find any  :death quanta.  :fire can always be felt during the day, though it is weak, thus fire creatures low life. In areas of intense heat or with large fires, i.e. deserts during the day, the magma mountains, a forest fire, you will find yourself empowered.

2. Belongings: Yes, I would like you to update your characters belongings and appearance as it changes. I'd also like you to add an 'age' column to your character. Your background need not be updated. Those who join will learn by reading.

As for the raiding and selling. I will be telling you what you find in raids and in shops, and what you make from working.

3. Cards vs. Spells Cards are spells inscribed upon a card, duh, but these spells are one use only. To be able to learn a spell more often, you will need to be trained over a period of time in the use of the spell. Creature spells summon /actual/ creatures, so if they are sentient, you /will/ need to bargain with them.

4. Lands and their people: The most common race in every land save for  :entropy is human, but their are other races as well. The second largest majority will be listed below.
 :aether      Immortals
 :air      Firefolk (See below)
 :darkness      Demons
 :death      Grey Nymphs (Second most common sentient race, and there are only 20 of them. Not alot of sentient races amongst the dead)
 :earth      Gnomes
 :entropy      Lycanthropes
 :fire      Graviton Fire Eaters
 :gravity      Forgers (A race of intelligent beings, who created what they refer to as 'Tech' machinery by our common terms. Thus creating the power suit 'Armagio', their Sapphire Charger tanks and the power suits worn by their armies and mercenaries.
 :life      Rustlers (Yes, they are self aware, but /very/ limited in their intelligence. They speak their own language, Liese, the language of life, and common. Think of them as about par with Jawa's from star wars)
 :light      Angels (Not true angels, as they are not immortal, but their race resembles angels and has been called such)
 :time      Anubis
 :water      Mind Flayers and Ulitharids (Equally common, though Mind Flayer's and Ulitharid's hate eachother, Ulitharid's being superior in every way to their lame cousins, the Mind Flayers.

5. Races and creatures

Demons: Many different kinds exist, though they mainly inhabit the lands of Entropy, they can be found all over. Most are unintelligent, or very limited in their intelligence, but demons like Maxwell's Demon actually show an intelligence greater than the average human.

Angels: True angels live in the Supernal, what would be referred to as 'Heaven' or 'Nirvana'. Lesser Angels, also simply known as Angels, are a winged species of human with innate magical powers.

Abominations: Humans who have lived too long in the lands of  :entropy, they are of varying abilities, appearance and intelligence

Dragons: An intelligent race of lizards, known for their love of treasure. Little else is known about these aloof and mysterious creatures

Lycanthropes: A race of cursed wolf-like humanoids. They are misunderstood and are an angry people. Werewolves are the result of a Lycanthrope and a Human mating. They have the ability to shift back and forth between forms.

Fallen Elves: The elven race of old was almost entirely wiped out by a Seraphim, a True Angel by the name of Xanriel, who was sent to punish them for the horrible creatures they had created through their experiments. One powerful Elven Druid survived the attack and brought his people back to life, though their death and their deeds had corrupted them. Seeing this, he slew himself and joined his people. He now rules the nomadic people.

Immortals: Those elves who were spared by the angels are reverent, they destroyed all information on mutation magic, and fled to the lands of Aether, where they became the Immortals, a secretive race, wary of both True Angels and Lesser Angels.

Flesh Spiders: Not actually spiders at all, these Arachnoid Mammals spin a silk stronger than steel to capture their pray. They have limited intelligence, and even speak their own language, though they lack the ability to learn other languages.

Golems: Though they have a limited intelligence of their own, Golems in fact are made by people, and are generally considered to be unintelligent. This is often not the case, and their are even golems who are more intelligent than most people, though humans would never aknowledge it, seeing Golems as being beneath them.

Gnomes: A race of animal taming, fun-loving tricksters

Spirits: Spirits are manifestations of the Supernal, infused with the energies of their elements. They are undying, and grow in power as they age. Summoning one can be tricky, because their is no way to know how powerful or weak it may be. They have some intelligence, on par with the children, though they have no known language.

