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King Phar

PostPosted: Fri Oct 26, 2007 2:08 pm


the sinblade is a weapon that uses the owners sins to power it, thus it gains almost unbelievable power in battle and all the squabbling race's wish it's glory ether to destroy it or use it in unspeakable ways this is war take no prisoners leave none alive.
PostPosted: Fri Oct 26, 2007 2:11 pm


stat skeleton

life:
magic:
skill:
strength:
defense:
ability:

points you start out with is 18

life is 2 for 1 point

magic is 2 for 1

defense is 1 for 2 points

add stuff for your race into skeleton

will explain combat later

King Phar


King Phar

PostPosted: Sat Oct 27, 2007 8:18 am


race high elves:

The High Elves were once the greatest and most powerful race in the whole world and their actions shaped history. Now the High Elves are a race in its twilight; long and bitter wars have ravaged their once-great empire, and the High Elf race has begun to dwindle. The beautiful cities of Ulthuan become quieter each year, no longer bustling with vibrancy and life but shells of their former glory. Facing this steady decline, the High Elves remain resolute and unbowed.

+2 magic, +1 skill, +1 ability, -1 strength.
+1 strength when fighting dark elves.
PostPosted: Sat Oct 27, 2007 8:29 am


race dark elves:

The Dark Elves, or Drow as they call themselves, dwell in the realm of krith, the Land of darkness, far in the northern part of the New World. From their six menacing fortified cities, they march forth to enslave the free peoples of the world. Sacrifices of blood are made in the name of Killgor the Dread King, and the bodies of slain victims litter the battlefields of their armies.

+2 magic, +1 skill, +2 ability, -1 defense.

get +2 strength, -1 skill agenced high elves

King Phar


King Phar

PostPosted: Sat Oct 27, 2007 8:32 am


race dwarfs:

The Dwarfs are the most tenacious and determined warriors of the world. Their mountain holds are under constant pressure from Orcs, dark elves, legions of the damed, and the living dead. so they must frequently march out to defend their homes and hoards. Even in defeat they record and remember every affront and will miss no opportunity to settle their grudges with the edge of an axe.

+1 defense, +1 strength, -2 magic

+2 life agenced orcs
PostPosted: Sat Oct 27, 2007 8:37 am


race orks:

Orks are the scourge of the world, an unending tide of ferocious raiders. For every orkish War Horde! defeated on the field of battle, another arises to trample a swathe of destruction across the land. Orks live to fight!

+2 strength, +2 life, -1 ability

+1 strength agenced dwarves

King Phar


King Phar

PostPosted: Sat Oct 27, 2007 8:39 am


race humans (division Trintan):

Since its founding by god, Trintan has endured terrible invasions, devastating plagues and civil war. For two and a half thousand years it has survived amidst bloodshed and turmoil thanks to the bravery and discipline of its armies.

+1 ability, +1 skill

+2 strength, +2 magic, +2 life, -1 defense agenced legions of the damed
PostPosted: Sat Oct 27, 2007 8:42 am


race Legions of the Damed:

From the magic-swept lands of the far south come the conquering legions of the damed, led by immortal demons. Raised in battle, these great warriors fight for glory and the favour of their mighty demon gods. Immortality and everlasting power are the rewards for those who are strong, mutation and madness await the weak-willed and foolish.

+1 strength, +1 magic,

+1 magic agensed Trintan humans

King Phar


King Phar

PostPosted: Sat Oct 27, 2007 9:03 am


race wood elves

The Wood Elves of Asura are mysterious and secretive beings, rarely seen beyond their forest borders. Those foolish enough to set foot within their woodland realm, invite the fury of the Wood Elves and their Sprite allies, whether in open combat or through sudden ambush.

+4 skill, +2 magic, -1 defense.
PostPosted: Sat Oct 27, 2007 9:08 am


race living dead:

These are the dead of other races summoned back by the deadly magic that is every where they posses the same skills of there counter parts but with some fun extras.

stats of main race and +2 life, -1 skill.

don't gain the upgrades agenced a specific race even if the main race had one.

King Phar


King Phar

PostPosted: Sat Oct 27, 2007 9:14 am


Combat/Stats:

you roll dice just like the main rp's for combat.

skill/strength-different weapons allow you to use these stats in combat such as:

great sword: you use strength when attacking with great sword.

short bow: you use skill when attacking with a short bow.

magic: you use magic points to use other special attacks.

defense: while some weapons allow you to use skill to guard you in combat if it is not stated you roll agenced an attack with defense.

ability: this is used to learn special attacks and spells.
PostPosted: Sat Nov 03, 2007 7:57 am


classes:


you spend Ability Points!!! to learn class ability's.


fighter:

+1 strength

spechial ability's:

power attack: +2 damage and +1 strength point to next attack that uses strength, costs 1 magic point (costs 2 points)

dodge: add +2 to defense to next defense check, costs 1 magic point (costs 2 points)

double shot: double the damage of a bow attack but minus 1 skill from self when using this attack, costs 1 magic. (costs 2 points)

rage: +2 to strength -1 defense for every 3 damage taken continues as long as you spend 1 magic every turn. (costs 2 points)

raze the shield: add 2 to defense vs combat attacks or 4 vs ranged attacks for one turn, costs 2 magic points. (costs 2 points)

(send me additional stuff that you want to this class labeled fighter as the pm name)


mage:

+2 magic

spechial ability's:

magic blade: +3 damage +1 skill, costs 2 magic points to cast, continues as long as you spend 1 magic every turn, can be cast on others. (costs 2 points to learn.)

fireball: attack with a ranged attack with skill 4, damage 5 (may spend 1 magic point to +1 to both skill and damage of attack) , costs 2 magic points. (costs 2 points)

ice wall: add 2 to defense, costs 1 magic poin.t (costs 2 points)

growth spurt: +1 strength, +1 defense, -1 skill for one turn, costs 1 magic point (costs 2 points)

gravitational distortion: ether -1 strength , or -1 skill to every one for one turn, cost 1 magic point. (costs 2 points)


thief:

+1 skill

rib stab: -1 skill +8 damage from next attack. costs 1 magic point (costs 2 points to learn)

trip: knocks an enemy to the ground making them have -1 defense and may be counted as being attacked in the back (because they are on the ground). costs 1 magic point (costs 2 points to learn)

distract: causes a person to not attack for 1 turn but counts as your attack that turn. costs 1 magic point. (costs 2 points to learn)

back stab: if you attack an enemy with his back toward you you can use this but on no other occasion. +1 skill and +4 damage to this attack. costs 1 magic point. (costs 2 points to learn)

poison: if this ability is taken note on one weapon (can't be a bow but can be a set of 20 arrows or 10 crossbow bolts) then if the chosen weapon deals damage to a combatant it deal 1 damage a turn till it is cured( cures automatically if healed). (costs 3 points to learn) (can be learned multiple times for different weapons)

and that's the classes pm me if you have some idea's for ability's.

King Phar


King Phar

PostPosted: Tue Nov 13, 2007 2:35 pm


weapons:

hand weapon: can use ether skill or strength, if used with another hand weapon may attack twice at -2 strength or skill(second attack always last), adds 1 defense when used with shield, uses one hand.

great weapon: only can be used with strength, +2 strength, always attacks last, uses 2 hands.

bow: only uses skill, can attack ranged (you are on the honor system with range if you are at the bottom of the mountain don't apear right next to the guy with the bow please)

two handed weapons: +1 strength, uses 2 hands.


armor:

shield: +1 defense, -2 magic point, uses 1 hand

light armor: +2 defense, -2 magic points, uses torso.

heavy armor: +4 defense, -4 magic points, uses torso.

grand armor: +6 defense, -6 magic points, -1 skill, uses torso.
PostPosted: Tue Nov 13, 2007 6:37 pm


sample profile:

rurik

life: 8
magic: 10
skill: 2
strength: 3
defense: 1
ability: 2

0/18 points

ok this is the start i fill out the skeleton with the points

now race

dwarf (+1 strength, +1 defense, -2 magic)

life: 8
magic: 8
skill: 2
strength: 4
defense: 2
ability: 2

now i choose my class

class: fighter

which +1 to my strength making my profile

life: 8
magic: 8
skill: 2
strength: 5
defense: 2
ability: 2

then i get ability's

raze the shield for 2 ability points making my profile

life: 8
magic: 8
skill: 2
strength: 5
defense: 2
ability: 0

then i get weapons/armor

hand weapon: (because of shield it +1 defense)

shield: +1 defense

heavy armor: +4 defense, -4 magic

making my final stats

life: 8
magic: 4
skill: 2
strength: 5
defense: 8
ability: 0
with the raze the shield ability.

and that's the end of it

King Phar

King Phar rolled 5 4-sided dice: 2, 1, 3, 2, 1 Total: 9 (5-20)

King Phar

PostPosted: Wed Nov 14, 2007 4:30 pm


(started)

rurik stood up under the night sky his hammer in his hand he looked up at the ruins of Orucmar they read "and the blade was forged by the elder dwarfs, enchanted by the noble elves, and used by-" that was where the ruins where scratched off by some creature but it didn't matter he knew that it was meant to say that the dwarfs would use it. (this is just the pride of the dwarfs speaking not what it really says) turning he razed his shield to save protect him from a attacking goblin.

(stats:

rurik
life: 8
magic: 4
skill: 2
strength: 5
defense: 8
ability: 0
with the raze the shield ability.

goblin
life: 5
magic: 0
skill: 5
strength: 3
defense: 5
ability: 0)

goblin attack
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