Aragonia
Did you see that Shadow? - Aragonia Main Theme
Welcome to Aragonia, a Fantasy Open Worlded, Plot & Character driven roleplay. We will be using the Story Arc "system." There are only TWO Systems in play, the Mana & Spells system and the Matarials System! Note that most Spells will be free-form and up to the roleplayers, just make an application for them which I will list below!
1. Be Respectful, Not Racist, and Kind to Everyone!
2. No Flaming, Trolling, or Bantering of any kind.
3. There is no set "Audience" but keep things PG-13 to M, yes that means sadism and all that wonderful stuff is allowed.
4. Refer from sexual actions and take it into the PM, unless you would like a wonderful perfectly placed Elder Dragon.
5. Posts must be 2 paragraphs long, no exceptions.
6. Good spelling, grammar, and punctuation is needed for this RP.
7. Do NOT purposely Double, triple, etc post.
8. Remember this RP is both CHARACTER & PLOT driven, you don't have to join in the plot but I'd appreciate it if you do.
9. Please respect the Rules of the RP.
10. Have Fun!
The Material System is a "tier" system of armors in what is better than the others. Anything that is within two tiers is what is able to be destroy, dented, damage. Anything OUTSIDE of those four (two below and two above) tiers are either liable to be broken, damaged, dented QUITE easily, or will be impossible to destroy. (Dragon Steel & Enchanted Mithril is an exception to this)
Note that "sub-tiers" (Tier 2&1/2) still counts as Tier 2. The Matariels listed underneath the tiers are requirements to forge weapons/armor, matarials are earned via item drop or Mining, because in Aragonia all adventurers a Magic Pickaxe that never breaks and can mine anything. Then go to a Town or City to forge your armor/weapon, but NOTE you must visit a City or Temple to enchanted the armor such as Holy Grail Armor which needs Holy Magic. You can either learn the "Forging" Spells via a Temple or Blacksmith Tutor or bring it to a player/NPC.
Tiers
Tier 0- Bare Bones, Naked, Clothed
-Cotten
-Skin
Tier 1-Leather Armor (Cow Farms are in every city and in some towns. If so, you can ask the farm for permission to kill some to use the leather for Leather Armor)
- Cow Hide
Tier 1&1/2-Hardened Leather Armor
-Tough Cow Hide
Tier 2- Chitin Armor/Weapons
- Brass Ingots
Tier 2&1/2 - Leather-Chain Armor
-Tough Cow Hide
-Brass or Iron Rings
Tier 3 - Bronze Armor/Weapons
- Bronze Ingot
Tier 3&1/2 - Chainmail Armor
-Brass or Iron Rings
-Brass Ingot
Tier 4- Iron Armor/Weapons
-Iron Ingot
Tier 5- Ebony Armor/Weapons
-Ebony Ingot
Tier 6- Steel Armor/Weapons
-Bronze Ingot
-Iron Ingot
Tier 7- Dwarven Steel Armor/Weapons
-Steel
-Iron Ingot
-Bronze Ingot
Tier 8- Kalathium Armor/Weapons
- Dwarven Steel
-Steel
Tier 9- Raw Silver Armor/Weapons
-Silver Ingot
Tier 10- Quicksilver Armor/Weapons
-Super heated Silver Ingot
Tier 12- Purified Silver Armor/Weapons
-Silver ingot
-Holy Magic/Water
Tier 12&1/2 - Overly Purified Silver Armor/Weapons
-Silver ingot
-Holy Magic
-Holy Water
Tier 13- Silvathium Armor Armor/Weapons
-Kalathium
-Purified Silver
Tier 14-MoonStone Armor/Weapons
- Natural Moon Stone
- Moon Energy
Tier 15-Sun Stone Armor/Weapons
-Natural Sun Stone
- Sun energy
Tier 16- Elven Steel Armor/Weapons
- Steel
-Purified Silver
Tier 17- Aegis Armor/Weapons
-Purified Silver
-Steel
Tier 18- Tartic Armor/Weapons
- Dwarven Crystals
-Dwarven Steel
Tier 19- Zephyr Armor/Weapons
-Silvathium
-Moon Stone filled with moon energy.
Tier 20- Orkston Armor/Weapons
- Ork steel
- Iron
Tier 21- Ahzidal's Armor/Weapons
-Steel Ingot
-Orkston
- Dwarven steel
Tier 22- Crimson Armor/Weapons
- Blood Stone
Tier 23- Xanthous Armor/Weapons
-Lesser Dragon scales
-Chitin
Tier 24- Black Iron Armor/Weapons
-Cursed Iron
-Lesser Dragon Scales
Tier 25- Holy Grail Armor/Weapon
- Purified Iron
-Holy Magic
-Dragon Scales
Tier 26- Platinum Armor/Weapons
-Platinum
-Steel
Tier 27- Titanium Armor/Weapons
- Titanium Ingot
- Steel
Tier 28- White Steel Armor/Weapons
-Holy Magic
-Steel
-Purified Steel
Tier 29- Dragon Scales Armor/Weapons
-Raw Dragon Scales
-Platinum
Tier 30- Mithril Chain Armor/Weapons (Ranged & Throwing Weapons don't work too well due to being too light)
-Mithril Rings
Tier 31- Mithril Armor/Weapons (Ranged & Throwing Weapons don't work too well due to being too light)
-Mithril Ingots
Tier 32- Enchanted Dragon Scales Armor/Weapons
-Refined Dragon Scales
-Purified Iron
-Holy Magic
Tier 33- Lesser Dragon Steel Armor/Weapons
-Lesser Dragon Steel Ingots
Tier 34- Enchanted Mithril Armor/Weapons
-Mithril Ingots
-Holy Magic
-Elven Magic
Tier 35- Dragon Steel Armor/Weapons
-Dragon Steel Ingots
Tier 36- Enchanted Dragon Steel Armor/Weapons
-Dragon Steel Ingots
-Holy Magic
-Elven Magic
-Elder Dragon Magic
To work out the confusion, treat every tier as the middle tier, two tiers below and two tiers above is what can damage the middle tier. The middle tier will always severly dent and possibly destroy anything two tiers or more under it. So here is a key:
-3 tiers below or more = You'll have a huge chance of nearly destroying if not breaking their armor/weapons. No resistance. Walk in the park.
