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LotusCurtiss
Vice Captain

Fashionable Powerhouse

PostPosted: Thu Apr 02, 2015 9:41 pm


I will make one thing clear, this thread is designed for you to post the numbers that you have rolled and generated!!!! It is the reason it has the "-Extended" next to "CT" This is not a real character thread.

SO please do not, DO NOT!! delete your posts. I myself would like to match your numbers with your elements and stuff. I will be doing this randomly to check for accuracy and HONESTY.

This thread is the preliminary thread before your actual profile.

So to all of those who have generated your first number and deleted that post, I ask that you generate again. That way it is more fair and MORE believing.

Main Thread -The Thread that we RP in.
Character Thread - This is the thread that you post your profile in.
Numbers Depo -The thread that you do your Number Generating and Dice rolling in that determines your Position, Element and Sub Element, Class and Weapons.


LAND OF FAE

Six Tribes

Two Alliances

Six Elements

Thirty Four Sub Elements


User Image

A War that has waged for Eons.
Never ending, The Two Alliances at each others throats.
Air, Water and Light against Fire, Earth and Dark.

As negotiations between them continue through The Talks.
A Declaration was the end result.

Marry between each opposing tribe.
All at random luck.

A draw.
A dice roll.

Pure Chance.
Fair.

Equally Fair.
Stop the war.

Yes.
Find Peace.

Can these polar opposites find love?
Can they?

Can they make it work?
To appease the Grand Master?


Grand Master
The God of all Creation.

Creator of Fae.
Creator of Elements.

Sat in on The Talks.
Wanting for Eons that the war would go away.

Pleased with the Declaration.
But also feeling alone.

Decides to pick a random Chosen for his own.
Can He find Love?

Can He feel the forever peace?
His Heart find rest?

Only time will tell.
PostPosted: Thu Apr 02, 2015 9:43 pm


I ask that you would please quote this post when you go do your first number generating. Then quote yourself when you go do your dice roll after dice roll.

Then continue to quote yourself as you repeat the process with your class and weapons.

Also, if you are confused ABOUT ANYTHING!!! That you question me in the invite thread. I will put up a sample there.



THIS IS ME
Myself of Numbers


Okay, before we begin the profile skeleton. There are a few Character Rules. So listen up cause I gave myself a headache while putting this RP together for three hours.

As the summery in the first post states, everything will be random chance, equal and fair, from the position you are given, to the element you wield, as well as your class and the weapons. Also the partner your will be assigned. Now, no if's, and's or butt's. You can check them in at the complaint counter in another forum.

Seme or Uke?

You will generate a random number from 1-100. Got it? Good.

Now. If your first number is a 0, 1, 2, 3, or a 4. You are a Uke.
If your first number is a 5, 6, 7, 8, or a 9. You are a Seme.
You are paired with like this below.

0 = 9
1 = 8
2 = 7
3 = 6
4 = 5

OR

0 = 5
1 = 6
2 = 7
3 = 8
4 = 9

If you generate a number 01-09, or 100 your first digit is a 0 Making you a Uke.
You can decide amongst yourself who your partner is but they must be of the opposing element Alliances.

Element

Remember that first number you generated? The last digit will determine your element.

There are Six elements, Air, Water, Fire, Earth, Light and Dark.
You will have 20 out of 100 or 2/10% chance of drawing Air, Water, Fire or Earth as your element.
You will have a 10 out of 100 or 1/10% chance of drawing Light or Dark as your element.

If your last digit is 2 or 8 = Air is your Element
If your last digit is 1 or 5 = Water is your Element
If your last digit is 0 or 4 = Earth is your Element
If your last digit is 3 or 9 = Fire is your Element
If the last digit is 7 = Light is your Element
If the last digit is 6 = Dark is your Element

Sub Element

Yes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the steps below.

Steps: -But you need to go off of the number you generated first. before ever rolling the die!-

1. The last digit in that number becomes your PRIMARY ELEMENT. Locate your Primary Element.

2. Underneath your primary element are SUB ELEMENTS. These will be won by dice roll. There should be a "Roll 6 sided dice" or a "Roll 8 sided dice." Follow this step.
-If Number Generated is even, continue to step 3a1.
-If Number Generated is odd, continue to step 3b1.

3a. If the number you rolled is even and the last Digit in the Generated number is odd, what ever that odd number is, that will be your first sub element. Continue to step 4a.

3a-1. If the number you rolled is even and the last digit in the generated number is even, roll again. Continue to roll till you land an odd number and follow the step in 3a.

3b. If the number you rolled is even and the last digit in the Generated number is odd, what that even number is, that will be your first sub element. Continue to step 4b.

3b-1. If the number you rolled is odd and the last digit in the generated number is odd, roll again. Continue to roll till you land an even number and follow the step in 3b.

4a. If the number you rolled is even, then what ever that number is, that will be your second sub element. BUT! If you roll an odd number for a second time, you do not get the second sub element.

4b. Roll again. If the number you roll is odd, then what ever that number is, that will be your second sub element. BUT! If you roll an even number for a second time, you do not get the second sub element.

Eample: 7, 7 (roll again), 4, 9 That is three elements there! 4, 9, 7 Sorry, you can only have two.

So if your first roll is odd/even and your last gen number is odd/even, you can roll again but if your rolled number is odd/even and your third roll is odd/even, you do not get the second sub element.

4b. Roll again. If the number you roll is odd, then what ever that number is, that will be your second sub element. BUT! If you roll an even number for a second time, you do not get the second sub element.

Eample: 7, 7 (roll again), 4, 9 That is three elements there! 4, 9, 7 Sorry, you can only have two.

So if your first roll is odd/even and your last gen number is odd/even, you can roll again but if your rolled number is odd/even and your third roll is odd/even, you do not get the second sub element.

When you roll, you must roll the number dice that matches or is the next dice up to the element below here.

Air - Last Digit = 2 and 8
Roll 6 sided dice
Sub Element
1 = Lightning
2 = Whirlwind
3 = Confusion
4 = Cloud
5 = Float
6 = Speed

Water - Last Digit = 1 and 5
Roll 6 sided dice
Sub Element
1 = Snow
2 = Whirlpool
3 = Mist
4 = Shield
5 = Mirror
6 = Rain

Earth - Last Digit = 0 and 4
Roll 8 sided dice
Sub Element
1 = Wood
2 = Magnetism
3 = Metal
4 = Heavy
5 = Sand
6 = Maze
7 = Bind
8 = Strength

Fire - Last Digit = 3 and 9
Roll 6 sided dice
Sub Element
1 = Ash - The Ability to turn things to ash at a single touch, this includes stone.
2 = Explosion - The ability to explode something out of nothing, this is also called Spontaneous Combustion.
3 = Blind
4 = Burn - The ability to cause a burn with out fire present with a touch
5 = Glow - The ability to makes things glow
6 = Power - The ability to charge or rekindle people's and animals strength.

Light - Last Digit = 7
Roll 8 sided dice
Sub Element
1 = Lightning
2 = Repel - Not the same as barrier or shield but can send things away by manipulating the particles around the object.
3 = Mist
4 = Confusion
5 = Dream - The ability to make people dream but not to sleep. Even if they are wide awake.
6 = Shield
7 = Glow
8 = Create - The ability make something out of nothing

Dark - Last Digit = 6
Roll 8 sided dice
Sub Element
1 = Magnetism
2 = Metal
3 = Void - The ability to create a void or spatial disturbance in space itself but can not alter time.
4 = Blind
5 = Erase - The opposite of create but can only make what is already existing into nothingness.
6 = Shadow - The ability to cloak oneself in the manner to hide the physical body.
7 = Silence
8 = Escape - The ability to quickly get away in the blink of an eye.

Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more.



Class and Weapons


The next number you generate will determine your Class and the weapons you will roll for later. Again, this was a headache in itself to put together.

Begin by generating a number from 1-120

Class

Between 1 to 10 = Light Masters
Between 11 to 20 = Master Tamer
Between 21 to 30 = Rogues/Mercenaries
Between 31 to 40 = Ranger
Between 41 to 50 = Ninja
Between 51 to 60 = Medium Masters
Between 61 to 70 = Spear Master
Between 71 to 80 = Sword Master
Between 81 to 90 = Mage
Between 90 to 100 = Paladin
Between 101 to 110 = Shield Master
Between 111 to 120 = Heavy Masters

Please do not be fooled. Rogues are far different from ninjas! They are more like hired hands or Mercenaries. Though they do often tend to use the same weapons!


Weapons

Alright, now that you know your Class, it is time to know your weapon! Please be aware that you will see almost the same weapon every time but each has its own unique shape, ability and strength. Do not down play one weapon as the same as another thought they share the same title.

You will promptly roll a dice twice, as you will be able to wield two weapons per character. Once you find your class below, roll the number sided dice you are told to.

Light Masters - Between 1 to 10
Roll a 6 sided dice twice
Weapon
1 = Daggers
2 = Short Swords -Can be duel bladed (optional)
3 = Slicers - Are like daggers held backwards but are wielded on the arm like a police baton
4 = Whips
5 = Knuckles
6 = Roll Again


Master Tamer - Between 11 to 20
Roll a 6 sided dice twice
Weapon
1 = Leather Whip -A long piece of tightly braided leather rope that tapers at the end.
2 = Cat of Nine Tails - A whip consisting of several leather strips with pieces of metal, glass and stone at its ends
3 = Horse Whip (Riding Whip)
4 = Monkeys Fist - A piece of rope that has a very tightly, packed knot on the end.
5 = Chain - Can be any length and any size
6 = Roll Again

Rouges/Mercenaries - Between 21 to 30
Roll a 6 sided dice twice
Weapon
1 = Claws
2 = Duel Blades
3 = Slicers
4 = Fans
5 = Daggers
6 = Short Sword


Ranger - Between 31 to 40
Roll a 6 sided dice twice
Weapon
1 = Bows
2 = Throwing Spear
3 = Crossbow
4 = Shurikan
5 = Chakram
6 = Roll Again


Ninja - Between 41 to 50
Roll a 6 sided dice twice
Weapon
1 = Katana
2 = Short Sword
3 = Shurikan - They are star shaped throwing weapons the size of your palm to as big as your back
4 = Kunai - They are throwing daggers
5 = Scrolls - You can summon special Blood Oaths with animals to fight along side you
6 = Roll Again


