Spell Name: Rain of Terror Element/Type: Illusion Rank: C Mana Drain: 8
@Jerkchicken Never too late. You can add an ability anytime before you start a mission or during a break in a mission. On special occasions, you can learn a new move during the heat of battle.
Shields will take away all damage just like a successful parry. The only time damage reduction will be a factor is when it come to light vs heavy armor. The only time a character should take damage after a successful block or parry is if the attacker is using a special skill or specific weapon.
Do you mean spilt my XP between my character and weapon, or have my weapon gain the same amount of XP I do when you say 'share'?
That is exactly what I mean. The difference would be; If your character and weapon share the same exp bar, the necessary EXP to level up would be higher than everyone else characters. However, If the weapon increases by 1 damage every level, then by level 100 it would have 108 base damage which would be pretty high. But doing it this way even if you don't use the sword or have the sword it still grows with you. Even if it were to break and be reforged it would still grow.
If the EXP bars are split, then your character will have the same needed exp to level up as the others but he will have a secondary exp bar to fill. Every time your character gains exp the sword would eat half of it in order to grow. But if you "unequip" it then it stops eating your exp.
@Ithradine Love it. The only thing I need is a base number for damage stat of your sword. It's fine if it increases over time. Would you rather the sword share the same EXP bar as you or would you rather it have its own? Add him to the characters section.
I was actually gonna make a skill like this for the WAA. So we'll make this one race-specific and add some extra magic resistance to its effects.
Ironskin Element/Type: Martial Art/Sustained Rank: B Stamina Drain: Medium Description: Increases the user’s resistance to physical/magical attacks for as long as it is active.
@Pseudo Stygian This one is nice as well. Add her to characters section. And if I may suggest, it sounds like your character has the hand-eye skill to throw knives. She has all those pockets, fill them with knives. An illusion moving in a straight line shouldn't be too complex.
Spell Name: Create Illusion Element/Type: Illusion Rank: B Mana Drain: 15+
Spell Name: Charm Speak (Efficient on NPCs with below 25 MP [Until higher level]. Only effect on PCs with their consent) Element/Type: Illusion Rank: C Mana Drain: 5
Spell Name: Fool Senses Element/Type: Illusion Rank: B Mana Drain: 18 Effect: +2 to 1 Stat or +1 to 2 stats. Lasts 2 posts.
Spell Name: Fleeting Steps Element/Type: Illusion Rank: C Mana Drain: 8
Spell Name: Firesparks Element/Type: Fire Rank: C Mana Drain: 4
@Genni That's perfection. Just a small note: There is no separation of race due to the 'Battle for Existence', however considering its a village and not a whole kingdom I can see the Night Elves harboring some prior animosity towards the other races. I do enjoy the point of view of someone entering a world they know nothing about. Needless to say, Approved. Feel free to add her to the character section.
Darkvision Element/Type: Darkness/Innate Ability Rank: N/A Stamina Drain: None (With this type of ability I chose no rank because it seemed more of a race ability. And no Stamina Drain because it seems that she has had years to master its effects.)
Shadowmeld Element/Type: Darkness/Innate Ability Rank: C Stamina Drain: Light
Arcane Arrows Element/Type: Variable (standard options Physical, Fire, Lightning, Ice) Rank: B Mana Drain
Standard Arrow 2 MP
Elemental Arrow 10 MP
Ailment Arrow (Poison, Paralysis etc) 18 MP
Light Step Element/Type: Wind/Martial Art Rank: C Mana Drain: Light
Take your time @Ithradine. I'm enjoying what I've seen so far.
@Pseudo Stygian The Stats in the CS are purely an example of the 25 points being distributed, so the second set of stats would be perfect.
@Genni Your character would work out perfectly here. Every team needs that one stealthy assassin that always swooshes in and saves the day last second. If I were to create this type of character in the world of Agartha they would definitely be a dual class. One that relies on magic and Martial arts. The magic aspect would be the arrows of all types of effects and abilities. The martial arts would come in handy for hiding, moving swiftly and muffling the sound of your steps. A stat sheet that represented this would be a primary focus on Speed and Mana with a minor focus in Endurance or Strength.