-2 tiers below = Severly Damage Armor/Weapons, expect dented armor and bent weapons, expect to be able to pierce easily. Little resistance
-1 tier below = Will Pierce through the armor to damage the opponent and damage armor. Some resistance.
Same Tier = Will have to attack a few times to make a dent and damage. Moderate Resistance.
+1 Tier higher = Tougher to break and will require more attacks, more vulnerable to damage your armor. Hard resistance.
+2 Tiers higher = Very tough to break and will require many repeated attacks, very vulnerable to your armor and weapons. Very hard resistance
+3 Tiers or higher = Impossible to break, don't try it pal. Your armor/weaponry will either be broken or very damaged. (Bent, Very Dented, etc)
Health is just logic, if you get stabbed through your head you died. There are healing items though, here they are.
Health healing Items
Beginner level: Cow's Milk, heals minor cuts and bruises.
Advanced Beginner: Chocolate Milk, heals bleeding cuts and larger bruises.
Intermediate: Milk shake, heals large gashes and welts.
Advanced Intermediate: Flavored milk shake, heals fatal stab wounds and crushed bones(not including skull)
Elite: Cheese, heals severed limbs and bleeding organs.
Curing Items
Ice Cold Tub: Summons a tub of freezing water that dumps its contents onto the user. Heals burns.
Jasmine Tea: Summons a cup of soothing jasmine tea to calm the nerves of the user. Heals paralyzation.
Beer Goggles: Summons a super hot person of the gender of the user's choice to strike a sexy pose and a heart melting kiss. Cures the frozen status ailment.
Chicken Soup: Summons a bowl of grandma's steaming, delicious chicken soup for consumption of the user. Cures sickness.
Water: Summons a cup of magical water that flushes toxins out of the user's system. Cures poison.
Spring Water: Summons a cup of pure and fantastical spring water that purifies the body. Cures the badly poisoned ailment.
Nag Box/Angel's Prayer: A box filled with the nagging of a parent to hustle you into dishes, sweeping, and cleaning. "You fucking lazy ass, it's 8 am in the morning! WHY YOU STILL IN BED?"
Spells work like so: Spells work by Tier AND Level, every one use it would increase by one level/experience point. There currently is NOT a maximum but this MAY be changed. By Tiers a Level 100 Meteor is better by a level 100 Fireball, BUT a level 125 fireball is stronger than a level 100 meteor, but Meteor is more useful for a bigger attack range, BUT fireball uses less Mana and good for single targets, so it really varies. So if you haven't noticed, if trying to make a lower tier spell stronger than a higher tier spell, it's experience MUST be twenty five levels over. The tiers for spells are: Beginner, Intermediate, Moderate, Advanced, Very Advanced, and God.
Mana System: Everyone's Mana starts at 100, each spell will have a set amount of mana consumed per use. Every use of a spell levels it up by 1 level (or one experience point, your choice) Every ten levels/experience/uses will increase your mana capacity by 100. Note, classes don't EXIST in the roleplay, but if you do indicate you are a mage, you start with 300 mana instead of 100!
-When you lose 1/4 of your Mana you will start to get slightly sleepy.
-When you lose HALF of your Mana you will start to get tired
-When you lose 3/4 of your Mana you will be exhausted.
-When you lose ALL your Mana you will be fatigued mentally and physically, vulnerable to attacks.
Mana Items
Beginner level: Canned Sardines, heals for 20% of your total MP.
Advanced Beginner: Tasty Tuna, heals for 30% of your total MP.
Intermediate: Crusty Crab, heals for 40% of your total MP.
Advanced Intermediate: Heavy Lobster, heals for 50% of your total MP.
Elite: Fresh Salmon, heals for 60% of your total MP.
Super Elite: Gigantic Clam, heals for 75% of your total MP.
You are allowed to make your own spell which where most of the spells will come from; the playerbase.