Medium Masters - Between 51 to 60
Roll a 6 sided dice twice
Weapon
1 = Straight Swords
2 = Sword/Shield
3 = Bows
4 = Spears
5 = Double Bladed Sword - Think of the Dark Siths light saber from Star Wars, like that.
6 = Roll Again


Spear Master - Between 61 to 70
Roll a 6 sided dice twice
Weapon
1 = Lance
2 = Halberd
3 = Scythe
4 = Glaive
5 = Bardiche
6 = Voulge


Sword Master - Between 71 to 80
Roll a 8 sided dice twice
Weapon
1 = Short Sword
2 = Katana
3 = Curved
4 = Double Bladed Sword
5 = Duel Swords
6 = Long Sword
7 = Broad Sword
8 = Roll Again


Mage - Between 81 to 90
Roll a 6 sided dice twice
Weapon
1 = Short Staff
2 = Talisman
3 = Long Staff
4 = Holy Item
5 = Wand
6 = Magic Stone


Paladin - Between 91 to 100
Choose two from below
Weapon
1. Heavy Blade
2. Sword/Shield
3. Axe/Shield


Shield Masters - Between 101 - 110
Roll a 6 sided dice twice
Weapon
1 = Blade Shield - A shield with a blade wrapped around or protrudes like a sword.
2 = Throwing Shield - Think of Captain America
3 = Defense Shield - No duh, usually the right size and is easy to carry
4 = Heavy Shield - Can easily knock some one out if you don't watch your arm swing.
5 = Round Shield - A standard yet easy unit, not enough damage as a heavy shield
6 = Roll Again


Heavy Masters - Between 111 to 120
Choose from two below
Weapon
1. Axes
2. Clubs
3. Maces
4. Heavy Sword

Land on a 6 or 8? Roll Again. Keep rolling till you get your second weapon if it is still a 6 or 8.

Now, if you have done all of this! Please continue onto the profile making!

LotusCurtiss
Vice Captain

Fashionable Powerhouse


LotusCurtiss
Vice Captain

Fashionable Powerhouse

PostPosted: Thu Apr 02, 2015 10:05 pm


Okay, once you are done with all of your rolling and generating and FINDING OUT your Element, Sub Element, Class and Weapons.

You can now! Leave to go post your Profile Here!

Onward!! Profile Making AWAITS!
krusnik05 generated a random number between 1 and 100 ... 17!
PostPosted: Sun Apr 05, 2015 6:38 pm


*Note: If you do not mind that the entire post is in a spoiler to keep the page from stretching and from my screen lagging, thank you very much.

LotusCurtiss
I ask that you would please quote this post when you go do your first number generating. Then quote yourself when you go do your dice roll after dice roll.

Then continue to quote yourself as you repeat the process with your class and weapons.

Also, if you are confused ABOUT ANYTHING!!! That you question me in the invite thread. I will put up a sample there.



THIS IS ME
Myself of Numbers


Okay, before we begin the profile skeleton. There are a few Character Rules. So listen up cause I gave myself a headache while putting this RP together for three hours.

As the summery in the first post states, everything will be random chance, equal and fair, from the position you are given, to the element you wield, as well as your class and the weapons. Also the partner your will be assigned. Now, no if's, and's or butt's. You can check them in at the complaint counter in another forum.

Seme or Uke?

You will generate a random number from 1-100. Got it? Good.

Now. If your first number is a 0, 1, 2, 3, or a 4. You are a Uke.
If your first number is a 5, 6, 7, 8, or a 9. You are a Seme.
You are paired with like this below.

0 = 9
1 = 8
2 = 7
3 = 6
4 = 5

OR

0 = 5
1 = 6
2 = 7
3 = 8
4 = 9

If you generate a number 01-09, or 100 your first digit is a 0 Making you a Uke.
You can decide amongst yourself who your partner is but they must be of the opposing element Alliances.

Element

Remember that first number you generated? The last digit will determine your element.

There are Six elements, Air, Water, Fire, Earth, Light and Dark.
You will have 20 out of 100 or 2/10% chance of drawing Air, Water, Fire or Earth as your element.
You will have a 10 out of 100 or 1/10% chance of drawing Light or Dark as your element.

If your last digit is 2 or 8 = Air is your Element
If your last digit is 1 or 5 = Water is your Element
If your last digit is 0 or 4 = Earth is your Element
If your last digit is 3 or 9 = Fire is your Element
If the last digit is 7 = Light is your Element
If the last digit is 6 = Dark is your Element

Sub Element

Yes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the steps below.

Steps:

1. The last digit in that number becomes your PRIMARY ELEMENT. Locate your Primary Element.

2. Underneath your primary element are SUB ELEMENTS. These will be won by dice roll. There should be a "Roll 6 sided dice" or a "Roll 8 sided dice." Follow this step.
-Lands on a odd, continue to step 3a1.
-lands on a even, continue to step 3b1.

3a. If the number you rolled is even and the last Digit in the Generated number is odd, what ever that odd number is, that will be your first sub element. Continue to step 4a.

3a-1. If the number you rolled is even and the last digit in the generated number is even, roll again. Continue to roll till you land an odd number and follow the step in 3a.

3b. If the number you rolled is odd and the last digit in the Generated number is even, what that even number is, that will be your first sub element. Continue to step 4b.

3b-1. If the number you rolled is odd and the last digit in the generated number is odd, roll again. Continue to roll till you land an odd number and follow the step in 3b.

4a. Roll again. If the number you roll is even, then what ever that number is, that will be your second sub element. BUT! If you roll an odd number for a second time, you do not get the second sub element.

4b. Roll again. If the number you roll is odd, then what ever that number is, that will be your second sub element. BUT! If you roll an even number for a second time, you do not get the second sub element.

Eample: 7, 7 (roll again), 4, 9 That is three elements there! 4, 9, 7 Sorry, you can only have two.

So if your first roll is odd/even and your last gen number is odd/even, you can roll again but if your rolled number is odd/even and your third roll is odd/even, you do not get the second sub element.

When you roll, you must roll the number dice that matches or is the next dice up to the element below here.

Air - Last Digit = 2 and 8
Roll 6 sided dice
Sub Element
1 = Lightning
2 = Whirlwind
3 = Confusion
4 = Cloud
5 = Float
6 = Speed

Water - Last Digit = 1 and 5
Roll 6 sided dice
Sub Element
1 = Snow
2 = Whirlpool
3 = Mist
4 = Shield
5 = Mirror
6 = Rain

Earth - Last Digit = 0 and 4
Roll 8 sided dice
Sub Element
1 = Wood
2 = Magnetism
3 = Metal
4 = Heavy
5 = Sand
6 = Maze
7 = Bind
8 = Strength

Fire - Last Digit = 3 and 9
Roll 6 sided dice
Sub Element
1 = Ash - The Ability to turn things to ash at a single touch, this includes stone.
2 = Explosion - The ability to explode something out of nothing, this is also called Spontaneous Combustion.
3 = Blind
4 = Burn - The ability to cause a burn with out fire present with a touch
5 = Glow - The ability to makes things glow
6 = Power - The ability to charge or rekindle people's and animals strength.

Light - Last Digit = 7
Roll 8 sided dice
Sub Element
1 = Lightning
2 = Repel - Not the same as barrier or shield but can send things away by manipulating the particles around the object.
3 = Mist
4 = Confusion
5 = Dream - The ability to make people dream but not to sleep. Even if they are wide awake.
6 = Shield
7 = Glow
8 = Create - The ability make something out of nothing

Dark - Last Digit = 6
Roll 8 sided dice
Sub Element
1 = Magnetism
2 = Metal
3 = Void - The ability to create a void or spatial disturbance in space itself but can not alter time.
4 = Blind
5 = Erase - The opposite of create but can only make what is already existing into nothingness.
6 = Shadow - The ability to cloak oneself in the manner to hide the physical body.
7 = Silence
8 = Escape - The ability to quickly get away in the blink of an eye.

Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more.



Class and Weapons


The next number you generate will determine your Class and the weapons you will roll for later. Again, this was a headache in itself to put together.

Begin by generating a number from 1-120

Class

Between 1 to 10 = Light Masters
Between 11 to 20 = Master Tamer
Between 21 to 30 = Rogues/Mercenaries
Between 31 to 40 = Ranger
Between 41 to 50 = Ninja
Between 51 to 60 = Medium Masters
Between 61 to 70 = Spear Master
Between 71 to 80 = Sword Master
Between 81 to 90 = Mage
Between 90 to 100 = Paladin
Between 101 to 110 = Shield Master
Between 111 to 120 = Heavy Masters

Please do not be fooled. Rogues are far different from ninjas! They are more like hired hands or Mercenaries. Though they do often tend to use the same weapons!


Weapons

Alright, now that you know your Class, it is time to know your weapon! Please be aware that you will see almost the same weapon every time but each has its own unique shape, ability and strength. Do not down play one weapon as the same as another thought they share the same title.

You will promptly roll a dice twice, as you will be able to wield two weapons per character. Once you find your class below, roll the number sided dice you are told to.