@Jerkchicken I like your character feel free to add him to the character section because he's accepted.
Spell Name: Dive bomb Element/Type: Sword Rank: C Stamina Drain: Light Rio jumps up and uses the gauntlet to slam the target
Spell Name: Rend Element/Type: Rank: C Stamina Drain: Medium Energy flows into the gauntlet allowing for an empowered clawing attack that not only hits multiple targets in front of it but also does more damage than an powered attack.
Spell Name: Circulation Element/Type: Martial Arts Rank: C Stamina Drain: Light Effect: Increses Speed by 3 while active By focusing his internal energies he is able to skillfully use his body allowing for great feats of agility.
Im gonna add a few more NPCs and hopefully finish off the spells section
Name: L'eonard Aldvin Age: 28 Species: Human Class: Magic Knight Rank: King of Meteora Homeland: Meteora Kingdom Personality: King L'eonard Aldvin has been described as young, brash and bold. He is a hothead but he has the power to back it up. He doesnt let anyone try to push him over as he is a very proud person. He holds that who he favors very close but everyone is expendable. For his goals he will sacrifice anything including his own life.
Appearance
History: Ask IC
Powers/Abilities Blood of the First King: Is a bloodline ability passed down from generation to generation. It was said that the first king was a powerful mage he used both a sword and a staff. Anyone with this ability has +50 MP.
Meteora Spell Book: A vast book of spells exclusively availible to the royal family of Meteora. Equipment: Unknown Extra: He loves Cookies
Name: Chett Ubecha Age: 38 Species: ???? Class: Beserker Rank: Champion of Meteora Homeland: ????? Personality: Quiet and Fierce. If you're not worth his time he won't acknowledge you.
Appearance:
History: ??? Powers/Abilities Beat of the Champion: This trait known only to the champion, increases all of his stats +10 for the first 5 rounds of battle.
Equipment -Champions Scorn (Long Sword) - Bandages x4 - Chains x 20 Extra: Has absolute undying loyalty to the king
History: The Apostle Knights are the Meteora Kingdoms signature troops. The ways of old taught Swordsman foot soldiers so a knight was very unheard of. The first Knights were trained by King Aldvin himself. Utilizing a rare combonation of magic and might these Knights are ranked among the top in the world. Named "Peoples Heroes" because most of these Knights were either farmers or sons of farmers coming from improvished fields or looted villages. The people of Meteora celebrate them year round to keep their morale and loyalty at their peek. Powers/Abilities Flames of the Emporer - An sustained S class spell that constantly keeps the users weapons engulfed in flames. This spell is the secret to the power of the Meteora Kingdoms Apostle Knights. Equipment -Claymore -Dagger -Apostle Knight Armor (Increases Mana +10) -Health Potions x2 -Mana Potions x2 Extra: Apsolute undying loyalty to the King.
History: ???? Powers/Abilities Flames of the Emporer - An sustained S class spell that constantly keeps the users weapons engulfed in flames. This spell is the secret to the power of the Meteora Kingdoms Apostle Knights.
Heat Scale - Umong the Lizardman people, Sampson belongs to the Heat Scale clan. This particular breed of Lizardman have an adaption to night and fire making them accel at night time combat and have a high resistance to fire. The Heat Scale people originate from the equator.
WAA Handbook
Equipment -Captain Claymore -Captain Armor -Teleport Scroll -Health Potion x3 -Mana Potion x6 Extra: Brother to the Champion
Name: Jack Tunic Age: 14 Species: Human Class: Keeper of Knowledge Rank: Scribe Homeland: The College of Knowledge - Nothing is known about the college besides the fact that they record every great even that happens throughout the world. Personality: ?????