Name:
Tier: (Beginner, Intermidate, Moderate, Advanced, Very Advanced, or God. Limited is a special tier in between Advanced and God)
Type: (Elemental, Summoning, Traps, Healing, Support, Manipulative [Blood Manipulation for example], and Limited)
Description/What it does:
Mana Cost:
Beginner's Spellbook
Elemental Basics
Fireball: Casts a magical projectile of elemental fire that bursts upon impact. - 10 MP per use
Umbral Ice: Aura of ice generates around caster before releasing outwards in force, damaging anything enemies that touches it. -10 MP per use
Shatter: Caster designates an area and breaks the earth, sending a shard of rock upwards to damage an enemy. -10 MP per use
Arc: Caster chains an enemy with an arc of lightning, doing consistent damage with mild output. -10 MP per use
Gust: Caster commands an angry blow of wind equivalent to that of a strike of a hammer. -10 MP per use
Torrent: A whirlpool of magic water ensnares an enemy, ravaging them in harsh erosion. -10 MP per use
Glitter Lance: Two particles of burning light expel from the caster's hand with great speed simultaneously, leaving a trail of light before impacting the enemy. -20 MP per use
Ravage: Caster summons a spectral claws that can bind, slash, and grab enemies. -15 MP per use
Summoning Basics
Summon Boar: Caster calls upon nature, granting user to a mighty, feral boar for three turns. Heavy attacks and knock-backs. -15 MP per use
Summon Hawk: Caster calls upon nature, granting user to a fierce hawk for three turns. Can survey or assist through aerial combat. -10 MP per use
Summon Fox: Caster calls upon nature, granting user to a cunning fox for three turns. Quick strikes and harassment. -10 MP per use
Summon Fairy: Caster calls upon the Queen of the Fae, granting user to the assistant of a fairy solider. Can do minor healing and assist in combat. -15 MP per use
Summon Elemental: Caster call upon nature, granting user to an Elemental type of their choice for three turns. -30 MP per use
Traps
Snare: Summons a magical contraption that roots the target when stepped on. -5 MP per use
Cluster Mine : Caster generates and throws a handful of marble-sized magic that detonates with small explosions and induces slow on enemies. -10 MP per use
Elemental Sigil : Caster places a hidden sigil of desired element on designated location that does elemental damage when enemies pass over. -20 MP per use
Mist of Silence : Caster places a a condensed ball of magic at designated location. When detonated, creates an AoE cloud that silences enemies for a short time. -10 MP per use
Paralyzing Bomb : Caster throws a bolt of magic at an enemy that detonates after three seconds of leaving the hand. Stuns the enemy for a short period of time. -15 MP per use
Healing
Embrace: Heals minor bruises and cuts of an ally. -10 MP per use
Invigorate: Removes exhaustion from allies. -10 MP per use
Serene Winds: AoE minor healing of bruises and cuts of party. -15 MP per use
Regenerate: Places HoT on ally that continuously heals an ally of minor wounds for three turns. -20 MP per use
Cleanse: Removes any magical infliction on an ally. -15 MP per use
Support
Mastodon: Caster generates an aura that buffs defensive capabilities of party. -20 MP per use
Battlespirit: Caster generates an aura that buffs offensive capabilities of party. -20 MP per use
Erosion: Caster generates mist that weakens enemies' defensive capabilities. -20 MP per use
Rust: Caster generates mist that weakens enemies' offensive capabilities. -20 MP per use
Divine Touch: Caster instills magical properties to an ally's weapon. -25 MP per use
Starting WITH a legendary item is dubious but may happen, otherwise you have to recieve it as an award or find them via dungeon drops. There is only one of that weapon/armor in the entire RP. Note that there is no LIMIT to them and you can acquire as many as you want but you'll likely to get more Bad Random Events. Also note, despite them being Legendary Items only Legendary/God/Divine items can break each other.
[Legendary] Draven's Axe
- Raw Silver Axe
- Fire Aspect: Any time an enemy is hit with thus axe, they are immediately set on fire, the fire is so hot that they will die within seconds unless put out. Also ALWAYS gives Burn Ailment.
[Divine] Divine Chitin Chestplate
-Cannot be hurt when attacked from the front
[God] Yorick War Hammer
- Orkston Hammer
-Causes a small explosion anytime and enemy or an object is hit with it, will Stun you for 1 turn.
[Legendary] War Moggs
-Platinum Boots
-Alows a person to have their sprinting speed at the speed of sound
[God] Unicorn Stiletto
- Purified Silver Dagger
- When used, this will automatically destroy or pierce through an enemy's armor.
[Divine] Moon Crescendo
-Moon Stone Khopesh
- Takes in the raw energy of the Moons energy and completely heal the owner of all wounds or disease.
[Divine] Void Princess
-Black Iron Magic Staff/Wand
-Allow owner compete control over gravity and black holes.
[Legendary] Minotaur's Ace
-Ebony Bow
-Each shot will always hit it mark, no matter what.
[Legendary] Crimson Lotus Armor
-Crimson and Leather armor
-User is immune to sickness, pain, poison. (Yes even Badly Poisoned)
[God] Necropolis's Hand
-White steel Gauntlets
-Increases Magic Powered by 100% (All of your spells' levels are doubled)
[God] Doctorines Scepter
-Tartic Scepter
- Allows complete control over the dead.
[Legendary] Cunning Fox Helm
-Ebony Helmet
-Gives user ability to read the minds of all, and to see what a person will do before it is done.
[God] Twilight Reigela Armor
-Dragon Scale, White Steel
-Grants user the strength of 50 able bodied men and immunity to any Dark/Umbrakinetic Magicks.
[God] Pantheon Spear
- Dragon Scales, Purified Iron, White Steel, Platinum
-Allow the user to pierce any object or person, no matter what.
[Legendary-God] Dragon Storm Blade
-Enchanted Dragon Steel, White Steel, Purified Iron, Titanium
-This blade can cut through anything, even through Dragon Steel, the hardest metal in the world. This blade will also freeze his opponents for a short time
[Legendary] Strategist's Sword
-Ork Steel, Silvathium
-This blade can be duplicated a countless number of times to supply your whole party.
[Legendary-Divine] Dragoon Spirits
-Dragoon Spirit Gems
-There are eight gems, these gems were created when Dragoons were slightly less rare (but still rare nonetheless) and were made for Dragoons to train their powers and to use their True Form when they were inexperienced and at a VERY young age . There used to be MANY gems, only eight remain: Fire, Water, Wind, Earth, Ice, Lightning, Light (Includes Healing, and Darkness. (Includes Necromancy)
[Legendary-Divine-God] The Omni-Dragoon Spirit
-Omni Dragoon Spirit Gems
-When combining all of the eight gems in an octagon in a Temple, it will create the Omni-Dragoon Spirit (but still keep the eight gems), the user is invincible to ALL Elemental Spells and has control over all the Elements. When the Omni-Dragoon Spirit is broken, all the Gems will disappear all over Aragonia again. (Note: the Gems don't disappear to turn into the Omni-Dragoon Spirit, they just send a beam of light into the middle of the formed octagon and create the Omni-Spirit, the gems still remain)
Limited Races
Draconic - Half-man, Half-Dragon Enchanced Strength, speed, and may have wings for flight. Available to all but USABLE population limit Of: 30
Dragoon - Half-man, half-dragon. Taking a more human apperance they are MUCH stronger than Draconics and MUCH rarer, they are ALWAYS immune to ONE Element and MUST be based on ONE Element. (Population Limit: 12) Elements: Fire, Water, Wind, Earth, Ice, Lightning, Light (Includes Healing), Darkness (Includes Necromancy)
There may only be FOUR Dragoons in the roleplay at ONE time, I will be accepting them rarely. They are virtually immortal. Can only die via Poison or Battle.
I am taking suggestions, more to come!
Limited Abilities
Boundary Manipulation Only ONE person may have it at ANY given time. The user may NOT attack at all unless provoked. The user is not ALLOWED to wear any armor or have weapons stronger than Ebony (Tier 5). The user is VULNERABLE to attack WHILE manipulating boundaries and the user may not do the following:
-Manipulate Boundaries so when the user is Manipulating Boundaries they are not vulnerable
-Summon God/Divine/Legendary Items for them.
-Change their RACE to a limited race.
-Unable to spawn armors/weapons Tier 6 and above, No you may not spawn Tier 5 armor/weapons to constantly sell to Blacksmiths. Giving them to players is alright though.
-Unable to spawn in gods unless the Plotline allows it.
-UNABLE TO DESTROY THE WHOLE WORLD/UNIVERSE/SOLAR SYSTEM!
I may just leave this here as a teaser and give it to someone very trustworthy.
[Anything else I'm missing?]
Time-Space Manipulation Limited to ONE person only. The user is not allowed to do the follow:
-Go back in time to Negate Events or kill Important Characters/Player's Ancestors.
-No destroying the universe/world isn't allowed either.
Distance Manipulation Similar to an application of Time-Space manipulation, the user is able to manipulate distances to teleport in some fashion, send knives to someone's head instantly, and various other uses. Limited to ONE person only. The setback of using Distance Manipulation is that it will tire out the user a LOT! Every use of Distance Manipulation costs 20% of Mana Loss. Despite recovering mana via Healing Items, Mana Deprivation will still leave it's after-effects there.
-Note that despite logic, I will not allow Knives to insta-kill if they are "Teleported" into vital areas. It will still deal quite a bit of damage but I better not see abuse.
Speed Manipulation Limited to TWO people only. The ability to Manipulate Speed as to debuff others MAJORLY or become the fastest man alive. Any PHYSICAL attack to an opponent while using Speed Manipulation on yourself will result in an Auto-Hit and can not be dodged or blocked, in return, despite the speed of striking, Logic indicates that your body can not stand the speed and pushing against that many Gs of Gravity while attacking will NEVER result in an auto-kill, Speed Manipulation is NEVER as fast as an instant. There is a way of blocking Auto-Hitting via other powers which can be activated in an instant.
Reality Manipulation Limited to ONE person only. The ability to manipulate Reality is a counter to near everything. In return Reality Manipulation can NOT in any form have the same abilities of Boundary Manipulation, nor be more powerful than it. Every use of Reality Manipulation costs 50% Mana.
Yes you may make your own Legendary Item, here is the sheet. Of course it must be accepted by me or a Co-GM.
Name:
Rank: (God, Legendary, or Divine)
Armor, Weapon, or Item:
Apperance: (Description or picture is allowed)
Materials it is made out of:
Abilities:
How Death Works
Death in the roleplay is PERMANENT otherwise it wouldn't be fair to have Limited Items, Races, and Magicks. But there IS a catch. In Cities, Temples, and sometimes towns Revive Tomes will be for sale: Each Character will start off with ONE Revive tome, you have a maximum of ten with you at a time. Revive tomes keep you from dying permanently and thus it's best to have a lot of them. They are found via Item Drops, Cities, and Temples, and again, sometimes Towns. If you die without ANY revive tomes in your inventory, your character is dead...forever.
Before anyone makes an application: Casuality & Negation Manipulation are BANNED and not for player use
GMs (Gamemasters/Dungeonmasters/Mods)
-Me, Diamond Blizzard [Owner]
-Lokileo789 [GM]
You MUST listen to the GMs at ALL times!
Did you see that Shadow? - Aragonia Main Theme
Welcome to Aragonia, a Fantasy Open Worlded, Plot & Character driven roleplay. We will be using the Story Arc "system." There are only TWO Systems in play, the Mana & Spells system and the Matarials System! Note that most Spells will be free-form and up to the roleplayers, just make an application for them which I will list below!
1. Be Respectful, Not Racist, and Kind to Everyone!
2. No Flaming, Trolling, or Bantering of any kind.
3. There is no set "Audience" but keep things PG-13 to M, yes that means sadism and all that wonderful stuff is allowed.
4. Refer from sexual actions and take it into the PM, unless you would like a wonderful perfectly placed Elder Dragon.
5. Posts must be 2 paragraphs long, no exceptions.
6. Good spelling, grammar, and punctuation is needed for this RP.
7. Do NOT purposely Double, triple, etc post.
8. Remember this RP is both CHARACTER & PLOT driven, you don't have to join in the plot but I'd appreciate it if you do.
9. Please respect the Rules of the RP.
10. Have Fun!
The Material System is a "tier" system of armors in what is better than the others. Anything that is within two tiers is what is able to be destroy, dented, damage. Anything OUTSIDE of those four (two below and two above) tiers are either liable to be broken, damaged, dented QUITE easily, or will be impossible to destroy. (Dragon Steel & Enchanted Mithril is an exception to this)
Note that "sub-tiers" (Tier 2&1/2) still counts as Tier 2. The Matariels listed underneath the tiers are requirements to forge weapons/armor, matarials are earned via item drop or Mining, because in Aragonia all adventurers a Magic Pickaxe that never breaks and can mine anything. Then go to a Town or City to forge your armor/weapon, but NOTE you must visit a City or Temple to enchanted the armor such as Holy Grail Armor which needs Holy Magic. You can either learn the "Forging" Spells via a Temple or Blacksmith Tutor or bring it to a player/NPC.
Tiers
Tier 0- Bare Bones, Naked, Clothed
-Cotten
-Skin
Tier 1-Leather Armor (Cow Farms are in every city and in some towns. If so, you can ask the farm for permission to kill some to use the leather for Leather Armor)
- Cow Hide
Tier 1&1/2-Hardened Leather Armor
-Tough Cow Hide
Tier 2- Chitin Armor/Weapons
- Brass Ingots
Tier 2&1/2 - Leather-Chain Armor
-Tough Cow Hide
-Brass or Iron Rings
Tier 3 - Bronze Armor/Weapons
- Bronze Ingot
Tier 3&1/2 - Chainmail Armor
-Brass or Iron Rings
-Brass Ingot
Tier 4- Iron Armor/Weapons
-Iron Ingot
Tier 5- Ebony Armor/Weapons
-Ebony Ingot
Tier 6- Steel Armor/Weapons
-Bronze Ingot
-Iron Ingot
Tier 7- Dwarven Steel Armor/Weapons
-Steel
-Iron Ingot
-Bronze Ingot
Tier 8- Kalathium Armor/Weapons
- Dwarven Steel
-Steel
Tier 9- Raw Silver Armor/Weapons
-Silver Ingot
Tier 10- Quicksilver Armor/Weapons
-Super heated Silver Ingot
Tier 12- Purified Silver Armor/Weapons
-Silver ingot
-Holy Magic/Water
Tier 12&1/2 - Overly Purified Silver Armor/Weapons
-Silver ingot
-Holy Magic
-Holy Water
Tier 13- Silvathium Armor Armor/Weapons
-Kalathium
-Purified Silver
Tier 14-MoonStone Armor/Weapons
- Natural Moon Stone
- Moon Energy
Tier 15-Sun Stone Armor/Weapons
-Natural Sun Stone
- Sun energy
Tier 16- Elven Steel Armor/Weapons
- Steel
-Purified Silver
Tier 17- Aegis Armor/Weapons
-Purified Silver
-Steel
Tier 18- Tartic Armor/Weapons
- Dwarven Crystals
-Dwarven Steel
Tier 19- Zephyr Armor/Weapons
-Silvathium
-Moon Stone filled with moon energy.
Tier 20- Orkston Armor/Weapons
- Ork steel
- Iron
Tier 21- Ahzidal's Armor/Weapons
-Steel Ingot
-Orkston
- Dwarven steel
Tier 22- Crimson Armor/Weapons
- Blood Stone
Tier 23- Xanthous Armor/Weapons
-Lesser Dragon scales
-Chitin
Tier 24- Black Iron Armor/Weapons
-Cursed Iron
-Lesser Dragon Scales
Tier 25- Holy Grail Armor/Weapon
- Purified Iron
-Holy Magic
-Dragon Scales
Tier 26- Platinum Armor/Weapons
-Platinum
-Steel
Tier 27- Titanium Armor/Weapons
- Titanium Ingot
- Steel
Tier 28- White Steel Armor/Weapons
-Holy Magic
-Steel
-Purified Steel
Tier 29- Dragon Scales Armor/Weapons
-Raw Dragon Scales
-Platinum
Tier 30- Mithril Chain Armor/Weapons (Ranged & Throwing Weapons don't work too well due to being too light)
-Mithril Rings
Tier 31- Mithril Armor/Weapons (Ranged & Throwing Weapons don't work too well due to being too light)
-Mithril Ingots
Tier 32- Enchanted Dragon Scales Armor/Weapons
-Refined Dragon Scales
-Purified Iron
-Holy Magic
Tier 33- Lesser Dragon Steel Armor/Weapons
-Lesser Dragon Steel Ingots
Tier 34- Enchanted Mithril Armor/Weapons
-Mithril Ingots
-Holy Magic
-Elven Magic
Tier 35- Dragon Steel Armor/Weapons
-Dragon Steel Ingots
Tier 36- Enchanted Dragon Steel Armor/Weapons
-Dragon Steel Ingots
-Holy Magic
-Elven Magic
-Elder Dragon Magic
To work out the confusion, treat every tier as the middle tier, two tiers below and two tiers above is what can damage the middle tier. The middle tier will always severly dent and possibly destroy anything two tiers or more under it. So here is a key:
-3 tiers below or more = You'll have a huge chance of nearly destroying if not breaking their armor/weapons. No resistance. Walk in the park.
-2 tiers below = Severly Damage Armor/Weapons, expect dented armor and bent weapons, expect to be able to pierce easily. Little resistance
-1 tier below = Will Pierce through the armor to damage the opponent and damage armor. Some resistance.
Same Tier = Will have to attack a few times to make a dent and damage. Moderate Resistance.
+1 Tier higher = Tougher to break and will require more attacks, more vulnerable to damage your armor. Hard resistance.
+2 Tiers higher = Very tough to break and will require many repeated attacks, very vulnerable to your armor and weapons. Very hard resistance
+3 Tiers or higher = Impossible to break, don't try it pal. Your armor/weaponry will either be broken or very damaged. (Bent, Very Dented, etc)
Health is just logic, if you get stabbed through your head you died. There are healing items though, here they are.
Health healing Items
Beginner level: Cow's Milk, heals minor cuts and bruises.
Advanced Beginner: Chocolate Milk, heals bleeding cuts and larger bruises.
Intermediate: Milk shake, heals large gashes and welts.
Advanced Intermediate: Flavored milk shake, heals fatal stab wounds and crushed bones(not including skull)
Elite: Cheese, heals severed limbs and bleeding organs.
Curing Items
Ice Cold Tub: Summons a tub of freezing water that dumps its contents onto the user. Heals burns.
Jasmine Tea: Summons a cup of soothing jasmine tea to calm the nerves of the user. Heals paralyzation.
Beer Goggles: Summons a super hot person of the gender of the user's choice to strike a sexy pose and a heart melting kiss. Cures the frozen status ailment.
Chicken Soup: Summons a bowl of grandma's steaming, delicious chicken soup for consumption of the user. Cures sickness.
Water: Summons a cup of magical water that flushes toxins out of the user's system. Cures poison.
Spring Water: Summons a cup of pure and fantastical spring water that purifies the body. Cures the badly poisoned ailment.
Nag Box/Angel's Prayer: A box filled with the nagging of a parent to hustle you into dishes, sweeping, and cleaning. "You fucking lazy ass, it's 8 am in the morning! WHY YOU STILL IN BED?"
Spells work like so: Spells work by Tier AND Level, every one use it would increase by one level/experience point. There currently is NOT a maximum but this MAY be changed. By Tiers a Level 100 Meteor is better by a level 100 Fireball, BUT a level 125 fireball is stronger than a level 100 meteor, but Meteor is more useful for a bigger attack range, BUT fireball uses less Mana and good for single targets, so it really varies. So if you haven't noticed, if trying to make a lower tier spell stronger than a higher tier spell, it's experience MUST be twenty five levels over. The tiers for spells are: Beginner, Intermediate, Moderate, Advanced, Very Advanced, and God.
Mana System: Everyone's Mana starts at 100, each spell will have a set amount of mana consumed per use. Every use of a spell levels it up by 1 level (or one experience point, your choice) Every ten levels/experience/uses will increase your mana capacity by 100. Note, classes don't EXIST in the roleplay, but if you do indicate you are a mage, you start with 300 mana instead of 100!
-When you lose 1/4 of your Mana you will start to get slightly sleepy.
-When you lose HALF of your Mana you will start to get tired
-When you lose 3/4 of your Mana you will be exhausted.
-When you lose ALL your Mana you will be fatigued mentally and physically, vulnerable to attacks.
Mana Items
Beginner level: Canned Sardines, heals for 20% of your total MP.
Advanced Beginner: Tasty Tuna, heals for 30% of your total MP.
Intermediate: Crusty Crab, heals for 40% of your total MP.
Advanced Intermediate: Heavy Lobster, heals for 50% of your total MP.
Elite: Fresh Salmon, heals for 60% of your total MP.
Super Elite: Gigantic Clam, heals for 75% of your total MP.
You are allowed to make your own spell which where most of the spells will come from; the playerbase.
Name:
Tier: (Beginner, Intermidate, Moderate, Advanced, Very Advanced, or God. Limited is a special tier in between Advanced and God)
Type: (Elemental, Summoning, Traps, Healing, Support, Manipulative [Blood Manipulation for example], and Limited)
Description/What it does:
Mana Cost:
Beginner's Spellbook
Elemental Basics
Fireball: Casts a magical projectile of elemental fire that bursts upon impact. - 10 MP per use
Umbral Ice: Aura of ice generates around caster before releasing outwards in force, damaging anything enemies that touches it. -10 MP per use
Shatter: Caster designates an area and breaks the earth, sending a shard of rock upwards to damage an enemy. -10 MP per use
Arc: Caster chains an enemy with an arc of lightning, doing consistent damage with mild output. -10 MP per use
Gust: Caster commands an angry blow of wind equivalent to that of a strike of a hammer. -10 MP per use
Torrent: A whirlpool of magic water ensnares an enemy, ravaging them in harsh erosion. -10 MP per use
Glitter Lance: Two particles of burning light expel from the caster's hand with great speed simultaneously, leaving a trail of light before impacting the enemy. -20 MP per use
Ravage: Caster summons a spectral claws that can bind, slash, and grab enemies. -15 MP per use
Summoning Basics
Summon Boar: Caster calls upon nature, granting user to a mighty, feral boar for three turns. Heavy attacks and knock-backs. -15 MP per use
Summon Hawk: Caster calls upon nature, granting user to a fierce hawk for three turns. Can survey or assist through aerial combat. -10 MP per use
Summon Fox: Caster calls upon nature, granting user to a cunning fox for three turns. Quick strikes and harassment. -10 MP per use
Summon Fairy: Caster calls upon the Queen of the Fae, granting user to the assistant of a fairy solider. Can do minor healing and assist in combat. -15 MP per use
Summon Elemental: Caster call upon nature, granting user to an Elemental type of their choice for three turns. -30 MP per use
Traps
Snare: Summons a magical contraption that roots the target when stepped on. -5 MP per use
Cluster Mine : Caster generates and throws a handful of marble-sized magic that detonates with small explosions and induces slow on enemies. -10 MP per use
Elemental Sigil : Caster places a hidden sigil of desired element on designated location that does elemental damage when enemies pass over. -20 MP per use
Mist of Silence : Caster places a a condensed ball of magic at designated location. When detonated, creates an AoE cloud that silences enemies for a short time. -10 MP per use
Paralyzing Bomb : Caster throws a bolt of magic at an enemy that detonates after three seconds of leaving the hand. Stuns the enemy for a short period of time. -15 MP per use
Healing
Embrace: Heals minor bruises and cuts of an ally. -10 MP per use
Invigorate: Removes exhaustion from allies. -10 MP per use
Serene Winds: AoE minor healing of bruises and cuts of party. -15 MP per use
Regenerate: Places HoT on ally that continuously heals an ally of minor wounds for three turns. -20 MP per use
Cleanse: Removes any magical infliction on an ally. -15 MP per use
Support
Mastodon: Caster generates an aura that buffs defensive capabilities of party. -20 MP per use
Battlespirit: Caster generates an aura that buffs offensive capabilities of party. -20 MP per use
Erosion: Caster generates mist that weakens enemies' defensive capabilities. -20 MP per use
Rust: Caster generates mist that weakens enemies' offensive capabilities. -20 MP per use
Divine Touch: Caster instills magical properties to an ally's weapon. -25 MP per use
Starting WITH a legendary item is dubious but may happen, otherwise you have to recieve it as an award or find them via dungeon drops. There is only one of that weapon/armor in the entire RP. Note that there is no LIMIT to them and you can acquire as many as you want but you'll likely to get more Bad Random Events. Also note, despite them being Legendary Items only Legendary/God/Divine items can break each other.
[Legendary] Draven's Axe
- Raw Silver Axe
- Fire Aspect: Any time an enemy is hit with thus axe, they are immediately set on fire, the fire is so hot that they will die within seconds unless put out. Also ALWAYS gives Burn Ailment.
[Divine] Divine Chitin Chestplate
-Cannot be hurt when attacked from the front
[God] Yorick War Hammer
- Orkston Hammer
-Causes a small explosion anytime and enemy or an object is hit with it, will Stun you for 1 turn.
[Legendary] War Moggs
-Platinum Boots
-Alows a person to have their sprinting speed at the speed of sound
[God] Unicorn Stiletto
- Purified Silver Dagger
- When used, this will automatically destroy or pierce through an enemy's armor.
[Divine] Moon Crescendo
-Moon Stone Khopesh
- Takes in the raw energy of the Moons energy and completely heal the owner of all wounds or disease.
[Divine] Void Princess
-Black Iron Magic Staff/Wand
-Allow owner compete control over gravity and black holes.
[Legendary] Minotaur's Ace
-Ebony Bow
-Each shot will always hit it mark, no matter what.
[Legendary] Crimson Lotus Armor
-Crimson and Leather armor
-User is immune to sickness, pain, poison. (Yes even Badly Poisoned)
[God] Necropolis's Hand
-White steel Gauntlets
-Increases Magic Powered by 100% (All of your spells' levels are doubled)
[God] Doctorines Scepter
-Tartic Scepter
- Allows complete control over the dead.
[Legendary] Cunning Fox Helm
-Ebony Helmet
-Gives user ability to read the minds of all, and to see what a person will do before it is done.
[God] Twilight Reigela Armor
-Dragon Scale, White Steel
-Grants user the strength of 50 able bodied men and immunity to any Dark/Umbrakinetic Magicks.
[God] Pantheon Spear
- Dragon Scales, Purified Iron, White Steel, Platinum
-Allow the user to pierce any object or person, no matter what.
[Legendary-God] Dragon Storm Blade
-Enchanted Dragon Steel, White Steel, Purified Iron, Titanium
-This blade can cut through anything, even through Dragon Steel, the hardest metal in the world. This blade will also freeze his opponents for a short time
[Legendary] Strategist's Sword
-Ork Steel, Silvathium
-This blade can be duplicated a countless number of times to supply your whole party.
