Here's how the main RP will be played. Just like any other. The players continue with an ongoing story until the DM (Myself) changes the storyline. Won't be that often, but I will whenever I feel like it.
Ok. So here's the basic rules that WILL be applied, or I'll have action taken against your character.
- You will stick to the current storyline set by the DM
- You will try to remain in character as long as possible. If you make Out of character remarks, be sure to mark it with "OOC:"
- Any cheating in the game will result in a boulder falling from the sky and crushing you.
::CLASSES/RACE::
The game will consist of each player being able to choose between the following classes:
- Warrior
- Mage (Dark/Light)
- Necromancer/Summoner
- Theif
- Ranger
Players also have the ability to choose which race they want. Races to not determine much else than how the player will look or act.
- Human
- Dwarf
- Neko
- Elf
- Half-Elf (Human/Elf mix)
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::SKILL SYSTEM::
Players start at lvl 1, of course. Experience will be given by myself when a monster/enemy is killed in battle, and I'll decide how to divide up the exp gained.
- 100 exp for lvl 2
- 200 added exp for lvl 3
- 450 exp for lvl 4
- 600 exp for lvl 5
- 900 exp for lvl 6
- 1,200 exp for lvl 7
- 1,750 exp for lvl 8
- 2,500 exp for lvl 9
- 3,000 exp for lvl 10.
- HP (Hit points)
- STR (Strength)
- DEX (Dexterity)
- ACC (Accuracy)
- INT (Intellegence)
- AGI (Agility)
- LUK (Luck)
STR depicts the damage dealt.
DEX The higher DEX, the higher the HP! Maximum of 10 DEX per character at LVL1. The higher lvl, the higher DEX allowance.*
ACC issues the chances of hitting a critical strike.
INT will increase the amount of MP of a player. Is distributed the same as DEX.*
AGI determines the players speed, and whether he/she will dodge the attack.
LUK defines the odds of the player to have two things: Deadly Strike, or higher drop rating.
*DEX/INT lvls
1 = 15 hp
2 = 20 hp
3 = 30 hp
4 = 45 hp
5 = 50 hp
6 = 70 hp
7 = 75 hp
8 = 90 hp
9 = 95 hp
10 = 100 hp
All players (When beginning) will have 30 skill points to divide into these attributes. And will gain 5-10 extra skill pts per level gained.
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::ATTACKS::
Players will be able to attack various things in the game. Enemy or not. If a player chooses to attack another player, it must be for good reason, such as a stolen item, stolen kill, so on.
The attack system will go as follows.
Physical attacks:
Warriors will excel in physical attacks, and should normally have a balanced high STR and ACC. Damage will be dealth in relation to the players current STR and HP.
Thieves attacks, however, will be based off the amount of HP and AGI they have.
Rangers attacks are based off of the amount of HP and ACC added.
Damage will be calculated by the player. At the beginning of the round, the player must post their current HP/MP, AND the enemies current HP/MP. At the end of the round (Post), they will calculate and post it for the following player.
Magical attacks:
Dark Mages are masters of Elemental damage. The spells they can cast are dependant on their current level. They also choose what Magic element they want to learn. (Explained in later posts)
Light Mages are Spellcasters that focus primarily on Healing and Support spells. They can also focus on what they will learn. (Healing or support.)
Necromancers will train basic dark magic, choosing to be able to either curse opponents, or raise the dead to walk among the living.
Summoners are adept in releasing spiritual energy from any lving thing. They can also focus on summoning the spirits held within the Earth itself.
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::STARTING ABILITIES::
As your character levels, you will be sent PMs with a new skill you have unlocked. If you are caught using a skill which has not been unlocked for your character, you will suffer an instant K.O. in the RP.
Warrior:
Lunge - 10 MP: Does damage to the opposing monster equal to the users AGI x 3. Has a chance of disorienting target for one round.
Roundhouse - 5 MP: As much damage as a normal attack would do. If users STR is higher than enemies added DEX and LUK total, enemy will flee. Does not affect Boss monsters.
Mage (Light):
Mend - 15 MP: User heals a single ally for 40HP.
Barrier: 30 MP: Effects negate after battle is finished. Block all damage done to the spell target for 5 turns.
Mage (Dark):
(Chosen Elemental) Blast - 30 MP: Whichever element the Dark Mage chooses to use will be cast. Base Damage of 10. Increases by 3 for each extra INT point.
Drain - 20 MP: Steals 25 HP from target monster and transfers it to your own HP.
Necromancer:
Curse - 30 MP: Decreases ACC and STR of enemy by half.
Bone Shield - 50 MP: Create a skeletal figure to take damage for you until the end of the battle. Shields have 80 HP.
Summoner:
Will Shield - 50 MP: Create a celestial being to replenish your MP as you fight. Shields have 80 MP.
Spirit Bond - 25 MP: Holds target in place for 3 rounds. Target cannot use physical attacks.
Thief:
Steal - 10 MP: In a ratio of users AGI to targets AGI, user has a chance to take an item of value from the monster.
Traps - 5 MP:
Trap: Cantrips - User drops many mini-spikes onto the ground. If users added ACC and AGI total exceed that of the targets INT and LUK, target is damaged for 10 DMG for four following rounds.
Trap: Smoke Bomb - User drops smoke bomb. Reduces ALL enemy ACC to 0 for 2 rounds.
Ranger:
Quick Shots - 10 MP: Three fast shots at target, based off of users added total of ACC+STR. If users ACC and STR total is higher than enemies ACC, STR, and LUK. Base damage of 10 with +3 for each ACC point.
Lucky Strike - 30 MP: CRIT ATK based off of ACC and LUK combined. Easily missed, but very powerful.
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::REGISTRATION::
When I officially start the RP session, only 10 initial slots will be open for players. Afterwards, the story will carry on until a new town is reached or a special event occurs within the story itself.
The DM will announce when Registration opens or closes.
DO NOT REPLY TO THIS TOPIC UNTIL THE REGISTRATION IS OPEN