Light Masters - Between 1 to 10
Roll a 6 sided dice twice
Weapon
1 = Daggers
2 = Short Swords -Can be duel bladed (optional)
3 = Slicers - Are like daggers held backwards but are wielded on the arm like a police baton
4 = Whips
5 = Knuckles
6 = Roll Again


Master Tamer - Between 11 to 20
Roll a 6 sided dice twice
Weapon
1 = Leather Whip -A long piece of tightly braided leather rope that tapers at the end.
2 = Cat of Nine Tails - A whip consisting of several leather strips with pieces of metal, glass and stone at its ends
3 = Horse Whip (Riding Whip)
4 = Monkeys Fist - A piece of rope that has a very tightly, packed knot on the end.
5 = Chain - Can be any length and any size
6 = Roll Again

Rouges/Mercenaries - Between 21 to 30
Roll a 6 sided dice twice
Weapon
1 = Claws
2 = Duel Blades
3 = Slicers
4 = Fans
5 = Daggers
6 = Short Sword


Ranger - Between 31 to 40
Roll a 6 sided dice twice
Weapon
1 = Bows
2 = Throwing Spear
3 = Crossbow
4 = Shurikan
5 = Chakram
6 = Roll Again


Ninja - Between 41 to 50
Roll a 6 sided dice twice
Weapon
1 = Katana
2 = Short Sword
3 = Shurikan - They are star shaped throwing weapons the size of your palm to as big as your back
4 = Kunai - They are throwing daggers
5 = Scrolls - You can summon special Blood Oaths with animals to fight along side you
6 = Roll Again


Medium Masters - Between 51 to 60
Roll a 6 sided dice twice
Weapon
1 = Straight Swords
2 = Sword/Shield
3 = Bows
4 = Spears
5 = Double Bladed Sword - Think of the Dark Siths light saber from Star Wars, like that.
6 = Roll Again


Spear Master - Between 61 to 70
Roll a 6 sided dice twice
Weapon
1 = Lance
2 = Halberd
3 = Scythe
4 = Glaive
5 = Bardiche
6 = Voulge


Sword Master - Between 71 to 80
Roll a 8 sided dice twice
Weapon
1 = Short Sword
2 = Katana
3 = Curved
4 = Double Bladed Sword
5 = Duel Swords
6 = Long Sword
7 = Broad Sword
8 = Roll Again


Mage - Between 81 to 90
Roll a 6 sided dice twice
Weapon
1 = Short Staff
2 = Talisman
3 = Long Staff
4 = Holy Item
5 = Wand
6 = Magic Stone


Paladin - Between 91 to 100
Choose two from below
Weapon
1. Heavy Blade
2. Sword/Shield
3. Axe/Shield


Shield Masters - Between 101 - 110
Roll a 6 sided dice twice
Weapon
1 = Blade Shield - A shield with a blade wrapped around or protrudes like a sword.
2 = Throwing Shield - Think of Captain America
3 = Defense Shield - No duh, usually the right size and is easy to carry
4 = Heavy Shield - Can easily knock some one out if you don't watch your arm swing.
5 = Round Shield - A standard yet easy unit, not enough damage as a heavy shield
6 = Roll Again


Heavy Masters - Between 111 to 120
Choose from two below
Weapon
1. Axes
2. Clubs
3. Maces
4. Heavy Sword

Land on a 6 or 8? Roll Again. Keep rolling till you get your second weapon if it is still a 6 or 8.

Now, if you have done all of this! Please continue onto the profile making!

krusnik05

Romantic Warlord

10,025 Points
  • 50 Wins 150
  • Guildmember 100
  • Bunny Hoarder 150
krusnik05 rolled 1 8-sided dice: 3 Total: 3 (1-8)

krusnik05

Romantic Warlord

10,025 Points
  • 50 Wins 150
  • Guildmember 100
  • Bunny Hoarder 150
PostPosted: Sun Apr 05, 2015 6:55 pm


krusnik05
*Note: If you do not mind that the entire post is in a spoiler to keep the page from stretching and from my screen lagging, thank you very much.


THIS IS ME
Myself of Numbers


Okay, before we begin the profile skeleton. There are a few Character Rules. So listen up cause I gave myself a headache while putting this RP together for three hours.

As the summery in the first post states, everything will be random chance, equal and fair, from the position you are given, to the element you wield, as well as your class and the weapons. Also the partner your will be assigned. Now, no if's, and's or butt's. You can check them in at the complaint counter in another forum.

Seme or Uke?

You will generate a random number from 1-100. Got it? Good.

Now. If your first number is a 0, 1, 2, 3, or a 4. You are a Uke.
If your first number is a 5, 6, 7, 8, or a 9. You are a Seme.
You are paired with like this below.

0 = 9
1 = 8
2 = 7
3 = 6
4 = 5

OR

0 = 5
1 = 6
2 = 7
3 = 8
4 = 9

If you generate a number 01-09, or 100 your first digit is a 0 Making you a Uke.
You can decide amongst yourself who your partner is but they must be of the opposing element Alliances.

Element

Remember that first number you generated? The last digit will determine your element.

There are Six elements, Air, Water, Fire, Earth, Light and Dark.
You will have 20 out of 100 or 2/10% chance of drawing Air, Water, Fire or Earth as your element.
You will have a 10 out of 100 or 1/10% chance of drawing Light or Dark as your element.

If your last digit is 2 or 8 = Air is your Element
If your last digit is 1 or 5 = Water is your Element
If your last digit is 0 or 4 = Earth is your Element
If your last digit is 3 or 9 = Fire is your Element
If the last digit is 7 = Light is your Element
If the last digit is 6 = Dark is your Element

Sub Element

Yes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the steps below.

Steps:

1. The last digit in that number becomes your PRIMARY ELEMENT. Locate your Primary Element.

2. Underneath your primary element are SUB ELEMENTS. These will be won by dice roll. There should be a "Roll 6 sided dice" or a "Roll 8 sided dice." Follow this step.
-Lands on a odd, continue to step 3a1.
-lands on a even, continue to step 3b1.

3a. If the number you rolled is even and the last Digit in the Generated number is odd, what ever that odd number is, that will be your first sub element. Continue to step 4a.

3a-1. If the number you rolled is even and the last digit in the generated number is even, roll again. Continue to roll till you land an odd number and follow the step in 3a.

3b. If the number you rolled is odd and the last digit in the Generated number is even, what that even number is, that will be your first sub element. Continue to step 4b.

3b-1. If the number you rolled is odd and the last digit in the generated number is odd, roll again. Continue to roll till you land an odd number and follow the step in 3b.

4a. Roll again. If the number you roll is even, then what ever that number is, that will be your second sub element. BUT! If you roll an odd number for a second time, you do not get the second sub element.

4b. Roll again. If the number you roll is odd, then what ever that number is, that will be your second sub element. BUT! If you roll an even number for a second time, you do not get the second sub element.

Eample: 7, 7 (roll again), 4, 9 That is three elements there! 4, 9, 7 Sorry, you can only have two.

So if your first roll is odd/even and your last gen number is odd/even, you can roll again but if your rolled number is odd/even and your third roll is odd/even, you do not get the second sub element.

When you roll, you must roll the number dice that matches or is the next dice up to the element below here.

Air - Last Digit = 2 and 8
Roll 6 sided dice
Sub Element
1 = Lightning
2 = Whirlwind
3 = Confusion
4 = Cloud
5 = Float
6 = Speed

Water - Last Digit = 1 and 5
Roll 6 sided dice
Sub Element
1 = Snow
2 = Whirlpool
3 = Mist
4 = Shield
5 = Mirror
6 = Rain

Earth - Last Digit = 0 and 4
Roll 8 sided dice
Sub Element
1 = Wood
2 = Magnetism
3 = Metal
4 = Heavy
5 = Sand
6 = Maze
7 = Bind
8 = Strength

Fire - Last Digit = 3 and 9
Roll 6 sided dice
Sub Element
1 = Ash - The Ability to turn things to ash at a single touch, this includes stone.
2 = Explosion - The ability to explode something out of nothing, this is also called Spontaneous Combustion.
3 = Blind
4 = Burn - The ability to cause a burn with out fire present with a touch
5 = Glow - The ability to makes things glow
6 = Power - The ability to charge or rekindle people's and animals strength.

Light - Last Digit = 7
Roll 8 sided dice
Sub Element
1 = Lightning
2 = Repel - Not the same as barrier or shield but can send things away by manipulating the particles around the object.
3 = Mist
4 = Confusion
5 = Dream - The ability to make people dream but not to sleep. Even if they are wide awake.
6 = Shield
7 = Glow
8 = Create - The ability make something out of nothing

Dark - Last Digit = 6
Roll 8 sided dice
Sub Element
1 = Magnetism
2 = Metal
3 = Void - The ability to create a void or spatial disturbance in space itself but can not alter time.
4 = Blind
5 = Erase - The opposite of create but can only make what is already existing into nothingness.
6 = Shadow - The ability to cloak oneself in the manner to hide the physical body.
7 = Silence
8 = Escape - The ability to quickly get away in the blink of an eye.

Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more.



Class and Weapons


The next number you generate will determine your Class and the weapons you will roll for later. Again, this was a headache in itself to put together.

Begin by generating a number from 1-120

Class

Between 1 to 10 = Light Masters
Between 11 to 20 = Master Tamer
Between 21 to 30 = Rogues/Mercenaries
Between 31 to 40 = Ranger
Between 41 to 50 = Ninja
Between 51 to 60 = Medium Masters
Between 61 to 70 = Spear Master
Between 71 to 80 = Sword Master
Between 81 to 90 = Mage
Between 90 to 100 = Paladin
Between 101 to 110 = Shield Master
Between 111 to 120 = Heavy Masters

Please do not be fooled. Rogues are far different from ninjas! They are more like hired hands or Mercenaries. Though they do often tend to use the same weapons!


Weapons

Alright, now that you know your Class, it is time to know your weapon! Please be aware that you will see almost the same weapon every time but each has its own unique shape, ability and strength. Do not down play one weapon as the same as another thought they share the same title.

You will promptly roll a dice twice, as you will be able to wield two weapons per character. Once you find your class below, roll the number sided dice you are told to.

Light Masters - Between 1 to 10
Roll a 6 sided dice twice
Weapon
1 = Daggers
2 = Short Swords -Can be duel bladed (optional)
3 = Slicers - Are like daggers held backwards but are wielded on the arm like a police baton
4 = Whips
5 = Knuckles
6 = Roll Again


Master Tamer - Between 11 to 20
Roll a 6 sided dice twice
Weapon
1 = Leather Whip -A long piece of tightly braided leather rope that tapers at the end.
2 = Cat of Nine Tails - A whip consisting of several leather strips with pieces of metal, glass and stone at its ends
3 = Horse Whip (Riding Whip)
4 = Monkeys Fist - A piece of rope that has a very tightly, packed knot on the end.
5 = Chain - Can be any length and any size
6 = Roll Again

Rouges/Mercenaries - Between 21 to 30
Roll a 6 sided dice twice
Weapon
1 = Claws
2 = Duel Blades
3 = Slicers
4 = Fans
5 = Daggers
6 = Short Sword


Ranger - Between 31 to 40
Roll a 6 sided dice twice
Weapon
1 = Bows
2 = Throwing Spear
3 = Crossbow
4 = Shurikan
5 = Chakram
6 = Roll Again


Ninja - Between 41 to 50
Roll a 6 sided dice twice
Weapon
1 = Katana
2 = Short Sword
3 = Shurikan - They are star shaped throwing weapons the size of your palm to as big as your back
4 = Kunai - They are throwing daggers
5 = Scrolls - You can summon special Blood Oaths with animals to fight along side you
6 = Roll Again


Medium Masters - Between 51 to 60
Roll a 6 sided dice twice
Weapon
1 = Straight Swords
2 = Sword/Shield
3 = Bows
4 = Spears
5 = Double Bladed Sword - Think of the Dark Siths light saber from Star Wars, like that.
6 = Roll Again