@Pseudo Stygian You would make up the spell using a format like; Spell Name: Element/Type: Rank: Mana Drain:
Dont worry about rank or mana drain, i will provide those once i know how strong the spell is. You can have unlimited spells. Any created spells will be added to the front page and categorized by element. Ofcourse whoever creates a spell has ownership and rights to it. As for races, you can take the D&D list and add whatever else comes to mind. Anything can exist in the world of Agartha......anything
Welcome to the World Of Argatha. A giant planet filled with life of all kinds. On this planet, there is no divide by race as all creatures from every walk of life walk together now. There are 9 Continents 2 Suns and 6 moons. Ride a wave on one of the 19 seas or take a trip to the desert like Equator. This world is an endless loop of possibilities. At this time, individual kingdoms and countries have been established yet all are represented by the World Adventurer Association or WAA. Monsters and Demons stalk the night for pray but the WAA is filled with people ready to protect and serve the people. Because of the need of these heroes, the WAA has a center and adventurers all over the world. The WAA itself is lead by its strongest member. His name remains unknown but his power and influence are known all across the globe. They simply refer to this being as the Supreme Commander.
Throughout the years many events have happened that have caused a significant turn in the World of Agartha; -Year 001- The Battle for Existence At this time ALL of the people of the world gathered on the tiny continent of Palathus. It was here that all the beings gave one final plight to fight off the worlds evil. The evil lead by a Demon King named Thoolzagog Tybrithea. For 3 days the demons king launched an assault on the ancient city of Lahiyll. A human King, Andrew Kias, backed by the power of the strongest draconic and holy magic cornered and fought the Demon King. Thoolzagog was vanquished and banished to the Second Sun, Flaris, and the people become 1. This was the start of the Stone Age -Year 100 - The WAA Arises During the 100th year, it was said that the beings of Agartha had become too big for the continent of Palathus and the need to expand became more necessary. The people still needed to be protected thusly the World Adventurer Association was born. The WAA originally served as the navigators, protectors, and leaders of explorers. The first notable Supreme Commander of the WAA was a man named Zen Takeda. Under his project and reforms the WAA lead over 1,000 successful campaigns into the wild. -Year 365 - The first Kingdom The Kingdom of Lamyria was established in the 14th month of 365th Year on the continent of Tear. The Tear continent is known for its grasslands and forests. With an ecosystem that supports crop growth, this Kingdom capitalized on all the resources yet only had enough manpower to control a 1/5 of the continent. The Capital of Lamyria is Constance, a city known for its unique plant life. -Year 390 - The Magi Creed Magic had always been known to all beings but no limitations or guidelines had ever been set. It was then that a group of Scholars within the WAA decided to create a set guideline and rules for magic. Limitations were applied so fewer Magi were being killed by their own spells. The Tier system was implemented and the Scholars began to teach and research. It was then that it was discovered that every being, even beings previously without magic, had some trace of magic. It was also during this time that many magical advancements were made. Floating cars, Teleportation and flying cities are just a few to name off. -Year 410 - The first Great War On the Continent of Rolthgoth, 3 forces collide. The Kingdom of Willshallow, The Kingdom of Torgue and The Kingdom of Hellfast all battle one another for supremacy. Even though the WAA serves every country and every kingdom, they could not prevent wars from happening. Instead when wars broke out the WAA would withdraw aid and stop accepting Adventures. This caused an increase in monster activity across war-torn Kingdoms. The first great war suffered more casualties than any other war before it. The Willshallow plotted to destroy Hellfast, when in the night the Torgue Kingdom killed every man in their camp. This event was known as the Willshallow Massacre. After that Torgue set out to face off against Hellfast. However, during the siege, a large spawn of Ligers appeared in the hundreds. The 2 kingdoms had to fight together to survive. It took 4 days before the WAA returned to help. Many people died. It was then that the War Accord was made and every kingdom was forced to sign it. The War Accord made it so that the WAA would always provide assistance to warring countries under the circumstance that they never bring WAA members into their war. -Year 450 - Dungeons Dungeons Dungeons No one knows why these mysterious Dungeons appeared. But when they did the call to adventure suddenly sprung up. In the Year 450, 100 dungeons appeared across the world. The first person to conquer and beat one of these dungeons was the 12th Supreme Commander Talus Cadeborn. He lead an expedition of 30 Master Hunters into the Dungeon only 20 came out. Once they returned the Dungeon crumbled to pieces, erasing any trace it was ever there. But each member had plenty of gold and jewels as well as Legendary Weapons and items. Leading by example, Talus proclaimed all dungeons could be beaten and all dungeons will reward you with riches beyond your dreams. This started the new age, The Bronze Dungeon Age.