Firefolk. (Firefly Queens and Kings): A race of highly evolved, humanoid fireflies, these people are a proud and noble race, the only Matriarchy still existing in all the lands.

Anubis: A reverent, militant people, Anubi are a carnivorous people who have existed for as long as time has been recorded. They created the gift of immortality and granted it to the 'Immortals'. They also assisred the Immortals in inventing quintessence, an elixir that would render you temporarily immune to spells.

Vampires: Though true vampires are a carnivorous race of blood sucking reptiles, their bite has the unique ability to poison their foes. If left alive, the poor victim will be turned, becoming a Proto-vampire. Drinking blood increases their power, and every hundred years they evolve, becoming more powerful. Only a handful of Proto-vampire's have evolved into 'Vampyres' as they call themselves, but these few are trying to find away to speed the process, though they have had little luck to date.

 Additions
6. Languages:
 :aether: Aetherian
 :air: Auran
 :darkness: Abyssal
 :death: Does not have its own language
 :earth: Terran
 :entropy: Does not have it's own language
 :fire: Ignan
 :gravity: Grawis
 :life: Liiese
 :light: Supernal
 :time: Aetherian
 :water: Aquan

7. OOC and InC: All Out Of Character (OOC) posts should be preceded with OOC:, In Character posts in a post that contains OOC should be second, and proceeded with InC 

Update!
8. Marks: Marks are magical tattoos that take up a portion of your body, either one arm, one leg, back, chest or face. They produce one quanta of your type and can be found in tattoo shops, amongst other magical tattoos.

Update!
9.Ignorance of the rules is no excuse

WARNINGS: I will be using a warning system for players ignoring Roleplay etiquette. You get one warning per rule. If you break the same rule twice, you're out.

1. deathdealer2222   (Warning for Godmodding.)

Update!

10. Combat: You have 10 'hits', once you're hits reaches 0, you are unconcious, at -5, you die. I will be keeping track of the value of hits and how they affect individual characters.

Update!

11. Posting: You must read all new posts since your last post before posting, this is to avoid characters doing things that do not fit with the story, such as ignoring events and other players.

UPDATE!

12. Etiquette: All posts must be of quality, and contain as few typos as possible. We are looking for good roleplayers here, not two sentence posts.

UPDATE!

13.¶:   If you are adventuring, and you wish to have a random encounter thrust upon you, simply type ¶, alt+788, at the end of your post. I will still be throwing in encounters where they fit into my story line, or where they seem needed, but if you are adventuring in a group and are board, feel free to request a random encounter

UPDATE

14. GOD MODDING: Literally, this means acting as if your character is god. You cannot travel at the speed of sound, so something that would take a normal person five days, is at a minumum going to take a 'Hero' three. When in combat with another player, or against an NPC, you do not determine if an attack trips someone, or if it allows you to steal from them, that is for the other player to decide, or for the GM if there is a dispute.

15. Turn based fighting: The one acception to the god modding rule, is if you are doing turn based fighting. What I mean by this, is if you want to trip an opponent, and you think they wouldn't be able to stop you, then your 'turn' (post) will be to do whatever is necessary to trip them, and then end it there. You may follow up with a suggestion of YOUR next action.

i.e. Princy dashes toward Tileen, bringing his blade out of it's sheath in a ring of steel. As the two draw closer, Princy leaps forward, low to the ground, bringing himself into a somersault and knocking Tileen's feet out from under him. As Princy stands, he turns toward Tileen, his sword swinging down to strike the finishing blow.

Now, the player controlling Tileen IS knocked down, no help for that, but instead of just dying and losing the fight, they can decide if their character would have enough awareness after being tripped to dodge. This prevents people from having someone else's character do something that doesn't reflect the character's behaviour or abilities.