Spear Master - Between 61 to 70
Roll a 6 sided dice twice
Weapon
1 = Lance
2 = Halberd
3 = Scythe
4 = Glaive
5 = Bardiche
6 = Voulge


Sword Master - Between 71 to 80
Roll a 8 sided dice twice
Weapon
1 = Short Sword
2 = Katana
3 = Curved
4 = Double Bladed Sword
5 = Duel Swords
6 = Long Sword
7 = Broad Sword
8 = Roll Again


Mage - Between 81 to 90
Roll a 6 sided dice twice
Weapon
1 = Short Staff
2 = Talisman
3 = Long Staff
4 = Holy Item
5 = Wand
6 = Magic Stone


Paladin - Between 91 to 100
Choose two from below
Weapon
1. Heavy Blade
2. Sword/Shield
3. Axe/Shield


Shield Masters - Between 101 - 110
Roll a 6 sided dice twice
Weapon
1 = Blade Shield - A shield with a blade wrapped around or protrudes like a sword.
2 = Throwing Shield - Think of Captain America
3 = Defense Shield - No duh, usually the right size and is easy to carry
4 = Heavy Shield - Can easily knock some one out if you don't watch your arm swing.
5 = Round Shield - A standard yet easy unit, not enough damage as a heavy shield
6 = Roll Again


Heavy Masters - Between 111 to 120
Choose from two below
Weapon
1. Axes
2. Clubs
3. Maces
4. Heavy Sword

Land on a 6 or 8? Roll Again. Keep rolling till you get your second weapon if it is still a 6 or 8.

Now, if you have done all of this! Please continue onto the profile making!


Position: Uke
Element: Light
Sub Element:
krusnik05 rolled 1 8-sided dice: 5 Total: 5 (1-8)
PostPosted: Sun Apr 05, 2015 8:35 pm


krusnik05
*Note: If you do not mind that the entire post is in a spoiler to keep the page from stretching and from my screen lagging, thank you very much.


THIS IS ME
Myself of Numbers


Okay, before we begin the profile skeleton. There are a few Character Rules. So listen up cause I gave myself a headache while putting this RP together for three hours.

As the summery in the first post states, everything will be random chance, equal and fair, from the position you are given, to the element you wield, as well as your class and the weapons. Also the partner your will be assigned. Now, no if's, and's or butt's. You can check them in at the complaint counter in another forum.

Seme or Uke?

You will generate a random number from 1-100. Got it? Good.

Now. If your first number is a 0, 1, 2, 3, or a 4. You are a Uke.
If your first number is a 5, 6, 7, 8, or a 9. You are a Seme.
You are paired with like this below.

0 = 9
1 = 8
2 = 7
3 = 6
4 = 5

OR

0 = 5
1 = 6
2 = 7
3 = 8
4 = 9

If you generate a number 01-09, or 100 your first digit is a 0 Making you a Uke.
You can decide amongst yourself who your partner is but they must be of the opposing element Alliances.

Element

Remember that first number you generated? The last digit will determine your element.

There are Six elements, Air, Water, Fire, Earth, Light and Dark.
You will have 20 out of 100 or 2/10% chance of drawing Air, Water, Fire or Earth as your element.
You will have a 10 out of 100 or 1/10% chance of drawing Light or Dark as your element.

If your last digit is 2 or 8 = Air is your Element
If your last digit is 1 or 5 = Water is your Element
If your last digit is 0 or 4 = Earth is your Element
If your last digit is 3 or 9 = Fire is your Element
If the last digit is 7 = Light is your Element
If the last digit is 6 = Dark is your Element

Sub Element

Yes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the steps below.

Steps:

1. The last digit in that number becomes your PRIMARY ELEMENT. Locate your Primary Element.

2. Underneath your primary element are SUB ELEMENTS. These will be won by dice roll. There should be a "Roll 6 sided dice" or a "Roll 8 sided dice." Follow this step.
-Lands on a odd, continue to step 3a1.
-lands on a even, continue to step 3b1.

3a. If the number you rolled is even and the last Digit in the Generated number is odd, what ever that odd number is, that will be your first sub element. Continue to step 4a.

3a-1. If the number you rolled is even and the last digit in the generated number is even, roll again. Continue to roll till you land an odd number and follow the step in 3a.

3b. If the number you rolled is odd and the last digit in the Generated number is even, what that even number is, that will be your first sub element. Continue to step 4b.

3b-1. If the number you rolled is odd and the last digit in the generated number is odd, roll again. Continue to roll till you land an odd number and follow the step in 3b.

4a. Roll again. If the number you roll is even, then what ever that number is, that will be your second sub element. BUT! If you roll an odd number for a second time, you do not get the second sub element.

4b. Roll again. If the number you roll is odd, then what ever that number is, that will be your second sub element. BUT! If you roll an even number for a second time, you do not get the second sub element.

Eample: 7, 7 (roll again), 4, 9 That is three elements there! 4, 9, 7 Sorry, you can only have two.

So if your first roll is odd/even and your last gen number is odd/even, you can roll again but if your rolled number is odd/even and your third roll is odd/even, you do not get the second sub element.

When you roll, you must roll the number dice that matches or is the next dice up to the element below here.

Air - Last Digit = 2 and 8
Roll 6 sided dice
Sub Element
1 = Lightning
2 = Whirlwind
3 = Confusion
4 = Cloud
5 = Float
6 = Speed

Water - Last Digit = 1 and 5
Roll 6 sided dice
Sub Element
1 = Snow
2 = Whirlpool
3 = Mist
4 = Shield
5 = Mirror
6 = Rain

Earth - Last Digit = 0 and 4
Roll 8 sided dice
Sub Element
1 = Wood
2 = Magnetism
3 = Metal
4 = Heavy
5 = Sand
6 = Maze
7 = Bind
8 = Strength

Fire - Last Digit = 3 and 9
Roll 6 sided dice
Sub Element
1 = Ash - The Ability to turn things to ash at a single touch, this includes stone.
2 = Explosion - The ability to explode something out of nothing, this is also called Spontaneous Combustion.
3 = Blind
4 = Burn - The ability to cause a burn with out fire present with a touch
5 = Glow - The ability to makes things glow
6 = Power - The ability to charge or rekindle people's and animals strength.

Light - Last Digit = 7
Roll 8 sided dice
Sub Element
1 = Lightning
2 = Repel - Not the same as barrier or shield but can send things away by manipulating the particles around the object.
3 = Mist
4 = Confusion
5 = Dream - The ability to make people dream but not to sleep. Even if they are wide awake.
6 = Shield
7 = Glow
8 = Create - The ability make something out of nothing

Dark - Last Digit = 6
Roll 8 sided dice
Sub Element
1 = Magnetism
2 = Metal
3 = Void - The ability to create a void or spatial disturbance in space itself but can not alter time.
4 = Blind
5 = Erase - The opposite of create but can only make what is already existing into nothingness.
6 = Shadow - The ability to cloak oneself in the manner to hide the physical body.
7 = Silence
8 = Escape - The ability to quickly get away in the blink of an eye.

Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more.



Class and Weapons


The next number you generate will determine your Class and the weapons you will roll for later. Again, this was a headache in itself to put together.

Begin by generating a number from 1-120

Class

Between 1 to 10 = Light Masters
Between 11 to 20 = Master Tamer
Between 21 to 30 = Rogues/Mercenaries
Between 31 to 40 = Ranger
Between 41 to 50 = Ninja
Between 51 to 60 = Medium Masters
Between 61 to 70 = Spear Master
Between 71 to 80 = Sword Master
Between 81 to 90 = Mage
Between 90 to 100 = Paladin
Between 101 to 110 = Shield Master
Between 111 to 120 = Heavy Masters

Please do not be fooled. Rogues are far different from ninjas! They are more like hired hands or Mercenaries. Though they do often tend to use the same weapons!


Weapons

Alright, now that you know your Class, it is time to know your weapon! Please be aware that you will see almost the same weapon every time but each has its own unique shape, ability and strength. Do not down play one weapon as the same as another thought they share the same title.

You will promptly roll a dice twice, as you will be able to wield two weapons per character. Once you find your class below, roll the number sided dice you are told to.

Light Masters - Between 1 to 10
Roll a 6 sided dice twice
Weapon
1 = Daggers
2 = Short Swords -Can be duel bladed (optional)
3 = Slicers - Are like daggers held backwards but are wielded on the arm like a police baton
4 = Whips
5 = Knuckles
6 = Roll Again


Master Tamer - Between 11 to 20
Roll a 6 sided dice twice
Weapon
1 = Leather Whip -A long piece of tightly braided leather rope that tapers at the end.
2 = Cat of Nine Tails - A whip consisting of several leather strips with pieces of metal, glass and stone at its ends
3 = Horse Whip (Riding Whip)
4 = Monkeys Fist - A piece of rope that has a very tightly, packed knot on the end.
5 = Chain - Can be any length and any size
6 = Roll Again

Rouges/Mercenaries - Between 21 to 30
Roll a 6 sided dice twice
Weapon
1 = Claws
2 = Duel Blades
3 = Slicers
4 = Fans
5 = Daggers
6 = Short Sword


Ranger - Between 31 to 40
Roll a 6 sided dice twice
Weapon
1 = Bows
2 = Throwing Spear
3 = Crossbow
4 = Shurikan
5 = Chakram
6 = Roll Again


Ninja - Between 41 to 50
Roll a 6 sided dice twice
Weapon
1 = Katana
2 = Short Sword
3 = Shurikan - They are star shaped throwing weapons the size of your palm to as big as your back
4 = Kunai - They are throwing daggers
5 = Scrolls - You can summon special Blood Oaths with animals to fight along side you
6 = Roll Again


Medium Masters - Between 51 to 60
Roll a 6 sided dice twice
Weapon
1 = Straight Swords
2 = Sword/Shield
3 = Bows
4 = Spears
5 = Double Bladed Sword - Think of the Dark Siths light saber from Star Wars, like that.
6 = Roll Again


Spear Master - Between 61 to 70
Roll a 6 sided dice twice
Weapon
1 = Lance
2 = Halberd
3 = Scythe
4 = Glaive
5 = Bardiche
6 = Voulge


Sword Master - Between 71 to 80
Roll a 8 sided dice twice
Weapon
1 = Short Sword
2 = Katana
3 = Curved
4 = Double Bladed Sword
5 = Duel Swords
6 = Long Sword
7 = Broad Sword
8 = Roll Again


Mage - Between 81 to 90
Roll a 6 sided dice twice
Weapon
1 = Short Staff
2 = Talisman
3 = Long Staff
4 = Holy Item
5 = Wand
6 = Magic Stone


Paladin - Between 91 to 100
Choose two from below
Weapon
1. Heavy Blade
2. Sword/Shield
3. Axe/Shield


Shield Masters - Between 101 - 110
Roll a 6 sided dice twice
Weapon
1 = Blade Shield - A shield with a blade wrapped around or protrudes like a sword.
2 = Throwing Shield - Think of Captain America
3 = Defense Shield - No duh, usually the right size and is easy to carry
4 = Heavy Shield - Can easily knock some one out if you don't watch your arm swing.
5 = Round Shield - A standard yet easy unit, not enough damage as a heavy shield
6 = Roll Again


Heavy Masters - Between 111 to 120
Choose from two below
Weapon
1. Axes
2. Clubs
3. Maces
4. Heavy Sword

Land on a 6 or 8? Roll Again. Keep rolling till you get your second weapon if it is still a 6 or 8.