-Year 489 - Our Story Now..... Our story takes place in the Meteora Kingdom. During the past 10 years, King L'eonard Aldvin and King Caleb Aldvin have fought over the throne. Raised from birth as a peasant, King Aldvin always had to fight for what he had. After finding out of his existence his father summoned him to live in the castle alongside his older brother Caleb. His father, King Jacob Aldvin, opened his heart up to his son. Caleb was less than open. From the start, the 2 had an instance rivalry. Both showed adequate skills in diplomacy and battle. So much so that their father couldn't name a successor. So he left it to his children. On his deathbed he had the kingdom's resources divided and brothers would have to either come to terms or fight for the thrown. L'eonard was more than willing to submit to Caleb but he later found out Caleb would have him killed. Without any further doubt, L'eonard rode across the country gained the support of the people while boasting the loyalty of his Apostle Knights. On the other side, Caleb was busy bolstering his Swordsman Elite and taking outsider from a mercenary band calling itself the Black Hand.
After a 10 year, long was L'eonard emerge victorious by killing his brother in single combat. It has been 1 Year since the battle was won and the Kingdom renamed Meteora, and the capital Meteora City, to wash away the blood and stigma of the past 10 years. 8 days ago a new dungeon had appeared after 39 years. What could this mean? L'eonard was intent on finding out. He sent his champion and a platoon of his best Apostle Knights to go investigate. They have yet to return. A notice has been issued out from the Meteora Kingdom to the WAA "Dearest Adventurer, if you seek power and gold then come to the Meteora kingdom. Your destiny awaits your there alongside your wildest fantasy." Do you accept the call?
The city itself is massive and packed full of tourists and people from everywhere. Meteora has become well known from the past few years for its Crystal creation. Magic Crystals are used as fuel for airships, cars and even ammo for guns. The city has also made a name for itself with the recent dungeon that has popped up. Our story will be taking place in the capital with a meeting with the King himself.
King - Reigns Supreme throughout every city in the Kingdom of Meteora. His word and ideals are the law. King - L'eonard Aldvin
Champion - Is a title reserved for the strongest person in a city, however, in this case, the champion in Meteora is the revered as the strongest person in all of the kingdom. He commands the Knights Guard, Air Marshals, and Royal Guard simultaneously. Champion - Chett Ubecha
Knight Guard
Captain.) Sampson Ubecha
Captain.) Gary Cross
Captain.) Napal Henderson
Air Marshals
Captain.) Jason Smith
Captain.) Carey Obrith
Captain.) Kosis Scolr
Royal Guard
Captain.) ???
Captain.) ???
Captain.) ???
History - Meteora City, formally Centre Village, is the birth place of the current King L'eonard Aldvin. After the final battle of the war, the previous capital city of Norylad, was greatly destroyed. It was then that King Alvin decided to relocate. Back then it was a small fisherman's village with only a single port. Now the capital city extends from the main island to the neighboring lands, with 4 ports, 2 districts, and knights galore. The capital city is majority crime free. With few murders and thefts, the city is home to a variety of people.
Public District - The public district extends from the outer island to the neighboring mainland. This area has a combination of market districts, restaurants, homes, business, theme lounges of all sorts and kinds. The people are friendly and the city itself is prosperous. The "Peoples Heroes" also known as the Apostle Knights, walk the city constantly patrolling to keep it safe from evil doers.
Royal District - This is where the King the stays alongside the rest of the Royal Family. This district stretches from the castle to the inner island. Inner island is home to the high-class merchants with shops that only sell the high-class material. It is also here that all of the troops of the city are garrisoned and the WAA association headquarters for Meteora is located. There's also a school and orphanage located here with a retirement home for the senior citizens. The king takes pride in having good services for both the old and the young. The Castle itself is massive and can be seen from over the horizon. Theres a light towere at the tip top. It has 112 bedrooms and is said to be able to house and protect the entire city. There are always 70 butlers and maids on attendance, all hand picked by the King. The Royal Guard patrol the outside area alongside the Castle being sure that the King and his citizens are never in danger. On rare occasions you will see a Royal Guard officer outside of the Royal District.
