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Posted: Sun Aug 28, 2011 11:54 pm
Of Might and Magic
The world of Magic has always been close to the world of the mundane. Sorcerers with great power coexisted peacefully with their Less Magical Counterparts. This all changed in the Great Conflict in which both societies sought to spread their influence to the other. This resulted in a long, bloody war in which millions died brutally. The mages could cast great spells of destruction, yet could be stopped by a simple child with a stick or rock, the casting making them vulnerable and the warriors having absolutely no defense against magical attacks. Finally after both sides fought to near annihilation, a truce was reached. Both worlds would stay separate, but connected in order to avoid another war. Millennium passed as the world began to recover. Nowadays they celebrate with a festival, but what fun is a festival without a main event right? Well here's the event, a tournament that pits the best fighters of both worlds against each other in an epic showdown to make wrestlers like John Cena pee their pants in awe. The question is who will win, and what'll happen if they do? Because the overall winner gets one request, submitted to the spirit of the ancient tree where the truce was made.
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Posted: Sun Aug 28, 2011 11:57 pm
Rules and Stuff
[1] PM All profiles to me please. [2] Generic Anti-Douchiness Rule [3] Generic God-Mod Rule [4] Post Often [5] Brush Your Teeth [6] PM Any story ideas you have to me.
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Classes, Skills and Power-ups
Mage Classes: Legendary Battle Mage: (Okami Ameras Exclusive) a mage of Legendary status said to have fought in the Great Conflict on the side of the Magical Realm. Legends have it that she was able to hold off entire armies and cast spells without incantations. The legends also state that she gained her immense power through intense training and several deaths. Truly the ultimate mage and paragon of what all Spellcasters hope to become, however, most still think of her as a myth and nothing more, seeing as no one can die multiple times, let alone rise from the grave of their own accord.
Archmage: The highest ranked and most powerful of the modern magic users. Archmages boast tremendous magical power, the strongest capable of creating Hurricanes with little effort and short incantations, it takes many many years to become one and as so few make it this far, the Archmages are considered the ruling body of Magical Society
Alchemist: The discovery of Alchemy has lead to many humans with non-magical talent existing within Magical Society. Only those with the aptitude for it are able to use it, let alone the mental strength and spiritual fortitude it takes to master the art. Masters are capable of synthesizing almost anything they desire (provided they have the necessary training and ingredients) with the creation of a Philosopher's Stone being the ultimate goal of any Alchemist's career/life. Their low magical ability makes them incapable of using incantations and most choose to use weapons most mages never use, however they are alchemically crafted and contain powers weapons of the same appearance and class do not possess, making them highly valuable (and highly expensive) in the mundane market. Alchemists require a transmutation circle and materials to complete a synthesis, however special gloves (Also highly expensive) allow them to speed up the process should they be in a hurry.
Shaman: A mage that specializes in using spirits as the medium for their magic. Shamans are capable of communicating with the spirits of the land and the dead. Dead souls are capable of taking a physical weapon form by using the Shaman's magical energy as a medium and Shaman's can also use this energy in order to summon mythical creatures and spirits. However, these arts will drain the user's life force to death or great lengths if used extensively. Most Shamans will communicate with the spirits for the same effect other mages use incantations for, this leads to faster spellcasting and less energy consumed, however there is always the risk of a spirit refusing the Shaman's request or a malevolent one taking control of the Shaman's soul, using their body to wreak havoc upon the world.
Rune Mage: A mage that draws their power from mystic runes. The runes are engraved on a special stone that allows the mage to summon the Rune's power. Usually Rune mages are normal humans that have either failed at Alchemy or wish to become mages themselves. They have almost no magical power and they have a finite supply of runes at their disposal. A Rune Mage possesses almost the same amount of spells as an Archmage, but they lack the same power and force Archmage spells have. However Rune Mages possess superior strategic ability and are capable of using their small arsenal in order to solve complicated problems. They are frugal and efficient as each Rune they waste means more time, effort and money spent in acquiring more.
Warrior Classes: Battle Master: These are warriors who have mastered almost every known form of combat and are capable of using any weapon effortlessly. Most Battle Masters are Generals in the Mundane Human Military and all have excellent combat records and are in peak physical condition. Their high rank and status will make the inclusion of Alchemy Weapons and Armor to their arsenal a high possibility.
Berserker: Warriors that fight only with their fists or knuckle weapons. They wear no armor and only their ability to tap into their primal rage allows them to ignore any and all but the most severe injuries. Berserkers consider themselves the only true warriors and look down upon all but those they respect, and to earn a Berserker's respect is to have bested one in hand-to-hand combat. They are the most susceptible to magical attacks, but only the most powerful will be capable of stopping them. Time is their greatest weakness and Rage their greatest weapon.