Now, if you have done all of this! Please continue onto the profile making!


Position: Uke
Element: Light
Sub Element:

krusnik05

Romantic Warlord

10,025 Points
  • 50 Wins 150
  • Guildmember 100
  • Bunny Hoarder 150
krusnik05 rolled 1 8-sided dice: 3 Total: 3 (1-8)

krusnik05

Romantic Warlord

10,025 Points
  • 50 Wins 150
  • Guildmember 100
  • Bunny Hoarder 150
PostPosted: Sun Apr 05, 2015 8:37 pm


krusnik05
*Note: If you do not mind that the entire post is in a spoiler to keep the page from stretching and from my screen lagging, thank you very much.


THIS IS ME
Myself of Numbers


Okay, before we begin the profile skeleton. There are a few Character Rules. So listen up cause I gave myself a headache while putting this RP together for three hours.

As the summery in the first post states, everything will be random chance, equal and fair, from the position you are given, to the element you wield, as well as your class and the weapons. Also the partner your will be assigned. Now, no if's, and's or butt's. You can check them in at the complaint counter in another forum.

Seme or Uke?

You will generate a random number from 1-100. Got it? Good.

Now. If your first number is a 0, 1, 2, 3, or a 4. You are a Uke.
If your first number is a 5, 6, 7, 8, or a 9. You are a Seme.
You are paired with like this below.

0 = 9
1 = 8
2 = 7
3 = 6
4 = 5

OR

0 = 5
1 = 6
2 = 7
3 = 8
4 = 9

If you generate a number 01-09, or 100 your first digit is a 0 Making you a Uke.
You can decide amongst yourself who your partner is but they must be of the opposing element Alliances.

Element

Remember that first number you generated? The last digit will determine your element.

There are Six elements, Air, Water, Fire, Earth, Light and Dark.
You will have 20 out of 100 or 2/10% chance of drawing Air, Water, Fire or Earth as your element.
You will have a 10 out of 100 or 1/10% chance of drawing Light or Dark as your element.

If your last digit is 2 or 8 = Air is your Element
If your last digit is 1 or 5 = Water is your Element
If your last digit is 0 or 4 = Earth is your Element
If your last digit is 3 or 9 = Fire is your Element
If the last digit is 7 = Light is your Element
If the last digit is 6 = Dark is your Element

Sub Element

Yes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the steps below.

Steps:

1. The last digit in that number becomes your PRIMARY ELEMENT. Locate your Primary Element.

2. Underneath your primary element are SUB ELEMENTS. These will be won by dice roll. There should be a "Roll 6 sided dice" or a "Roll 8 sided dice." Follow this step.
-Lands on a odd, continue to step 3a1.
-lands on a even, continue to step 3b1.

3a. If the number you rolled is even and the last Digit in the Generated number is odd, what ever that odd number is, that will be your first sub element. Continue to step 4a.

3a-1. If the number you rolled is even and the last digit in the generated number is even, roll again. Continue to roll till you land an odd number and follow the step in 3a.

3b. If the number you rolled is odd and the last digit in the Generated number is even, what that even number is, that will be your first sub element. Continue to step 4b.

3b-1. If the number you rolled is odd and the last digit in the generated number is odd, roll again. Continue to roll till you land an odd number and follow the step in 3b.

4a. Roll again. If the number you roll is even, then what ever that number is, that will be your second sub element. BUT! If you roll an odd number for a second time, you do not get the second sub element.

4b. Roll again. If the number you roll is odd, then what ever that number is, that will be your second sub element. BUT! If you roll an even number for a second time, you do not get the second sub element.

Eample: 7, 7 (roll again), 4, 9 That is three elements there! 4, 9, 7 Sorry, you can only have two.

So if your first roll is odd/even and your last gen number is odd/even, you can roll again but if your rolled number is odd/even and your third roll is odd/even, you do not get the second sub element.

When you roll, you must roll the number dice that matches or is the next dice up to the element below here.

Air - Last Digit = 2 and 8
Roll 6 sided dice
Sub Element
1 = Lightning
2 = Whirlwind
3 = Confusion
4 = Cloud
5 = Float
6 = Speed

Water - Last Digit = 1 and 5
Roll 6 sided dice
Sub Element
1 = Snow
2 = Whirlpool
3 = Mist
4 = Shield
5 = Mirror
6 = Rain

Earth - Last Digit = 0 and 4
Roll 8 sided dice
Sub Element
1 = Wood
2 = Magnetism
3 = Metal
4 = Heavy
5 = Sand
6 = Maze
7 = Bind
8 = Strength

Fire - Last Digit = 3 and 9
Roll 6 sided dice
Sub Element
1 = Ash - The Ability to turn things to ash at a single touch, this includes stone.
2 = Explosion - The ability to explode something out of nothing, this is also called Spontaneous Combustion.
3 = Blind
4 = Burn - The ability to cause a burn with out fire present with a touch
5 = Glow - The ability to makes things glow
6 = Power - The ability to charge or rekindle people's and animals strength.

Light - Last Digit = 7
Roll 8 sided dice
Sub Element
1 = Lightning
2 = Repel - Not the same as barrier or shield but can send things away by manipulating the particles around the object.
3 = Mist
4 = Confusion
5 = Dream - The ability to make people dream but not to sleep. Even if they are wide awake.
6 = Shield
7 = Glow
8 = Create - The ability make something out of nothing

Dark - Last Digit = 6
Roll 8 sided dice
Sub Element
1 = Magnetism
2 = Metal
3 = Void - The ability to create a void or spatial disturbance in space itself but can not alter time.
4 = Blind
5 = Erase - The opposite of create but can only make what is already existing into nothingness.
6 = Shadow - The ability to cloak oneself in the manner to hide the physical body.
7 = Silence
8 = Escape - The ability to quickly get away in the blink of an eye.

Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more.



Class and Weapons


The next number you generate will determine your Class and the weapons you will roll for later. Again, this was a headache in itself to put together.

Begin by generating a number from 1-120

Class

Between 1 to 10 = Light Masters
Between 11 to 20 = Master Tamer
Between 21 to 30 = Rogues/Mercenaries
Between 31 to 40 = Ranger
Between 41 to 50 = Ninja
Between 51 to 60 = Medium Masters
Between 61 to 70 = Spear Master
Between 71 to 80 = Sword Master
Between 81 to 90 = Mage
Between 90 to 100 = Paladin
Between 101 to 110 = Shield Master
Between 111 to 120 = Heavy Masters

Please do not be fooled. Rogues are far different from ninjas! They are more like hired hands or Mercenaries. Though they do often tend to use the same weapons!


Weapons

Alright, now that you know your Class, it is time to know your weapon! Please be aware that you will see almost the same weapon every time but each has its own unique shape, ability and strength. Do not down play one weapon as the same as another thought they share the same title.

You will promptly roll a dice twice, as you will be able to wield two weapons per character. Once you find your class below, roll the number sided dice you are told to.

Light Masters - Between 1 to 10
Roll a 6 sided dice twice
Weapon
1 = Daggers
2 = Short Swords -Can be duel bladed (optional)
3 = Slicers - Are like daggers held backwards but are wielded on the arm like a police baton
4 = Whips
5 = Knuckles
6 = Roll Again


Master Tamer - Between 11 to 20
Roll a 6 sided dice twice
Weapon
1 = Leather Whip -A long piece of tightly braided leather rope that tapers at the end.
2 = Cat of Nine Tails - A whip consisting of several leather strips with pieces of metal, glass and stone at its ends
3 = Horse Whip (Riding Whip)
4 = Monkeys Fist - A piece of rope that has a very tightly, packed knot on the end.
5 = Chain - Can be any length and any size
6 = Roll Again

Rouges/Mercenaries - Between 21 to 30
Roll a 6 sided dice twice
Weapon
1 = Claws
2 = Duel Blades
3 = Slicers
4 = Fans
5 = Daggers
6 = Short Sword


Ranger - Between 31 to 40
Roll a 6 sided dice twice
Weapon
1 = Bows
2 = Throwing Spear
3 = Crossbow
4 = Shurikan
5 = Chakram
6 = Roll Again


Ninja - Between 41 to 50
Roll a 6 sided dice twice
Weapon
1 = Katana
2 = Short Sword
3 = Shurikan - They are star shaped throwing weapons the size of your palm to as big as your back
4 = Kunai - They are throwing daggers
5 = Scrolls - You can summon special Blood Oaths with animals to fight along side you
6 = Roll Again


Medium Masters - Between 51 to 60
Roll a 6 sided dice twice
Weapon
1 = Straight Swords
2 = Sword/Shield
3 = Bows
4 = Spears
5 = Double Bladed Sword - Think of the Dark Siths light saber from Star Wars, like that.
6 = Roll Again


Spear Master - Between 61 to 70
Roll a 6 sided dice twice
Weapon
1 = Lance
2 = Halberd
3 = Scythe
4 = Glaive
5 = Bardiche
6 = Voulge


Sword Master - Between 71 to 80
Roll a 8 sided dice twice
Weapon
1 = Short Sword
2 = Katana
3 = Curved
4 = Double Bladed Sword
5 = Duel Swords
6 = Long Sword
7 = Broad Sword
8 = Roll Again


Mage - Between 81 to 90
Roll a 6 sided dice twice
Weapon
1 = Short Staff
2 = Talisman
3 = Long Staff
4 = Holy Item
5 = Wand
6 = Magic Stone


Paladin - Between 91 to 100
Choose two from below
Weapon
1. Heavy Blade
2. Sword/Shield
3. Axe/Shield


Shield Masters - Between 101 - 110
Roll a 6 sided dice twice
Weapon
1 = Blade Shield - A shield with a blade wrapped around or protrudes like a sword.
2 = Throwing Shield - Think of Captain America
3 = Defense Shield - No duh, usually the right size and is easy to carry
4 = Heavy Shield - Can easily knock some one out if you don't watch your arm swing.
5 = Round Shield - A standard yet easy unit, not enough damage as a heavy shield
6 = Roll Again


Heavy Masters - Between 111 to 120
Choose from two below
Weapon
1. Axes
2. Clubs
3. Maces
4. Heavy Sword

Land on a 6 or 8? Roll Again. Keep rolling till you get your second weapon if it is still a 6 or 8.

Now, if you have done all of this! Please continue onto the profile making!


Position: Uke
Element: Light
Sub Element:
krusnik05 rolled 1 8-sided dice: 7 Total: 7 (1-8)
PostPosted: Sun Apr 05, 2015 8:39 pm


krusnik05
*Note: If you do not mind that the entire post is in a spoiler to keep the page from stretching and from my screen lagging, thank you very much.


THIS IS ME
Myself of Numbers


Okay, before we begin the profile skeleton. There are a few Character Rules. So listen up cause I gave myself a headache while putting this RP together for three hours.

As the summery in the first post states, everything will be random chance, equal and fair, from the position you are given, to the element you wield, as well as your class and the weapons. Also the partner your will be assigned. Now, no if's, and's or butt's. You can check them in at the complaint counter in another forum.

Seme or Uke?

You will generate a random number from 1-100. Got it? Good.

Now. If your first number is a 0, 1, 2, 3, or a 4. You are a Uke.
If your first number is a 5, 6, 7, 8, or a 9. You are a Seme.
You are paired with like this below.

0 = 9
1 = 8
2 = 7
3 = 6
4 = 5

OR

0 = 5
1 = 6
2 = 7
3 = 8
4 = 9

If you generate a number 01-09, or 100 your first digit is a 0 Making you a Uke.
You can decide amongst yourself who your partner is but they must be of the opposing element Alliances.

Element

Remember that first number you generated? The last digit will determine your element.

There are Six elements, Air, Water, Fire, Earth, Light and Dark.
You will have 20 out of 100 or 2/10% chance of drawing Air, Water, Fire or Earth as your element.
You will have a 10 out of 100 or 1/10% chance of drawing Light or Dark as your element.

If your last digit is 2 or 8 = Air is your Element
If your last digit is 1 or 5 = Water is your Element
If your last digit is 0 or 4 = Earth is your Element
If your last digit is 3 or 9 = Fire is your Element
If the last digit is 7 = Light is your Element
If the last digit is 6 = Dark is your Element

Sub Element

Yes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the steps below.

Steps:

1. The last digit in that number becomes your PRIMARY ELEMENT. Locate your Primary Element.

2. Underneath your primary element are SUB ELEMENTS. These will be won by dice roll. There should be a "Roll 6 sided dice" or a "Roll 8 sided dice." Follow this step.
-Lands on a odd, continue to step 3a1.
-lands on a even, continue to step 3b1.

3a. If the number you rolled is even and the last Digit in the Generated number is odd, what ever that odd number is, that will be your first sub element. Continue to step 4a.

3a-1. If the number you rolled is even and the last digit in the generated number is even, roll again. Continue to roll till you land an odd number and follow the step in 3a.

3b. If the number you rolled is odd and the last digit in the Generated number is even, what that even number is, that will be your first sub element. Continue to step 4b.

3b-1. If the number you rolled is odd and the last digit in the generated number is odd, roll again. Continue to roll till you land an odd number and follow the step in 3b.

4a. Roll again. If the number you roll is even, then what ever that number is, that will be your second sub element. BUT! If you roll an odd number for a second time, you do not get the second sub element.

4b. Roll again. If the number you roll is odd, then what ever that number is, that will be your second sub element. BUT! If you roll an even number for a second time, you do not get the second sub element.

Eample: 7, 7 (roll again), 4, 9 That is three elements there! 4, 9, 7 Sorry, you can only have two.

So if your first roll is odd/even and your last gen number is odd/even, you can roll again but if your rolled number is odd/even and your third roll is odd/even, you do not get the second sub element.

When you roll, you must roll the number dice that matches or is the next dice up to the element below here.

Air - Last Digit = 2 and 8
Roll 6 sided dice
Sub Element
1 = Lightning
2 = Whirlwind
3 = Confusion
4 = Cloud
5 = Float
6 = Speed

Water - Last Digit = 1 and 5
Roll 6 sided dice
Sub Element
1 = Snow
2 = Whirlpool
3 = Mist
4 = Shield
5 = Mirror
6 = Rain

Earth - Last Digit = 0 and 4
Roll 8 sided dice
Sub Element
1 = Wood
2 = Magnetism
3 = Metal
4 = Heavy
5 = Sand
6 = Maze
7 = Bind
8 = Strength

Fire - Last Digit = 3 and 9
Roll 6 sided dice
Sub Element
1 = Ash - The Ability to turn things to ash at a single touch, this includes stone.
2 = Explosion - The ability to explode something out of nothing, this is also called Spontaneous Combustion.
3 = Blind
4 = Burn - The ability to cause a burn with out fire present with a touch
5 = Glow - The ability to makes things glow
6 = Power - The ability to charge or rekindle people's and animals strength.

Light - Last Digit = 7
Roll 8 sided dice
Sub Element
1 = Lightning
2 = Repel - Not the same as barrier or shield but can send things away by manipulating the particles around the object.
3 = Mist
4 = Confusion
5 = Dream - The ability to make people dream but not to sleep. Even if they are wide awake.
6 = Shield
7 = Glow
8 = Create - The ability make something out of nothing

Dark - Last Digit = 6
Roll 8 sided dice
Sub Element
1 = Magnetism
2 = Metal
3 = Void - The ability to create a void or spatial disturbance in space itself but can not alter time.
4 = Blind
5 = Erase - The opposite of create but can only make what is already existing into nothingness.
6 = Shadow - The ability to cloak oneself in the manner to hide the physical body.
7 = Silence
8 = Escape - The ability to quickly get away in the blink of an eye.

Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more.



Class and Weapons


The next number you generate will determine your Class and the weapons you will roll for later. Again, this was a headache in itself to put together.

Begin by generating a number from 1-120

Class

Between 1 to 10 = Light Masters
Between 11 to 20 = Master Tamer
Between 21 to 30 = Rogues/Mercenaries
Between 31 to 40 = Ranger
Between 41 to 50 = Ninja
Between 51 to 60 = Medium Masters
Between 61 to 70 = Spear Master
Between 71 to 80 = Sword Master
Between 81 to 90 = Mage
Between 90 to 100 = Paladin
Between 101 to 110 = Shield Master
Between 111 to 120 = Heavy Masters

Please do not be fooled. Rogues are far different from ninjas! They are more like hired hands or Mercenaries. Though they do often tend to use the same weapons!


Weapons

Alright, now that you know your Class, it is time to know your weapon! Please be aware that you will see almost the same weapon every time but each has its own unique shape, ability and strength. Do not down play one weapon as the same as another thought they share the same title.

You will promptly roll a dice twice, as you will be able to wield two weapons per character. Once you find your class below, roll the number sided dice you are told to.

Light Masters - Between 1 to 10
Roll a 6 sided dice twice
Weapon
1 = Daggers
2 = Short Swords -Can be duel bladed (optional)
3 = Slicers - Are like daggers held backwards but are wielded on the arm like a police baton
4 = Whips
5 = Knuckles
6 = Roll Again


Master Tamer - Between 11 to 20
Roll a 6 sided dice twice
Weapon
1 = Leather Whip -A long piece of tightly braided leather rope that tapers at the end.
2 = Cat of Nine Tails - A whip consisting of several leather strips with pieces of metal, glass and stone at its ends
3 = Horse Whip (Riding Whip)
4 = Monkeys Fist - A piece of rope that has a very tightly, packed knot on the end.
5 = Chain - Can be any length and any size
6 = Roll Again

Rouges/Mercenaries - Between 21 to 30
Roll a 6 sided dice twice
Weapon
1 = Claws
2 = Duel Blades
3 = Slicers
4 = Fans
5 = Daggers
6 = Short Sword


Ranger - Between 31 to 40
Roll a 6 sided dice twice
Weapon
1 = Bows
2 = Throwing Spear
3 = Crossbow
4 = Shurikan
5 = Chakram
6 = Roll Again


Ninja - Between 41 to 50
Roll a 6 sided dice twice
Weapon
1 = Katana
2 = Short Sword
3 = Shurikan - They are star shaped throwing weapons the size of your palm to as big as your back
4 = Kunai - They are throwing daggers
5 = Scrolls - You can summon special Blood Oaths with animals to fight along side you
6 = Roll Again


Medium Masters - Between 51 to 60
Roll a 6 sided dice twice
Weapon
1 = Straight Swords
2 = Sword/Shield
3 = Bows
4 = Spears
5 = Double Bladed Sword - Think of the Dark Siths light saber from Star Wars, like that.
6 = Roll Again


Spear Master - Between 61 to 70
Roll a 6 sided dice twice
Weapon
1 = Lance
2 = Halberd
3 = Scythe
4 = Glaive
5 = Bardiche
6 = Voulge


Sword Master - Between 71 to 80
Roll a 8 sided dice twice
Weapon
1 = Short Sword
2 = Katana
3 = Curved
4 = Double Bladed Sword
5 = Duel Swords
6 = Long Sword
7 = Broad Sword
8 = Roll Again


Mage - Between 81 to 90
Roll a 6 sided dice twice
Weapon
1 = Short Staff
2 = Talisman
3 = Long Staff
4 = Holy Item
5 = Wand
6 = Magic Stone


Paladin - Between 91 to 100
Choose two from below
Weapon
1. Heavy Blade
2. Sword/Shield
3. Axe/Shield


Shield Masters - Between 101 - 110
Roll a 6 sided dice twice
Weapon
1 = Blade Shield - A shield with a blade wrapped around or protrudes like a sword.
2 = Throwing Shield - Think of Captain America
3 = Defense Shield - No duh, usually the right size and is easy to carry
4 = Heavy Shield - Can easily knock some one out if you don't watch your arm swing.
5 = Round Shield - A standard yet easy unit, not enough damage as a heavy shield
6 = Roll Again


Heavy Masters - Between 111 to 120
Choose from two below
Weapon
1. Axes
2. Clubs
3. Maces
4. Heavy Sword

Land on a 6 or 8? Roll Again. Keep rolling till you get your second weapon if it is still a 6 or 8.

Now, if you have done all of this! Please continue onto the profile making!


Position: Uke
Element: Light
Sub Element:

krusnik05

Romantic Warlord

10,025 Points
  • 50 Wins 150
  • Guildmember 100
  • Bunny Hoarder 150
krusnik05 rolled 1 8-sided dice: 2 Total: 2 (1-8)

krusnik05

Romantic Warlord

10,025 Points
  • 50 Wins 150
  • Guildmember 100
  • Bunny Hoarder 150
PostPosted: Sun Apr 05, 2015 8:40 pm


krusnik05
*Note: If you do not mind that the entire post is in a spoiler to keep the page from stretching and from my screen lagging, thank you very much.


THIS IS ME
Myself of Numbers


Okay, before we begin the profile skeleton. There are a few Character Rules. So listen up cause I gave myself a headache while putting this RP together for three hours.

As the summery in the first post states, everything will be random chance, equal and fair, from the position you are given, to the element you wield, as well as your class and the weapons. Also the partner your will be assigned. Now, no if's, and's or butt's. You can check them in at the complaint counter in another forum.

Seme or Uke?

You will generate a random number from 1-100. Got it? Good.

Now. If your first number is a 0, 1, 2, 3, or a 4. You are a Uke.
If your first number is a 5, 6, 7, 8, or a 9. You are a Seme.
You are paired with like this below.

0 = 9
1 = 8
2 = 7
3 = 6
4 = 5

OR

0 = 5
1 = 6
2 = 7
3 = 8
4 = 9

If you generate a number 01-09, or 100 your first digit is a 0 Making you a Uke.
You can decide amongst yourself who your partner is but they must be of the opposing element Alliances.

Element

Remember that first number you generated? The last digit will determine your element.

There are Six elements, Air, Water, Fire, Earth, Light and Dark.
You will have 20 out of 100 or 2/10% chance of drawing Air, Water, Fire or Earth as your element.
You will have a 10 out of 100 or 1/10% chance of drawing Light or Dark as your element.

If your last digit is 2 or 8 = Air is your Element
If your last digit is 1 or 5 = Water is your Element
If your last digit is 0 or 4 = Earth is your Element
If your last digit is 3 or 9 = Fire is your Element
If the last digit is 7 = Light is your Element
If the last digit is 6 = Dark is your Element

Sub Element

Yes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the steps below.

Steps:

1. The last digit in that number becomes your PRIMARY ELEMENT. Locate your Primary Element.

2. Underneath your primary element are SUB ELEMENTS. These will be won by dice roll. There should be a "Roll 6 sided dice" or a "Roll 8 sided dice." Follow this step.
-Lands on a odd, continue to step 3a1.
-lands on a even, continue to step 3b1.

3a. If the number you rolled is even and the last Digit in the Generated number is odd, what ever that odd number is, that will be your first sub element. Continue to step 4a.

3a-1. If the number you rolled is even and the last digit in the generated number is even, roll again. Continue to roll till you land an odd number and follow the step in 3a.

3b. If the number you rolled is odd and the last digit in the Generated number is even, what that even number is, that will be your first sub element. Continue to step 4b.

3b-1. If the number you rolled is odd and the last digit in the generated number is odd, roll again. Continue to roll till you land an odd number and follow the step in 3b.

4a. Roll again. If the number you roll is even, then what ever that number is, that will be your second sub element. BUT! If you roll an odd number for a second time, you do not get the second sub element.

4b. Roll again. If the number you roll is odd, then what ever that number is, that will be your second sub element. BUT! If you roll an even number for a second time, you do not get the second sub element.

Eample: 7, 7 (roll again), 4, 9 That is three elements there! 4, 9, 7 Sorry, you can only have two.

So if your first roll is odd/even and your last gen number is odd/even, you can roll again but if your rolled number is odd/even and your third roll is odd/even, you do not get the second sub element.

When you roll, you must roll the number dice that matches or is the next dice up to the element below here.

Air - Last Digit = 2 and 8
Roll 6 sided dice
Sub Element
1 = Lightning
2 = Whirlwind
3 = Confusion
4 = Cloud
5 = Float
6 = Speed

Water - Last Digit = 1 and 5
Roll 6 sided dice
Sub Element
1 = Snow
2 = Whirlpool
3 = Mist
4 = Shield
5 = Mirror
6 = Rain

Earth - Last Digit = 0 and 4
Roll 8 sided dice
Sub Element
1 = Wood
2 = Magnetism
3 = Metal
4 = Heavy
5 = Sand
6 = Maze
7 = Bind
8 = Strength

Fire - Last Digit = 3 and 9
Roll 6 sided dice
Sub Element
1 = Ash - The Ability to turn things to ash at a single touch, this includes stone.
2 = Explosion - The ability to explode something out of nothing, this is also called Spontaneous Combustion.
3 = Blind
4 = Burn - The ability to cause a burn with out fire present with a touch
5 = Glow - The ability to makes things glow
6 = Power - The ability to charge or rekindle people's and animals strength.

Light - Last Digit = 7
Roll 8 sided dice
Sub Element
1 = Lightning
2 = Repel - Not the same as barrier or shield but can send things away by manipulating the particles around the object.
3 = Mist
4 = Confusion
5 = Dream - The ability to make people dream but not to sleep. Even if they are wide awake.
6 = Shield
7 = Glow
8 = Create - The ability make something out of nothing

Dark - Last Digit = 6
Roll 8 sided dice
Sub Element
1 = Magnetism
2 = Metal
3 = Void - The ability to create a void or spatial disturbance in space itself but can not alter time.
4 = Blind
5 = Erase - The opposite of create but can only make what is already existing into nothingness.
6 = Shadow - The ability to cloak oneself in the manner to hide the physical body.
7 = Silence
8 = Escape - The ability to quickly get away in the blink of an eye.

Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more.



Class and Weapons


The next number you generate will determine your Class and the weapons you will roll for later. Again, this was a headache in itself to put together.

Begin by generating a number from 1-120

Class

Between 1 to 10 = Light Masters
Between 11 to 20 = Master Tamer
Between 21 to 30 = Rogues/Mercenaries
Between 31 to 40 = Ranger
Between 41 to 50 = Ninja
Between 51 to 60 = Medium Masters
Between 61 to 70 = Spear Master
Between 71 to 80 = Sword Master
Between 81 to 90 = Mage
Between 90 to 100 = Paladin
Between 101 to 110 = Shield Master
Between 111 to 120 = Heavy Masters

Please do not be fooled. Rogues are far different from ninjas! They are more like hired hands or Mercenaries. Though they do often tend to use the same weapons!


Weapons

Alright, now that you know your Class, it is time to know your weapon! Please be aware that you will see almost the same weapon every time but each has its own unique shape, ability and strength. Do not down play one weapon as the same as another thought they share the same title.

You will promptly roll a dice twice, as you will be able to wield two weapons per character. Once you find your class below, roll the number sided dice you are told to.

Light Masters - Between 1 to 10
Roll a 6 sided dice twice
Weapon
1 = Daggers
2 = Short Swords -Can be duel bladed (optional)
3 = Slicers - Are like daggers held backwards but are wielded on the arm like a police baton
4 = Whips
5 = Knuckles
6 = Roll Again


Master Tamer - Between 11 to 20
Roll a 6 sided dice twice
Weapon
1 = Leather Whip -A long piece of tightly braided leather rope that tapers at the end.
2 = Cat of Nine Tails - A whip consisting of several leather strips with pieces of metal, glass and stone at its ends
3 = Horse Whip (Riding Whip)
4 = Monkeys Fist - A piece of rope that has a very tightly, packed knot on the end.
5 = Chain - Can be any length and any size
6 = Roll Again

Rouges/Mercenaries - Between 21 to 30
Roll a 6 sided dice twice
Weapon
1 = Claws
2 = Duel Blades
3 = Slicers
4 = Fans
5 = Daggers
6 = Short Sword


Ranger - Between 31 to 40
Roll a 6 sided dice twice
Weapon
1 = Bows
2 = Throwing Spear
3 = Crossbow
4 = Shurikan
5 = Chakram
6 = Roll Again


Ninja - Between 41 to 50
Roll a 6 sided dice twice
Weapon
1 = Katana
2 = Short Sword
3 = Shurikan - They are star shaped throwing weapons the size of your palm to as big as your back
4 = Kunai - They are throwing daggers
5 = Scrolls - You can summon special Blood Oaths with animals to fight along side you
6 = Roll Again


Medium Masters - Between 51 to 60
Roll a 6 sided dice twice
Weapon
1 = Straight Swords
2 = Sword/Shield
3 = Bows
4 = Spears
5 = Double Bladed Sword - Think of the Dark Siths light saber from Star Wars, like that.
6 = Roll Again


Spear Master - Between 61 to 70
Roll a 6 sided dice twice
Weapon
1 = Lance
2 = Halberd
3 = Scythe
4 = Glaive
5 = Bardiche
6 = Voulge


Sword Master - Between 71 to 80
Roll a 8 sided dice twice
Weapon
1 = Short Sword
2 = Katana
3 = Curved
4 = Double Bladed Sword
5 = Duel Swords
6 = Long Sword
7 = Broad Sword
8 = Roll Again


Mage - Between 81 to 90
Roll a 6 sided dice twice
Weapon
1 = Short Staff
2 = Talisman
3 = Long Staff
4 = Holy Item
5 = Wand
6 = Magic Stone


Paladin - Between 91 to 100
Choose two from below
Weapon
1. Heavy Blade
2. Sword/Shield
3. Axe/Shield


Shield Masters - Between 101 - 110
Roll a 6 sided dice twice
Weapon
1 = Blade Shield - A shield with a blade wrapped around or protrudes like a sword.
2 = Throwing Shield - Think of Captain America
3 = Defense Shield - No duh, usually the right size and is easy to carry
4 = Heavy Shield - Can easily knock some one out if you don't watch your arm swing.
5 = Round Shield - A standard yet easy unit, not enough damage as a heavy shield
6 = Roll Again


Heavy Masters - Between 111 to 120
Choose from two below
Weapon
1. Axes
2. Clubs
3. Maces
4. Heavy Sword

Land on a 6 or 8? Roll Again. Keep rolling till you get your second weapon if it is still a 6 or 8.

Now, if you have done all of this! Please continue onto the profile making!


Position: Uke
Element: Light
Sub Element:
krusnik05 rolled 1 8-sided dice: 5 Total: 5 (1-8)
PostPosted: Sun Apr 05, 2015 8:44 pm


krusnik05
*Note: If you do not mind that the entire post is in a spoiler to keep the page from stretching and from my screen lagging, thank you very much.


THIS IS ME
Myself of Numbers


Okay, before we begin the profile skeleton. There are a few Character Rules. So listen up cause I gave myself a headache while putting this RP together for three hours.

As the summery in the first post states, everything will be random chance, equal and fair, from the position you are given, to the element you wield, as well as your class and the weapons. Also the partner your will be assigned. Now, no if's, and's or butt's. You can check them in at the complaint counter in another forum.

Seme or Uke?

You will generate a random number from 1-100. Got it? Good.

Now. If your first number is a 0, 1, 2, 3, or a 4. You are a Uke.
If your first number is a 5, 6, 7, 8, or a 9. You are a Seme.
You are paired with like this below.

0 = 9
1 = 8
2 = 7
3 = 6
4 = 5

OR

0 = 5
1 = 6
2 = 7
3 = 8
4 = 9

If you generate a number 01-09, or 100 your first digit is a 0 Making you a Uke.
You can decide amongst yourself who your partner is but they must be of the opposing element Alliances.

Element

Remember that first number you generated? The last digit will determine your element.

There are Six elements, Air, Water, Fire, Earth, Light and Dark.
You will have 20 out of 100 or 2/10% chance of drawing Air, Water, Fire or Earth as your element.
You will have a 10 out of 100 or 1/10% chance of drawing Light or Dark as your element.

If your last digit is 2 or 8 = Air is your Element
If your last digit is 1 or 5 = Water is your Element
If your last digit is 0 or 4 = Earth is your Element
If your last digit is 3 or 9 = Fire is your Element
If the last digit is 7 = Light is your Element
If the last digit is 6 = Dark is your Element

Sub Element

Yes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the steps below.

Steps:

1. The last digit in that number becomes your PRIMARY ELEMENT. Locate your Primary Element.

2. Underneath your primary element are SUB ELEMENTS. These will be won by dice roll. There should be a "Roll 6 sided dice" or a "Roll 8 sided dice." Follow this step.
-Lands on a odd, continue to step 3a1.
-lands on a even, continue to step 3b1.

3a. If the number you rolled is even and the last Digit in the Generated number is odd, what ever that odd number is, that will be your first sub element. Continue to step 4a.

3a-1. If the number you rolled is even and the last digit in the generated number is even, roll again. Continue to roll till you land an odd number and follow the step in 3a.

3b. If the number you rolled is odd and the last digit in the Generated number is even, what that even number is, that will be your first sub element. Continue to step 4b.

3b-1. If the number you rolled is odd and the last digit in the generated number is odd, roll again. Continue to roll till you land an odd number and follow the step in 3b.

4a. Roll again. If the number you roll is even, then what ever that number is, that will be your second sub element. BUT! If you roll an odd number for a second time, you do not get the second sub element.

4b. Roll again. If the number you roll is odd, then what ever that number is, that will be your second sub element. BUT! If you roll an even number for a second time, you do not get the second sub element.

Eample: 7, 7 (roll again), 4, 9 That is three elements there! 4, 9, 7 Sorry, you can only have two.

So if your first roll is odd/even and your last gen number is odd/even, you can roll again but if your rolled number is odd/even and your third roll is odd/even, you do not get the second sub element.

When you roll, you must roll the number dice that matches or is the next dice up to the element below here.

Air - Last Digit = 2 and 8
Roll 6 sided dice
Sub Element
1 = Lightning
2 = Whirlwind
3 = Confusion
4 = Cloud
5 = Float
6 = Speed

Water - Last Digit = 1 and 5
Roll 6 sided dice
Sub Element
1 = Snow
2 = Whirlpool
3 = Mist
4 = Shield
5 = Mirror
6 = Rain

Earth - Last Digit = 0 and 4
Roll 8 sided dice
Sub Element
1 = Wood
2 = Magnetism
3 = Metal
4 = Heavy
5 = Sand
6 = Maze
7 = Bind
8 = Strength

Fire - Last Digit = 3 and 9
Roll 6 sided dice
Sub Element
1 = Ash - The Ability to turn things to ash at a single touch, this includes stone.
2 = Explosion - The ability to explode something out of nothing, this is also called Spontaneous Combustion.
3 = Blind
4 = Burn - The ability to cause a burn with out fire present with a touch
5 = Glow - The ability to makes things glow
6 = Power - The ability to charge or rekindle people's and animals strength.

Light - Last Digit = 7
Roll 8 sided dice
Sub Element
1 = Lightning
2 = Repel - Not the same as barrier or shield but can send things away by manipulating the particles around the object.
3 = Mist
4 = Confusion
5 = Dream - The ability to make people dream but not to sleep. Even if they are wide awake.
6 = Shield
7 = Glow
8 = Create - The ability make something out of nothing

Dark - Last Digit = 6
Roll 8 sided dice
Sub Element
1 = Magnetism
2 = Metal
3 = Void - The ability to create a void or spatial disturbance in space itself but can not alter time.
4 = Blind
5 = Erase - The opposite of create but can only make what is already existing into nothingness.
6 = Shadow - The ability to cloak oneself in the manner to hide the physical body.
7 = Silence
8 = Escape - The ability to quickly get away in the blink of an eye.

Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more.



Class and Weapons


The next number you generate will determine your Class and the weapons you will roll for later. Again, this was a headache in itself to put together.

Begin by generating a number from 1-120

Class

Between 1 to 10 = Light Masters
Between 11 to 20 = Master Tamer
Between 21 to 30 = Rogues/Mercenaries
Between 31 to 40 = Ranger
Between 41 to 50 = Ninja
Between 51 to 60 = Medium Masters
Between 61 to 70 = Spear Master
Between 71 to 80 = Sword Master
Between 81 to 90 = Mage
Between 90 to 100 = Paladin
Between 101 to 110 = Shield Master
Between 111 to 120 = Heavy Masters

Please do not be fooled. Rogues are far different from ninjas! They are more like hired hands or Mercenaries. Though they do often tend to use the same weapons!


Weapons

Alright, now that you know your Class, it is time to know your weapon! Please be aware that you will see almost the same weapon every time but each has its own unique shape, ability and strength. Do not down play one weapon as the same as another thought they share the same title.

You will promptly roll a dice twice, as you will be able to wield two weapons per character. Once you find your class below, roll the number sided dice you are told to.

Light Masters - Between 1 to 10
Roll a 6 sided dice twice
Weapon
1 = Daggers
2 = Short Swords -Can be duel bladed (optional)
3 = Slicers - Are like daggers held backwards but are wielded on the arm like a police baton
4 = Whips
5 = Knuckles
6 = Roll Again


Master Tamer - Between 11 to 20
Roll a 6 sided dice twice
Weapon
1 = Leather Whip -A long piece of tightly braided leather rope that tapers at the end.
2 = Cat of Nine Tails - A whip consisting of several leather strips with pieces of metal, glass and stone at its ends
3 = Horse Whip (Riding Whip)
4 = Monkeys Fist - A piece of rope that has a very tightly, packed knot on the end.
5 = Chain - Can be any length and any size
6 = Roll Again

Rouges/Mercenaries - Between 21 to 30
Roll a 6 sided dice twice
Weapon
1 = Claws
2 = Duel Blades
3 = Slicers
4 = Fans
5 = Daggers
6 = Short Sword


Ranger - Between 31 to 40
Roll a 6 sided dice twice
Weapon
1 = Bows
2 = Throwing Spear
3 = Crossbow
4 = Shurikan
5 = Chakram
6 = Roll Again


Ninja - Between 41 to 50
Roll a 6 sided dice twice
Weapon
1 = Katana
2 = Short Sword
3 = Shurikan - They are star shaped throwing weapons the size of your palm to as big as your back
4 = Kunai - They are throwing daggers
5 = Scrolls - You can summon special Blood Oaths with animals to fight along side you
6 = Roll Again


Medium Masters - Between 51 to 60
Roll a 6 sided dice twice
Weapon
1 = Straight Swords
2 = Sword/Shield
3 = Bows
4 = Spears
5 = Double Bladed Sword - Think of the Dark Siths light saber from Star Wars, like that.
6 = Roll Again


Spear Master - Between 61 to 70
Roll a 6 sided dice twice
Weapon
1 = Lance
2 = Halberd
3 = Scythe
4 = Glaive
5 = Bardiche
6 = Voulge


Sword Master - Between 71 to 80
Roll a 8 sided dice twice
Weapon
1 = Short Sword
2 = Katana
3 = Curved
4 = Double Bladed Sword
5 = Duel Swords
6 = Long Sword
7 = Broad Sword
8 = Roll Again


Mage - Between 81 to 90
Roll a 6 sided dice twice
Weapon
1 = Short Staff
2 = Talisman
3 = Long Staff
4 = Holy Item
5 = Wand
6 = Magic Stone


Paladin - Between 91 to 100
Choose two from below
Weapon
1. Heavy Blade
2. Sword/Shield
3. Axe/Shield


Shield Masters - Between 101 - 110
Roll a 6 sided dice twice
Weapon
1 = Blade Shield - A shield with a blade wrapped around or protrudes like a sword.
2 = Throwing Shield - Think of Captain America
3 = Defense Shield - No duh, usually the right size and is easy to carry
4 = Heavy Shield - Can easily knock some one out if you don't watch your arm swing.
5 = Round Shield - A standard yet easy unit, not enough damage as a heavy shield
6 = Roll Again


Heavy Masters - Between 111 to 120
Choose from two below
Weapon
1. Axes
2. Clubs
3. Maces
4. Heavy Sword

Land on a 6 or 8? Roll Again. Keep rolling till you get your second weapon if it is still a 6 or 8.

Now, if you have done all of this! Please continue onto the profile making!


Position: Uke
Element: Light
1st Sub Element: Repel
2nd Sub Element:

krusnik05

Romantic Warlord

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