Offline killsdazombies

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80573#msg80573
« Reply #2 on: June 02, 2010, 09:22:16 pm »
Name: Ahrem
Race: Human
Element: Death
Appearance: 5'8, not very strong but is agile and fast, and very thin. He has a scar on his left cheek and a burn on his right side from the fire in his house. Has dark brown hair and blue green eyes.
Age: 25
Background: Trained to be a wizard from an early age he quickly grew in skill, however at 12, his town was raided, most of the buildings were leveled and almost all of the people were killed, including his parents. He went insane soon after and he began trying to raise the dead, at 17 he succeeded and raised a small fleet, he went to the town where his parents were buried, only to find out the raiders had started a town. Enraged he sent his troops out to attack. An hour later every one was dead, as he walked through town in horror of what he had down he had vowed to never kill another innocent. At the age of 22 he went in to town for the first time in 9 years, he bought a shop and watched it fail, he now has a staff, some robes, and a few dozen books of spells.
Belongings: Staff of Isham *a staff used to raise the dead and attack*, some robes, and a few dozen books, and a small dagger.
Abilities: Heal undead: undead people are healed *includes zombies, vampires, skeletons, and ext*
Raise undead: Turn an undead person or persons into undead slaves
Bonewall: Raise a wall of bones to shield from attacks
Bone claws: Create a set of bone claws to tear apart enemies
Bone blast: Create a chain of bones and magically shove the bones at the enemy.



This good?

Purity_Riot

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80586#msg80586
« Reply #3 on: June 02, 2010, 09:36:24 pm »
OOC:

Necromancer is not a race, Human is acceptable if that's what you want to play.
Please be more specific with age and appearance.

I really like the back story, and the abilities are awesome, but i am going to have to ask you to do a quick grammar and spell check please. I'm still a bit strict with that.

Offline killsdazombies

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80591#msg80591
« Reply #4 on: June 02, 2010, 09:44:38 pm »
OK i thought so, just wanted to make sure.


Edit: I ran it though spell check.

Purity_Riot

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80622#msg80622
« Reply #5 on: June 02, 2010, 10:30:13 pm »
Sounds good (y)

icybraker

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80642#msg80642
« Reply #6 on: June 02, 2010, 10:55:45 pm »
Quote
new characters
Sounds like a plan. ;)

Character Name: Alvitor

Race: Forger

Element: :gravity

Appearance: Alvitor is relatively short - he is 5 feet 3 inches tall. He has a stocky build. His face is worn and ragged, because he is almost seventy years old. However, Forgers keep their bodies in great shape, so Alvitor has many decades left in his life. Despite his age, he is quite fit. He has a scar on the left side of his face that cuts through his eye socket. In the place of his left eye is a shifting, mechanized sphere of his own creation. He wears drab and old clothing, which he always puts under a set of chainmail armor and a forged helm, as well as his leather toolbelt. He has forged all his armor himself using his trusty hammer - a worn-out but still very strong tool that he keeps at his side at all times. He polishes all his equipment every day.

Age: 69

Background: Alvitor was born to a family of poor, unskilled Forgers who spent their time drinking. Often, they would abuse young Alvitor, so one day, he ran away from home with only a small hammer, fleeing to the outskirts of the Gravity Basin. He soon became very interested in forging. He would sit in front of forges for hours on end, learning the arts of the forge simply by watching others. He traveled from town to town, watching and living off of scraps. As he grew older, he went into forging himself, and others quickly discovered that he was one of the most skilled forgers of their time.

Using the small hammer he had taken, he created masterpieces. He created a lattice design made out of strips of folded metal that took a while to make, but once it was created, it led to one of the strongest and lightweight chainmail in the world, even stronger than the Heavy Armor of Earth and twice as light. He discovered new carbonated alloys, using them to create some of the toughest shields and hammers that were available. Soon, the Graviton Army caught attention of him, and they wanted to buy his products. Alvitor sold them all he had (save for the best equipment, which he kept for himself), but they demanded more.

However, Alvitor took his time forging, relishing in the art of creating something that he could truly call his own. The Graviton Army instead wanted efficiency. Alvitor refused to meet their quota, going at his own pace. The Army grew enraged; one day, they went to his forge and ransacked it. Alvitor watched in horror as he watched his life's work destroyed in front of him. Wielding the best hammer he had forged, he fought back. He donned a helmet and a suit of armor, fighting with the strength of decades of pounding and hammering. A slash across the face made him lose his eye. When reinforcements entered the town, he fled.