Monk: Like the Berserker, most Monks fight hand-to-hand, however their attacks place more emphasis on effectiveness rather than brute force. They are capable of using Aura, an energy living within all life, to boost the effect of their strikes or in order to achieve a heightened state of awareness. They are the most adept at combating Shamans (As well as those Possessed), using their Aura Attacks to block, repel or neutralize the spiritual energy Shamans harness. In addition to their martial arts skill, Monks also utilize a number of other weapons such as pikes, lances, staves and single-edged blades.
Assassin: Assassin's are the deadliest fighters known to man. They are trained from birth to be efficient killing machines. They are capable of attacking from afar, disabling a limb or infecting a target with a potent neurotoxin that is kept a tightly closed secret. The antidote is kept in small quantities and only administered in extreme acts of mercy or should the target provide useful information in exchange for their life. They specialize in knives and daggers as well as other easily concealed weapons. Their intense training makes them nearly impossible to detect, the only sure way you'll know an assassin is around you is when you feel their knife in your back or a needle/dart in your neck. They have advanced knowledge of chemistry, allowing them to create explosives with varying effects (Smoke Bomb, Fire Bomb, etc.) Their quick reflexes allow them to avoid most attacks, however their greatest advantage and disadvantage is their speed, they have to make every attack count and should they miss or fail, they are vulnerable and wide open to counter-attack.
Battlemage: While it may seem more likely to encounter a Battlemage on the Magical Side, most serve in the Mundane Human Military. They have the skill to become Archmages or Battle Masters, but have not chosen which path they wish to take. Becoming an Archmage means forsaking all weapons and known forms of combat in favor of Spellcasting while reaching the title of Battle Master means their powers will be stripped from them. They possess the best qualities the Humans have to teach (Speed of an Assassin, Effective Strikes of a Monk with the Weapons Skill necessary to become a Battle Master.) while still retaining the ability to use magic on a small scale. A Battlemage spell usually is a small, or no-incantation spell that is small, yet potent. While utilizing the best of both worlds, they are significantly weaker than both Archmages and Battle Masters.
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Posted: Mon Aug 29, 2011 7:00 pm
Accepted Profiles
Name: Okami Ameras Age: Looks to be 19 - 22. As for her real age... who knows? Appearance: (Picture coming soon) The descriptions of the Legendary Battle Mage are varied; some say she's an earth walking angel with wings of pale gold; others a fierce cat of fiery DOOM. But the general consensus comes as this; She has lightly tanned skin, and eyes of the night stone peridot, slitted like a cats; around her pupil is a glowing orange ring; on her left eyes is a twelve pointed star. Her hair is as crimson as freshly spilled blood, with streaks of gold and silver, which comes down to her ankles. She had the ears and tail of a feline, and the ear tufts glow orange, while her tail is striped with fiery golden patterns like a tiger. Her teeth and claws are crystalline metallic, and gleam a pale gold. She is tall, 6'3", and her highly muscled tail is ten feet long, with long fur. On her left arm, going from fingertip to shoulder, is an ornate silver gauntlet with a red ruby orb on the wrist. Side: Her own Class: Legendary Battle Mage Alignment Force: Unknown... Weapon of Choice: Star Resonance Blade, Dragon lighting charged War Scythe, Chains, War Kimono Bio: Once upon a time a woman was sleeping in a vast desert realm. Flying monkies picked her up and carted her off. When she woke she was no longer in her desert home. Confused to hell and back, she wandered, searching for something… or someone. She came to a great army, who recognized the mark of magic upon her, and attempted to strike her down. With a single silent spell, she blew them all away. The mages accepted her and attempted to learn from her, but they could not comprehend her magic. Eventually she witnessed the bloodshed of full battle with her own eyes, and saw they had nearly wiped each other out. She forced both sides into a truce. Ever since, she has wandered for the millennia. She trained hard, and learned the magic of these worlds, and translated their spells into her own take on magic. She is searching for something… But who knows what it would be? Theme Song: Destination Unknown
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Posted: Wed Aug 31, 2011 10:40 pm
Profile Skeleton Yeah, bet you thought it'd be higher up, but it isn't.
[b]Name:[/b] (Char. Name) [b]Age:[/b] [b]Appearance:[/b] [b]Side:[/b] (Magic or Might) [b]Class:[/b] [b]Alignment Force:[/b] (Holy, Dark, Spirit or None) [b]Weapon(s):[/b] (Weapons your character uses in combat or are proficient in.) [b]Bio:[/b] [b]Theme Song:[/b] (Opt.)
[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]o[]
Alignment Forces
Beyond the realm of Human existence is another set of entities, the Holy Forces of the Heavens, the Damned Demonic Forces of the 9 Hells and the Spirits residing between the two. Any fighter or mage is capable of entering into a contract with any entity within the 3 and still participating in the Tournament. The terms of the contract may differ depending on which Alignment Force is contacted, but all will offer a boost to the contract holder's current skills as well as offering skills exclusive to their alignment. The skills that can be obtained depend on the length of time the contract remains active. (Meaning those who keep it active for a month will learn less than someone who keeps a contract active for a year.) However, at the end of the contract and at the beginning, a price must be paid. Demons may ask for the contract holder's soul or something more specific, while Angels will ask the holder to undergo certain tasks in exchange for their services. Contract Spirits have the most diverse contract requests as they all differ and share no common goal with others like them.
Contract Effects:
Demonic: The powers of Darkness and Chaos become available, placing emphasis on brutality and cold, ruthlessness. Regeneration is automatically granted and the Holder is given a mark, representing the demon they have made a contract with. Those who have gained demonic powers will find themselves with a weakness to Holy Powers and skills but gain mastery in more destructive techniques.
Spiritual: Spiritual powers will depend on the individual who initiates the contract and the spirit who enters into it. As such the powers will have no weakness or resistance towards Darkness or Light but may come with weakness and resistance to different elements. Largely, the effect of spiritual powers is determined by the combined strength of the contract holder and contract spirit, making perfection of these abilities solely dependent on cooperation and trust.
Angelic: The powers of Light and Order are granted to the contract holder and they have an Angel assigned to them. They are given the Mark of Heaven, showing they have entered into a contract with the Angels. As with demonic power, regeneration is bestowed upon the holder and those with angelic strength will find themselves with a weakness to the forces of darkness. As the polar opposite of Darkness, Light Powers are based defensively, but will also positively affect other offensive capabilities with barriers and great strength being the most commonly observed passive abilities. The holders are also capable of providing healing and defense barriers to others, but doing so will retard the user's healing and barrier abilities.
Restrictions: [1] Spiritual Powers CAN NOT break the "No God-Mod Rule" [1a] "I can kill you by touching you and there's no way to dodge or counter." [1b] A little extreme, but it gets the point across [2] Angels cannot be called into Battle and neither can Demons or Spirits. [2a] They have been forbidden from interfering with the affairs of mortals, you're lucky they allow contracts [3] Regeneration is totally dependent on the amount of time you put down in your contract. [3a] Someone who borrows demonic powers for a week cannot get stabbed in the heart and instantly heal. [4] The only ranged weapons I will allow are Bows and Crossbows. [4a] Your spirit/angel/demon cannot grant you any ranged weapon other than those two. [5] Archmages know very few small word spells that are effective. [5a] Most of the spells they use will require the use of long incantations and some sort of defensive measure that will delay/stop the enemy long enough for them to finish the spell.
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omgIisonfiyah rolled 20 100-sided dice:
62, 70, 75, 75, 76, 10, 92, 77, 18, 33, 60, 23, 3, 83, 18, 97, 68, 70, 58, 17
Total: 1085 (20-2000)
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Posted: Thu Sep 01, 2011 10:56 pm
*Stretches and cracks back* Oh man oh man, finally done, now lets get to accepting. blaugh
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Posted: Sat Sep 03, 2011 12:57 pm
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Posted: Tue Sep 06, 2011 9:38 pm
((There has to be more people interested in something like this, and if they are, but don't like the way I did it, then they should PM me about it. I don't wanna have just one person join with no others. TT~TT ))
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Posted: Wed Sep 07, 2011 10:51 am
((I might join. Once I get a chance to reallt read thru this, I'll send a profile.))
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Posted: Sat Sep 10, 2011 10:03 pm
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Posted: Mon Sep 12, 2011 5:48 pm
((*sighs* I should've just done this one somewhere else -_- ))
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Posted: Mon Sep 12, 2011 5:52 pm
((if youre still thinking of keeping this around, i got internet back on my computer. i'm down to make a character. if it helps...))
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Posted: Mon Sep 12, 2011 5:56 pm
((Yeah, that'll help, now if only I could get a couple more people into this. *strokes bum fluff* ))
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Posted: Sat Sep 17, 2011 10:11 pm
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