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A general roleplay guild with emphasis on improving RPers. 

Tags: Roleplaying, Tutoring, School, School of Dedicated Role Players, RPing 

Reply 06 General Archives (non-RP inactive threads)
The Caverns. Reopened, and Revamped! (accepting!) Goto Page: 1 2 [>] [»|]

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veinkiller123456789

PostPosted: Sat Nov 10, 2007 9:07 pm


The Caverns


On the out skirts of a town called Glantry, there is a cave, that no one has dared to enter, for the tales about it secrets are strong enough to scare anyone. One day, a group of adventurers decided to enter it to see what was in the cavern. When they did enter the cavern, the entrance of it had calapsed, and there is only one way to go, deeper. There is only one thing that stands in there way, and the exit... Monsters, that will stop at nothing to kill the intruders.

Index:
1: Plot.
2: Rules.
3: Character skeletons, and the accepted characters.
4: Skills learned.
5: Beastery.
6: Attacking, and defending.
7: Items.
8: Quest log.
9: Status effects.
10: Class Summary.


((Yes, I know I did this before, but it died, and I would like to try to re open it.))

Any suggestions, Pm them all to me!

P.S. All OOC goes in here...
The Caverns, OOC
PostPosted: Sat Nov 10, 2007 9:09 pm


Rules



1: No god moding.

2: Swearing is allowed, but not too much.

3: You can not make up the environment, it is fully interactive, but only I can make up the environment. The only things that you can add is like rocks, chairs, sticks, and stuff like that.

4: No instant kills/hits/dodging.

5: Do not make you're character uber powerful.

6: OOC must be in ((Insert text here...))

7: Do not kill other characters with out their permission, and mine.

8: Try to be active.

9: Have fun!

10: Try to be literate.

11: Romance is allowed, but no striping. Kissing, and hugging is allowed,
but nothing further.

12: If some one does not post for over two hours their turn is then
skipped, then it goes to the next persons turn. My turn cannot be skipped. You still gain exp from the battle.

13: Delete all of you're OOC posts.

14: Check back here often.

15: I will add more rules if needed.

veinkiller123456789


veinkiller123456789

PostPosted: Sat Nov 10, 2007 9:10 pm


Character skeleton.



Please send me a message labeled as caverns, before you can join, or post I must accept you're profile.

Gaian Name:

Character Name:

Age:

Fighter, Mage, Healer, or Archer: (This will depend on what stats (hp, Mp, Str, Def, res, and int) you will have.)

Appearance:

Weapon: (You don't start off with a weapon of your choice, you will find your weapon later in the Rolplay. So leave this blank.)

Strengths:

Weakness:

History:

Attitude:


((Don't worry, healers will have a few magical attacks.))


Accepted Characters!


Gaian Name: Veinkiller

Character Name: Varnis

Age: 17

Fighter, Mage, Healer, or Archer: Healer

Appearance: Always wears a white cloak, that falls to the ground, and has gold trim on it. He is 5'10". His hood, is always over his face. He has the perfect body, and face.

Weapon: A white oak staff, with a White gem on top of it. He has a white oak short bow.

Strengths: Can cast magic with ease, quick thinker, quick on his feet, and can light up a room, with the gem on top of his staff.

Weakness: Very low strength, and has poor defense.

History: As a boy he had always wondered to many place, wondering what was where, and always got into trouble. One day when he was adventuring with a friend, they had gotten attacked, and his friend was killed by the monster, he got away with only a few minor scratches. He had felt the guilt of not being able to help his friend he had trained in the art of healing, and he had vowed to help all those that where in need.

Attitude:Always cool, and collective. He never judges anyone, and will heal anyone that is needing it, even if it puts him in harms way. Will be strict when it is needed, but most of the time, he takes whatever life throws at him.

Stats:
Level: 1
Hp: 18/18
Mp: 60/60
Str:3
Def: 2
Int: 10
Res: 7
Agi: 1
Dex: 1

Skills:
Cure 1

Exp: 0/100
Gold: 500

Inventory:

Weapon:

Oak Staff
Dmg: 1-2

Oak Bow
Dmg: 1-2
PostPosted: Sat Nov 10, 2007 9:12 pm


Skills learned



This is where all the skills, magic, and other stuff that anyone has learned. As you level you will gain a skill. I have all the skills pre-made, but I will not show you them. If you want to know what you're next level skill is then you will have to be active, and level then.

Healer


Cure 1: Mp -7 Heals Hp. Int+lvl

Poisona: Mp -10 Remove poison form target ally.

Ranger


Dual shot: Mp -5 Shoots 2 arrows simultaneously, but can not be used twice in one battle. Each arrow deals 1/4 less damage.

Dexterity's Shot: Mp- 10 Deal full dex+str damage to target.

Fighter


Taunt: Mp -5 Makes the monster attack him only, for three of the monsters turn

Hyper Slice: Mp -10 Deals 5-7 extra damage than normal.

Frenzy: Mp -9 You take twice the damage for two turns, but you get two attacks per turn for two posts

Mage


1 Fire 1, Ice 1, Earth 1: Mp-12 All skills deal 10-15 more damage than base unless the monster is weak, then it deals double the damage, if it is strong then it deals only half the damage.

veinkiller123456789


veinkiller123456789

PostPosted: Sat Nov 10, 2007 9:13 pm


Bestiary.



This will be for when you kill a monster. Its health and mana will appear here.

1: Snake: Sighted in grassy areas.
Roll a D-4 if it lands on a four, the snake deals critical damage, ignores the armor, and adds 3 to its attack. It is lands on a one it uses poison fangs. Target becomes poisoned.
Hp: 12
Mp: 0
Str: 2
Def: 3
Int: 0
Res: 0
Exp: 10
Gold: 5
Drops:


2: Rat:
Hp: 18
Mp: 0
Str: 3
Def: 4
Int: 0
Res: 1
Exp: 15
Gold: 10
PostPosted: Sat Nov 10, 2007 9:14 pm


Attacking and defending!



To attack: You play out you're attack. So if you where to attack you would say something like this...

Example!: He stood there, with his sword in his hand, and charged at the creature. Jumping up, he slashed at the creature in a diagonal strike, then landed a few feet behind it.

To defend: You must play out how you are defending.

Example!: As the snake lunges at him, he puts up the shield in the path of the snake, in hopes of defending himself from the snake.

Magic:

Damaging: When you cast a magic spell, you must say the name of the spell, and explain how the spell is casted. Magical damage is determined from the Int of a character minus the Res of a monster.

Example!: As he walked towards the monster he waves his arms in a circular motion as he yells out "Fire!". The monster catches fire, and begins to burn.

Healing: To heal a fellow ally, you must say what you are casting, and how you are. It will be just like the damaging form of magic, but no stats are involved only hp.

((I will say if it worked or not depending on how you play out the attack or defense.))

veinkiller123456789


veinkiller123456789

PostPosted: Sat Nov 10, 2007 9:15 pm


Items.



This is where all of the items, equip, etc... will go.

Item list:
Potion: 100g Restores 50 Hp
Ether: 150g Restores 25 Mp
Eye Drops: 150g Cures blindness.
Antidote: 100g Cures poison
Phoenix Down: 300g Revives a fallen ally.
Tent: 500g Heals all allies, and can only be used in open areas.

Accessories:
Str ring: 500g Str +1
Def ring: 500g Def +1
Int ring: 500g Int +1
Res Ring: 500g Res +1


Armor:
Hard leather: (Fighter, and Archer only.) 750g Def +2
Cloak: 750g Def+1
Mages cloak: (Only mages, and healers) 1000g Def +1 Int+1
Fighters Cloak: (Only fighters) 1000g Str +1 Def +1
Rangers Cloak: (Archers only) 1000g Res +1 Str +1

Weapon Modifications:
Red Gem: Adds fire damage. (Rare)
Turquoise Gem: Adds water damage. (Rare)
Green Gem: Adds air damage. (Rare)
Brown Gem: Adds earth damage. (Rare)
Blue Gem: Adds lightning damage. (Rare)
Black Gem: Adds dark damage. (Rare)
White Gem: Adds light damage. (Rare)
Clear Gem: Adds +2 Magic (Rare)
Cloudy Gem: Adds +2 attack (Rare)
PostPosted: Sat Nov 10, 2007 9:17 pm


Quest log!



This is where all the quests will go. Check here for updates on the quests, or anything else.

veinkiller123456789


veinkiller123456789

PostPosted: Sat Nov 10, 2007 9:18 pm


Status Effects.


This is where the status affecting skills will be at, how they work, what they effect, and how to cure... Once you know how to that is...

Poison: Target is poisoned for 5 turns. Every turn they are poisoned, they lose 5 Hp.

Frozen: When you get frozen you can not attack, or move for three turns. Once it wears off you will suffer from a -1 stat point to all stats, for two turns.

Stun: When a stun takes place, the creature can not attack its very next turn. In order to do a stun, you must hit the monster in its weak point, and it needs to be hit with a blunt object.

Back Fire: Only this can happen to mages. Their spell fizzles out, and their mana has no where else to go, so it damages the mage instead of the monster they are attacking.
PostPosted: Sat Nov 10, 2007 9:21 pm


The Town of Glantry.


In the center of town is a giant, white, ivory water fountain, with the towns heroes around it. The one that really stands out is Hatius. He is the town founder, and he has defended the town from many hordes of baddies. Around the water fountain is a walk that leads off into four directions, with square bushes around the empty spaces between the water fountain, and the walk way.

The walk way to the north leads to an Inn, and a potion shop. The Inn has many beds, an Inn keeper, and a small bar. The potion shop has all kinds of potions that can cure almost anything.

The The walk way to the south leads to many small houses, some of the people in here are nice enough to give you some items, while others may try to kill you, or take some of you're money.

The walk way to the east has an armor shop, that is surrounded by trees, and shrubbery. The shop sells all kinds of armor, and accessories. The shop keeper may give you a discount on a few of the items, if you are in desperate need of them.

The walk way to the west leads to a weapon shop. The weapon shop sells, all kinds of weapons, but no staffs, or exotic weapons. The shop is surrounded by trees, that have grown to their full height, and covered the shop, hiding it.

veinkiller123456789


veinkiller123456789

PostPosted: Sat Nov 10, 2007 9:23 pm


Class Summary!


Fighter: The main mele attacker in the role play. They have a good defence, and offense. They excel in defending, and attacking. They have a chance to double attack, but they have weak defence against magic.

Healer: The main healing class of the game. Once they reach a certain level they can cast holy spells, to damage their opponent. They have a high resistance, but low defence, and attack.

Mage: The main nuker of the game. They have a high base magic output, decent defence, and attack. Their mele is not the best.

Archer: The main range attacker. They use bows, and daggers to deal damage. Their damage is based on their str, and dex. They excel in speed, and dmg. They have a low def, but a high res.

Yarines: ???

Druid: ???

Summoner: ???

Elemental Master: ???
PostPosted: Tue Nov 13, 2007 4:34 pm


A figure in a white robe, with gold trim, carrying a white oak staff, and a white oak short bow strapped onto his back walks out from the Inn, and starts walking south towards the fountain, as the sun rises in the east.

He gets to the fountain, he leans on the east side of the fountain, pulls out an apple, and starts to eat it.

"This town is so dull at times. I should go adventuring some time soon." He said, as he just ate his apple.

veinkiller123456789

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06 General Archives (non-RP inactive threads)

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