He lived off the land, traveling and forging and perfecting his craft. He has learned many other skills to do with forging, and he actively uses them. However, he no longer forged because he wanted to. He forged because he NEEDED to. The day he fled, he vowed to one day strike back against the Graviton Army. Currently, he is wandering all across the world, still seeking revenge.

Belongings:
    Chainmail Armor Alloy Helm Forging Hammer
Abilities:

1) Forge: Alvitor is extremely skilled in the art of the forge. Given enough time and the right materials, he can forge armor and weaponry. The more time and the better the materials he has, the higher quality objects he can forge.

2) Hammer Mastery: Alvitor has spent all his life hammering at metal. After the Army raided his Forge, he has also used his hammer as a weapon, perfecting the hammer combat style. His strength and the quality of his hammer only contribute to his combat strength. He can break bones easily and shatter helmets. He can even throw his hammer, but at short distances.

3) Forger's Vitality: Forgers have always had a knack for survival, and Alvitor is no exception. He can heal minor injuries much faster than a human can, and he is less liable to be injured than a human, even unarmored.

4) Enchant Artifact: While wandering in the Earthen Mountains, Alvitor learned a very powerful way to make his objects more powerful and resistant to wear and damage. He can Enchant a few objects at a time, depending on his concentration, making the objects function better and making them immune to most forms of damage. The amount of time the Enchantment lasts depends on Alvitor's energy level; the longer the Enchantment lasts, the more energy is sapped from him.

5) Mechanized Eye: Alvitor's fake eye does have some advantages over a normal eye. He can zoom in on things and increase clarity just by thinking it, allowing himself to see things in much more detail than normal beings. Besides this, it go into thermal vision, allowing him to detect usually undetectable beings that give off heat.

Purity_Riot

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80655#msg80655
« Reply #7 on: June 02, 2010, 11:30:02 pm »
Awesome, you've outdone yourself.

Offline killsdazombies

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80659#msg80659
« Reply #8 on: June 02, 2010, 11:30:47 pm »
OOC: should we start?

Purity_Riot

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80667#msg80667
« Reply #9 on: June 02, 2010, 11:45:49 pm »
I'd like to wait for two more characters.

Offline killsdazombies

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80692#msg80692
« Reply #10 on: June 03, 2010, 12:21:29 am »
lol ill convince my friend to join than

gnikdoolb

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Re: Elements RPG 2.0 Take 2 https://elementscommunity.org/forum/index.php?topic=7380.msg80727#msg80727
« Reply #11 on: June 03, 2010, 12:56:25 am »
thats me :D

Name: Remar
Race: Human
Element: fire
Age: 33
Appearance: Always seems to have a grin on his face, about 5'10, very athletic and energetic. He has a few scars from falling down a cliff.
Background: Remar's father was one of the greatest warriors in the fire element; he was lead general, and trained most of the military. Remar was very proud to be his son. One day a darkness vampire ambush killed his father and half of his troops. The darkness ambushers were captured and tortured before being publicly executed. Remar has looked on the vampires with disgust ever since that day. a few years later Remar was leading some troops to the capital when a darkness ambush attacks again, this time Remar gets revenge. Him and his troops captured them and a few weeks later Remar executed them. However the darkness ambushers were not attacking Remar, they were giving him a peace treaty to give to the king to end the darkness/fire war.... Remar was then exiled and is banned from every fire city.
Belongings: A longsword, a shield, some plate armor, and a small red gem that radiates heat and can start fires.
Abilities:
Ignite: Starts a small fire
Firewall: Generates a wall of fire to hurt attackers.
Rage: Sends a person into rage and cause harm to themselves and others.
Fire wave: Sends out a continuous splash of fire but it drains on Remars health to use.
Super furnace: resistant to heat and can make weapons.

OK edited.

 

blarg: