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LotusCurtiss Vice Captain
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Posted: Fri Apr 03, 2015 7:48 pm
Yes, You all are invited to the magnificent....guild wide RP. Pick MeLAND OF FAESix Tribes
Two Alliances
Six Elements
Thirty Four Sub Elements 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. =+/=+/=+/=+/ 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.
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LotusCurtiss generated a random number between
1 and 100 ...
57!
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Posted: Sat Apr 04, 2015 10:49 am
This is a sample of what will lead up to you making your profile skeleton. AGAIN. There is a link specifically created just so you can post your numbers in. I am at best trying to eliminate posts that would take up space in certain threads. Look for Number Depo. LotusCurtiss THIS IS MEMyself of NumbersOkay, 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. ElementRemember 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 ElementIf your last digit is 1 or 5 = Water is your ElementIf your last digit is 0 or 4 = Earth is your ElementIf your last digit is 3 or 9 = Fire is your ElementIf the last digit is 7 = Light is your Element If the last digit is 6 = Dark is your ElementSub ElementYes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the 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 even, continue to step 3a1. -Lands on a 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 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 2. Explosion 3. Blind 4. Burn 5. Glow 6. Power Light - Last Digit = 7 Roll 8 sided dice Sub Element 1. Lightning 2. Repel 3. Mist 4. Confusion 5. Dream 6. Shield 7. Glow 8. Create Dark - Last Digit = 6 Roll 8 sided dice Sub Element 1. Magnetism 2. Metal 3. Void 4. Blind 5. Erase 6. Shadow 7. Silence 8. Escape Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more. Class and WeaponsThe 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 ClassBetween 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! WeaponsAlright, 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 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 Master Tamer - Between 11 to 20 Roll a 6 sided dice 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 Rouges/Mercenaries - Between 21 to 30 Roll a 6 sided dice 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 Weapon 1. Bows 2. Throwing Spear 3. Crossbow 4. Shurikan 5. Chakram Ninja - Between 41 to 50 Roll a 6 sided dice 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 Medium Masters - Between 51 to 60 Roll a 6 sided dice 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 Spear Master - Between 61 to 70 Roll a 6 sided dice Weapon 1. Lance 2. Halberd 3. Scythe 4. Glaive 5. Bardiche 6. Voulge Sword Master - Between 71 to 80 Roll a 8 sided dice Weapon 1. Short Sword 2. Katana 3. Curved 4. Double Bladed Sword 5. Duel Swords 6. Long Sword 7. Broad Sword Mage - Between 81 to 90 Roll a 6 sided dice Weapon 1. Short Staff 2. Talisman 3. Long Staff 4. Wand 5. Holy Item 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 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 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! Posistion: Seme Element: Light
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LotusCurtiss Vice Captain
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LotusCurtiss rolled 1 8-sided dice:
1
Total: 1 (1-8)
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LotusCurtiss Vice Captain
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Posted: Sat Apr 04, 2015 10:51 am
Again, this is a sample I am showing you. LotusCurtiss This is a sample of what will lead up to you making your profile skeleton. AGAIN. There is a link specifically created just so you can post your numbers in. I am at best trying to eliminate posts that would take up space in certain threads. Look for Number Depo. LotusCurtiss THIS IS MEMyself of NumbersOkay, 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. ElementRemember 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 ElementIf your last digit is 1 or 5 = Water is your ElementIf your last digit is 0 or 4 = Earth is your ElementIf your last digit is 3 or 9 = Fire is your ElementIf the last digit is 7 = Light is your Element If the last digit is 6 = Dark is your ElementSub ElementYes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the 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 even, continue to step 3a1. -Lands on a 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 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 2. Explosion 3. Blind 4. Burn 5. Glow 6. Power Light - Last Digit = 7 Roll 8 sided dice Sub Element 1. Lightning 2. Repel 3. Mist 4. Confusion 5. Dream 6. Shield 7. Glow 8. Create Dark - Last Digit = 6 Roll 8 sided dice Sub Element 1. Magnetism 2. Metal 3. Void 4. Blind 5. Erase 6. Shadow 7. Silence 8. Escape Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more. Class and WeaponsThe 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 ClassBetween 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! WeaponsAlright, 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 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 Master Tamer - Between 11 to 20 Roll a 6 sided dice 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 Rouges/Mercenaries - Between 21 to 30 Roll a 6 sided dice 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 Weapon 1. Bows 2. Throwing Spear 3. Crossbow 4. Shurikan 5. Chakram Ninja - Between 41 to 50 Roll a 6 sided dice 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 Medium Masters - Between 51 to 60 Roll a 6 sided dice 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 Spear Master - Between 61 to 70 Roll a 6 sided dice Weapon 1. Lance 2. Halberd 3. Scythe 4. Glaive 5. Bardiche 6. Voulge Sword Master - Between 71 to 80 Roll a 8 sided dice Weapon 1. Short Sword 2. Katana 3. Curved 4. Double Bladed Sword 5. Duel Swords 6. Long Sword 7. Broad Sword Mage - Between 81 to 90 Roll a 6 sided dice Weapon 1. Short Staff 2. Talisman 3. Long Staff 4. Wand 5. Holy Item 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 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 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! Posistion: Seme Element: Light First Sub Element: Lightning
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LotusCurtiss rolled 1 8-sided dice:
3
Total: 3 (1-8)
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Posted: Sat Apr 04, 2015 10:57 am
This is still a sample. LotusCurtiss Again, this is a sample I am showing you. LotusCurtiss This is a sample of what will lead up to you making your profile skeleton. AGAIN. There is a link specifically created just so you can post your numbers in. I am at best trying to eliminate posts that would take up space in certain threads. Look for Number Depo. LotusCurtiss THIS IS MEMyself of NumbersOkay, 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. ElementRemember 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 ElementIf your last digit is 1 or 5 = Water is your ElementIf your last digit is 0 or 4 = Earth is your ElementIf your last digit is 3 or 9 = Fire is your ElementIf the last digit is 7 = Light is your Element If the last digit is 6 = Dark is your ElementSub ElementYes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the 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 even, continue to step 3a1. -Lands on a 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 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 2. Explosion 3. Blind 4. Burn 5. Glow 6. Power Light - Last Digit = 7 Roll 8 sided dice Sub Element 1. Lightning 2. Repel 3. Mist 4. Confusion 5. Dream 6. Shield 7. Glow 8. Create Dark - Last Digit = 6 Roll 8 sided dice Sub Element 1. Magnetism 2. Metal 3. Void 4. Blind 5. Erase 6. Shadow 7. Silence 8. Escape Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more. Class and WeaponsThe 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 ClassBetween 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! WeaponsAlright, 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 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 Master Tamer - Between 11 to 20 Roll a 6 sided dice 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 Rouges/Mercenaries - Between 21 to 30 Roll a 6 sided dice 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 Weapon 1. Bows 2. Throwing Spear 3. Crossbow 4. Shurikan 5. Chakram Ninja - Between 41 to 50 Roll a 6 sided dice 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 Medium Masters - Between 51 to 60 Roll a 6 sided dice 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 Spear Master - Between 61 to 70 Roll a 6 sided dice Weapon 1. Lance 2. Halberd 3. Scythe 4. Glaive 5. Bardiche 6. Voulge Sword Master - Between 71 to 80 Roll a 8 sided dice Weapon 1. Short Sword 2. Katana 3. Curved 4. Double Bladed Sword 5. Duel Swords 6. Long Sword 7. Broad Sword Mage - Between 81 to 90 Roll a 6 sided dice Weapon 1. Short Staff 2. Talisman 3. Long Staff 4. Wand 5. Holy Item 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 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 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! Posistion: Seme Element: Light First Sub Element: Lightning Second Sub Element: No second Sub Element.
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LotusCurtiss Vice Captain
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LotusCurtiss generated a random number between
1 and 120 ...
31!
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LotusCurtiss Vice Captain
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Posted: Sat Apr 04, 2015 11:05 am
I got one more after this post. LotusCurtiss This is still a sample. LotusCurtiss Again, this is a sample I am showing you. LotusCurtiss This is a sample of what will lead up to you making your profile skeleton. AGAIN. There is a link specifically created just so you can post your numbers in. I am at best trying to eliminate posts that would take up space in certain threads. Look for Number Depo. LotusCurtiss THIS IS MEMyself of NumbersOkay, 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. ElementRemember 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 ElementIf your last digit is 1 or 5 = Water is your ElementIf your last digit is 0 or 4 = Earth is your ElementIf your last digit is 3 or 9 = Fire is your ElementIf the last digit is 7 = Light is your Element If the last digit is 6 = Dark is your ElementSub ElementYes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the 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 even, continue to step 3a1. -Lands on a 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 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 2. Explosion 3. Blind 4. Burn 5. Glow 6. Power Light - Last Digit = 7 Roll 8 sided dice Sub Element 1. Lightning 2. Repel 3. Mist 4. Confusion 5. Dream 6. Shield 7. Glow 8. Create Dark - Last Digit = 6 Roll 8 sided dice Sub Element 1. Magnetism 2. Metal 3. Void 4. Blind 5. Erase 6. Shadow 7. Silence 8. Escape Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more. Class and WeaponsThe 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 ClassBetween 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! WeaponsAlright, 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 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 Master Tamer - Between 11 to 20 Roll a 6 sided dice 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 Rouges/Mercenaries - Between 21 to 30 Roll a 6 sided dice 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 Weapon 1. Bows 2. Throwing Spear 3. Crossbow 4. Shurikan 5. Chakram Ninja - Between 41 to 50 Roll a 6 sided dice 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 Medium Masters - Between 51 to 60 Roll a 6 sided dice 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 Spear Master - Between 61 to 70 Roll a 6 sided dice Weapon 1. Lance 2. Halberd 3. Scythe 4. Glaive 5. Bardiche 6. Voulge Sword Master - Between 71 to 80 Roll a 8 sided dice Weapon 1. Short Sword 2. Katana 3. Curved 4. Double Bladed Sword 5. Duel Swords 6. Long Sword 7. Broad Sword Mage - Between 81 to 90 Roll a 6 sided dice Weapon 1. Short Staff 2. Talisman 3. Long Staff 4. Wand 5. Holy Item 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 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 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! Posistion: Seme Element: Light First Sub Element: Lightning Second Sub Element: No second Sub Element. Class: Ranger
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LotusCurtiss rolled 2 6-sided dice:
5, 5
Total: 10 (2-12)
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Posted: Sat Apr 04, 2015 11:10 am
LotusCurtiss I got one more after this post. LotusCurtiss This is still a sample. LotusCurtiss Again, this is a sample I am showing you. LotusCurtiss This is a sample of what will lead up to you making your profile skeleton. AGAIN. There is a link specifically created just so you can post your numbers in. I am at best trying to eliminate posts that would take up space in certain threads. Look for Number Depo. LotusCurtiss THIS IS MEMyself of NumbersOkay, 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. ElementRemember 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 ElementIf your last digit is 1 or 5 = Water is your ElementIf your last digit is 0 or 4 = Earth is your ElementIf your last digit is 3 or 9 = Fire is your ElementIf the last digit is 7 = Light is your Element If the last digit is 6 = Dark is your ElementSub ElementYes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the 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 even, continue to step 3a1. -Lands on a 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 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 2. Explosion 3. Blind 4. Burn 5. Glow 6. Power Light - Last Digit = 7 Roll 8 sided dice Sub Element 1. Lightning 2. Repel 3. Mist 4. Confusion 5. Dream 6. Shield 7. Glow 8. Create Dark - Last Digit = 6 Roll 8 sided dice Sub Element 1. Magnetism 2. Metal 3. Void 4. Blind 5. Erase 6. Shadow 7. Silence 8. Escape Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more. Class and WeaponsThe 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 ClassBetween 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! WeaponsAlright, 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 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 Master Tamer - Between 11 to 20 Roll a 6 sided dice 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 Rouges/Mercenaries - Between 21 to 30 Roll a 6 sided dice 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 Weapon 1. Bows 2. Throwing Spear 3. Crossbow 4. Shurikan 5. Chakram Ninja - Between 41 to 50 Roll a 6 sided dice 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 Medium Masters - Between 51 to 60 Roll a 6 sided dice 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 Spear Master - Between 61 to 70 Roll a 6 sided dice Weapon 1. Lance 2. Halberd 3. Scythe 4. Glaive 5. Bardiche 6. Voulge Sword Master - Between 71 to 80 Roll a 8 sided dice Weapon 1. Short Sword 2. Katana 3. Curved 4. Double Bladed Sword 5. Duel Swords 6. Long Sword 7. Broad Sword Mage - Between 81 to 90 Roll a 6 sided dice Weapon 1. Short Staff 2. Talisman 3. Long Staff 4. Wand 5. Holy Item 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 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 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! Posistion: Seme Element: Light First Sub Element: Lightning Second Sub Element: No second Sub Element. Class: Ranger Weapons: Chakram. Second dice is a 5, roll again.
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LotusCurtiss Vice Captain
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LotusCurtiss rolled 1 6-sided dice:
1
Total: 1 (1-6)
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LotusCurtiss Vice Captain
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Posted: Sat Apr 04, 2015 11:17 am
I have shown you a sample of what you do. Then I ask that you summarize your entire Numbers generated and rolled. Look at the bottom of this post. LotusCurtiss LotusCurtiss I got one more after this post. LotusCurtiss This is still a sample. LotusCurtiss Again, this is a sample I am showing you. LotusCurtiss This is a sample of what will lead up to you making your profile skeleton. AGAIN. There is a link specifically created just so you can post your numbers in. I am at best trying to eliminate posts that would take up space in certain threads. Look for Number Depo. LotusCurtiss THIS IS MEMyself of NumbersOkay, 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. ElementRemember 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 ElementIf your last digit is 1 or 5 = Water is your ElementIf your last digit is 0 or 4 = Earth is your ElementIf your last digit is 3 or 9 = Fire is your ElementIf the last digit is 7 = Light is your Element If the last digit is 6 = Dark is your ElementSub ElementYes, I came up with 34 more elements (I lied). And they will be determined by dice roll! Please read all of the 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 even, continue to step 3a1. -Lands on a 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 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 2. Explosion 3. Blind 4. Burn 5. Glow 6. Power Light - Last Digit = 7 Roll 8 sided dice Sub Element 1. Lightning 2. Repel 3. Mist 4. Confusion 5. Dream 6. Shield 7. Glow 8. Create Dark - Last Digit = 6 Roll 8 sided dice Sub Element 1. Magnetism 2. Metal 3. Void 4. Blind 5. Erase 6. Shadow 7. Silence 8. Escape Okay guys! We are halfway done. I know, I got maybe another hour ot two of this writing more. Class and WeaponsThe 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 ClassBetween 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! WeaponsAlright, 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 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 Master Tamer - Between 11 to 20 Roll a 6 sided dice 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 Rouges/Mercenaries - Between 21 to 30 Roll a 6 sided dice 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 Weapon 1. Bows 2. Throwing Spear 3. Crossbow 4. Shurikan 5. Chakram Ninja - Between 41 to 50 Roll a 6 sided dice 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 Medium Masters - Between 51 to 60 Roll a 6 sided dice 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 Spear Master - Between 61 to 70 Roll a 6 sided dice Weapon 1. Lance 2. Halberd 3. Scythe 4. Glaive 5. Bardiche 6. Voulge Sword Master - Between 71 to 80 Roll a 8 sided dice Weapon 1. Short Sword 2. Katana 3. Curved 4. Double Bladed Sword 5. Duel Swords 6. Long Sword 7. Broad Sword Mage - Between 81 to 90 Roll a 6 sided dice Weapon 1. Short Staff 2. Talisman 3. Long Staff 4. Wand 5. Holy Item 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 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 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! Posistion: Seme Element: Light First Sub Element: Lightning Second Sub Element: No second Sub Element. Class: Ranger Weapons: Chakram. Second dice is a 5, roll again. Weapons: Chakram and Bow. In Summery: Position, Element and Sub ElementFirst number generated is 57 Posistion is Seme Element is Light First Dice # is 1 Sub Element is Lightning Second Dice # is 3 No Second Sub Element Class and WeaponsSecond Generated Number is 31 Class is Ranger 2 eight sided Dice rolled is 2 fives First Weapon is Chakram Rolled 1 eight sided dice again. Second Weapon is a Bow.
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