[Legendary-Divine] Dragoon Spirits
-Dragoon Spirit Gems
-There are eight gems, these gems were created when Dragoons were slightly less rare (but still rare nonetheless) and were made for Dragoons to train their powers and to use their True Form when they were inexperienced and at a VERY young age . There used to be MANY gems, only eight remain: Fire, Water, Wind, Earth, Ice, Lightning, Light (Includes Healing, and Darkness. (Includes Necromancy)
[Legendary-Divine-God] The Omni-Dragoon Spirit
-Omni Dragoon Spirit Gems
-When combining all of the eight gems in an octagon in a Temple, it will create the Omni-Dragoon Spirit (but still keep the eight gems), the user is invincible to ALL Elemental Spells and has control over all the Elements. When the Omni-Dragoon Spirit is broken, all the Gems will disappear all over Aragonia again. (Note: the Gems don't disappear to turn into the Omni-Dragoon Spirit, they just send a beam of light into the middle of the formed octagon and create the Omni-Spirit, the gems still remain)
Limited Races
Draconic - Half-man, Half-Dragon Enchanced Strength, speed, and may have wings for flight. Available to all but USABLE population limit Of: 30
Dragoon - Half-man, half-dragon. Taking a more human apperance they are MUCH stronger than Draconics and MUCH rarer, they are ALWAYS immune to ONE Element and MUST be based on ONE Element. (Population Limit: 12) Elements: Fire, Water, Wind, Earth, Ice, Lightning, Light (Includes Healing), Darkness (Includes Necromancy)
There may only be FOUR Dragoons in the roleplay at ONE time, I will be accepting them rarely. They are virtually immortal. Can only die via Poison or Battle.
I am taking suggestions, more to come!
Limited Abilities
Boundary Manipulation Only ONE person may have it at ANY given time. The user may NOT attack at all unless provoked. The user is not ALLOWED to wear any armor or have weapons stronger than Ebony (Tier 5). The user is VULNERABLE to attack WHILE manipulating boundaries and the user may not do the following:
-Manipulate Boundaries so when the user is Manipulating Boundaries they are not vulnerable
-Summon God/Divine/Legendary Items for them.
-Change their RACE to a limited race.
-Unable to spawn armors/weapons Tier 6 and above, No you may not spawn Tier 5 armor/weapons to constantly sell to Blacksmiths. Giving them to players is alright though.
-Unable to spawn in gods unless the Plotline allows it.
-UNABLE TO DESTROY THE WHOLE WORLD/UNIVERSE/SOLAR SYSTEM!
I may just leave this here as a teaser and give it to someone very trustworthy.
[Anything else I'm missing?]
Time-Space Manipulation Limited to ONE person only. The user is not allowed to do the follow:
-Go back in time to Negate Events or kill Important Characters/Player's Ancestors.
-No destroying the universe/world isn't allowed either.
Distance Manipulation Similar to an application of Time-Space manipulation, the user is able to manipulate distances to teleport in some fashion, send knives to someone's head instantly, and various other uses. Limited to ONE person only. The setback of using Distance Manipulation is that it will tire out the user a LOT! Every use of Distance Manipulation costs 20% of Mana Loss. Despite recovering mana via Healing Items, Mana Deprivation will still leave it's after-effects there.
-Note that despite logic, I will not allow Knives to insta-kill if they are "Teleported" into vital areas. It will still deal quite a bit of damage but I better not see abuse.
Speed Manipulation Limited to TWO people only. The ability to Manipulate Speed as to debuff others MAJORLY or become the fastest man alive. Any PHYSICAL attack to an opponent while using Speed Manipulation on yourself will result in an Auto-Hit and can not be dodged or blocked, in return, despite the speed of striking, Logic indicates that your body can not stand the speed and pushing against that many Gs of Gravity while attacking will NEVER result in an auto-kill, Speed Manipulation is NEVER as fast as an instant. There is a way of blocking Auto-Hitting via other powers which can be activated in an instant.
Reality Manipulation Limited to ONE person only. The ability to manipulate Reality is a counter to near everything. In return Reality Manipulation can NOT in any form have the same abilities of Boundary Manipulation, nor be more powerful than it. Every use of Reality Manipulation costs 50% Mana.
Yes you may make your own Legendary Item, here is the sheet. Of course it must be accepted by me or a Co-GM.
Name:
Rank: (God, Legendary, or Divine)
Armor, Weapon, or Item:
Apperance: (Description or picture is allowed)
Materials it is made out of:
Abilities:
How Death Works
Death in the roleplay is PERMANENT otherwise it wouldn't be fair to have Limited Items, Races, and Magicks. But there IS a catch. In Cities, Temples, and sometimes towns Revive Tomes will be for sale: Each Character will start off with ONE Revive tome, you have a maximum of ten with you at a time. Revive tomes keep you from dying permanently and thus it's best to have a lot of them. They are found via Item Drops, Cities, and Temples, and again, sometimes Towns. If you die without ANY revive tomes in your inventory, your character is dead...forever.
Before anyone makes an application: Casuality & Negation Manipulation are BANNED and not for player use
-Me, Diamond Blizzard [Owner]
-Lokileo789 [GM]
You MUST listen to the GMs at ALL times!