Rules 1.) All Guild Rules apply. 2.) Respect the GM(s)
Character Sheets Feel free to post them anytime. Only Accepting 6.
Name: (Character Name) Age: (Character Age) Species: (Character Race) Class: (Character class with a brief description) Rank: (Military Rank of Character) Homeland: (There's gonna be roughly 30 different kingdoms to originate from. Non are bigoted so anything can be from anywhere. Be sure to include a background and info on the kingdom is you decide to create one. Ill have a very detailed timeline of world events so far.) Personality: (Whats your character like)
Appearance: (Picture or Description) History: (Wheres your character from) Powers/Abilities: (If you're a mage this is where your spells info go. If you're a warrior this is where you put sword skills.) Equipment: (Anything your character is carrying. Include weapons, potions, books, scrolls etc. [Keep in mind strength requirements]) Extra: (Anything that needs to be added)
Item Type: (Sword/Wand/Staff etc) Name: (Name of item) Appearance: (Picture or appearance) Ability: (Ability of item. Keep in mind starting weapons will have no ability) Damage: (Weapon damage will cap at 20 for now. If your weapon does do 20 damage I expect a legit reason for it)
Stat system - Categorizes the power of the Hero. Each stat Represents a different unit or perspective for one's power. Each player will start with 25 points to distribute wherever they would like. With each new level, the player will gain 2 points. You do NOT have to spend your points you can save them. Swordsmanship, Archery, and other skills are considered Special thusly they are purely judged on rp skill. The lowest a stat can drop is 1, the highest it can go is 100, however, each stat is locked until a certain level is reached.
Points 1-10 are free. (Rookie Adventurer) 11-30 (Locked until level 10) (Master Adventurer) 31-50 (Locked until Licence obtained) (Hunter) 51-70 (Locked until level 40) (Hunter Soldier) 71-90 (Locked until level 55) (Grand Hunter) 91-99 (Locked Until Level 60) (Master Hunter) 100-110 (Locked) (Demi-God)
Vitality - Vitality, for short, is the health of the character. Each point spent in this category increases your characters health bar. The stat points here are multiplied by 25 to determined how big the health bar is. A rookie adventurer can take a few punches and kicks. A Master Hunter can carry on after losing several limbs.
Speed - This stat determines how fast the character is. This stat determines reaction speed, movement speed, and attack speed. Generally, these stats will be directly compared (i.e. in a foot race the person with the most in the speed stat wins). A rookie can clear the distance of a football field in roughly 45 seconds. A Master Hunter can clear the same distance in roughly 3 seconds.
Strenght - Speaks for itself. How much a character can lift and carry. In this world of Agartha, you will come across weapons that require a different strength stat to wield. Of course, heavier weapons will be stronger but will infer some sort of penalty. Carry weight isn't a normal number, just don't try to RP yourself carrying more than stats allow. A rookie can use basic heavy weapons and move small boulders. A Master Hunter can use the heaviest weapons that exist and throw cars with ease.
Endurance - Is your stamina. How much you can run or fight before you eventually have to stop. This stat is minor to those who don't intend on doing a lot of running or that dont plan on using a heavy weapon. This stat is mainly here to reference the length one would last in a battle of Fortitude. A rookie can keep a good jog going for roughly 3 miles. A Master Hunter can keep the same pace for 20 miles or more.
Mana - Also known as life energy, every living creature has it. The more mana you have the higher your energy pool is for spells and the higher spells you can learn. Spells are arranged in levels that determine the power or effect of the magic in use. Whether it be an attack spell like Fireball or a defensive spell like Armor Up. The highest level spell is Tier 8, with Tier 1 being the lowest. A rookie can use up to 10 tier 1 spells back to back before reaching exhaustion. A Master Hunter can unleash 4 Tier 8 spells before exhaust. Magic Adpet characters like mages start with 100 MP. Non Magic classes like warriors start with 25 MP. Those with a magical dual class like paladin start with 50 MP. Additionaly, one can raise their MP by investing points directly into Mana or by buying items that increase MP. There is no cap on how much MP a character can have.
These are the Laws of Magic written and taught to all mages. Magic is still not fully understood in this world. Over the years, scientists have proven that breaking these laws will lead to 'magical simultaneous combustion', which is nearly always leathal. HOWEVER, there are some that posses such an adept affinity to the arcane that these rules dont apply. These people are reffered to as Syncasters.
Rules of Magic
1.) Never Cast a spell higher than your potential
2.) Never Cast a spell when out of MP
3.) Never Cast 2 spells of opposite element at the same time
Known Spells - This is a list of spells taught all throughout the WAA to mages of low and high rank.
.) Fireball Element/Type: Fire Rank: Tier 1 Mana Drain: 10 Description: A small firball conjured and propelled at a target.
.) Fireblast Element/Type: Fire Rank: Tier 1 Mana Drain: 8 Description: A wide concussive blast of fire that does higher damage at close range.
.) Fire Pillar Element/Type: Fire Rank: Tier 1 Mana Drain: 13 MP per turn Description: A pillar of fire that rises from the ground.
Lightning Magic
.) Lightning Bolt Element/Type: Lightning Rank: Tier 1 Mana Drain: 9 Description: A small bolt of lightning quickly generated and fired.
.) Shock Bolt Element/Type: Lightning Rank: Tier 1 Mana Drain: 13 Description: An empowered bolt of lightning that causes greater damage and may cause paralysis.
.) Shock Trap Element/Type: Lightning Rank: Tier 1 Mana Drain: 5 Description: A low damage causing trap that is placed and activated only when something walks within its range.
Earth Magic
.) Boulder Element/Type: Earth Rank: Tier 1 Mana Drain: 8+ Description: Either generated or manipuleted, a boulder is launched at the target. The size of the boulder is purely depicted by the amount of mana the user puts into the spell.
Sword Skills: Are abilties used through a weapon much like magic, however, unlike magic these abilities dont drain MP. It instead takes a toll on the users stamina. If an attack increases the performance of a weapon (increase in sharpness, speed, durability and certain elements etc.) it is defined as a sword skill.
Martial Arts: Are skills that increases the users capabilities. Much like sword skills, these techniques drain stamina instead of MP. These techniques are mainly used to increase defense and elemental resistance for a short period of time.
Known Techniques - These are traditional techniques taught to everyone around the world. Unlike Magic, the power of both sword skills and martial arts is purely depicted by one's strength. They are ranked from C to SS rank.
Sword Skills
.) Empower Element/Type: Sword Skill Rank: C Stamina Drain: Light Description: A technique that strengths and shapens.
.) Material Change Element/Type: Sword Skill Rank: B Stamina Drain: Light Description: This technique allows the user to change the shape of his weapon. ( i.e. This could mean changing a spear head from a point to a pitch fork. These changes are usually permenant until changed back.)
.) Hyper Slash Element/Type: Sword Skill Rank: C Stamina Drain: Medium Description: A sword skill that increases the speed of ones attacks. Effect: Increases speed +1 when attacking.
.) Power Slash Element/Type: Sword Skill Rank: C Stamina Drain: Medium Description: An attack that increases the power of an attack. Effect: Doubles strength for a single attack.
.)Spell Name: Element/Type: Rank: Mana Drain: Description:
Marital Arts
.) Fortress Element/Type: Martial Art Rank: C Stamina Drain: Heavy Description: Completely negate a single melee attacks damage.
.) Temple Element/Type: Martial Art Rank: C Stamina Drain: Medium Description: Purges the body of negetive aligments.
.) Shell Element/Type: Martial Art Rank: C Stamina Drain: Medium Description: Increase the defense of a single area.
.) Keen Eye Element/Type: Martial Art Rank: B Stamina Drain: Light Description: A technique that increase the range and scope of their sight.
.)Spell Name: Element/Type: Rank: Mana Drain: Description: