Page 1 of 1
RPG Adventure Signups
Posted: Sat Sep 26, 2009 3:43 pm
This will be an adventure with a party of 3-5 signing up requires brief description of your character, as well as some backstory, you must chose a class: warrior or mage. then what type of warrior/mage.
Warrior: Knight (white or black)
White Knights can use holy powers from the gods and have high defense, while black knights use evil, life draining powers and have a high attack.
Warrior: Just a regular Warrior with even stats
Mages: Healing Magic, Offensive Magic, Defensive Magic, and Summoning Magic. Summoners must have a description of thier summon such as how you found it and appearance.
Warriors/knights: Have a special item and how you found it. Mages may have a custom spell. Please do not make these outrageously powerful.
I would also like your character to have one strengh and one weakness.
Well... thats about it!
Posted: Sun Sep 27, 2009 8:31 pm
I'd suggest to make the sign ups more clear; but its not too important, especially considering this place has been dead for a long time now and needs anything it can get. ;/
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.
I'm kind of hoping that the summon itself isn't supposed to take up the unique spell, but if it does then that's fine too; just ignore all of the 'weak without Cato' stuff and have it be kind of strong all the time.
Posted: Sun Sep 27, 2009 8:50 pm
Cool, thanks for the tip.If no one else joins by the time I get home tomorow, I,ll just forget the party and have it a single person adventure, but even if it does become single person, I'll accept sign-ups later and anyone could join kirbyboy in his adventure until we hit five. Also to awnser kirbyboy`s question, Summoning magic is not counted as a unique spell.
Posted: Mon Sep 28, 2009 6:07 am
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.
I'll have a topic up in the next couple of days.
Posted: Mon Sep 28, 2009 2:53 pm
I`ll give it a little longer for more signups...