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Posted: Thu Feb 10, 2005 3:37 pm
i am blessed (or cursed) by many, many ideas for stories, and they often overlap eachother, i use my modded Roleplays as basis' for my stories, to work out the kinks and mechanics of each universe, and sometimes with a users permission, base the final story's character's off of archtypes among the players.
this idea came to me after a strange dream i had, where i seemed to be talking to myself...but a more confident me, sorta how i see myself being.
Blood-stained Dreams: the Rynn'shaelas chronicals
Excerpt from the Chronicals of the Blood, recorded as such by Bram Drenai.
this world is in peril, yet upon looking at it, you would call me crazy, but evil, often hides beneath a beautiful exterieor, enticing those who would disregard it into a foolish move...
then consuming them.
such is the tail of this world, Kailyn, A large planet in a lush solar system, its thrity two hour days are filled with many climates and many peoples to each. but this world is not as all it seems. this mulitverse is divived up into layers, like the folds of a Artificer's robe, most cannot conmprihend the enormity of a single plane of existance, our own the Prime Matierial Plane, a place where everything can exist in some shape or form, it is a nexus for all beings from the infinate layers of the multiverse, Heaven, Hell, the elemental bastions themselves, they all exist simaltaniously with our own world.
but yet we do not concentrate on these cores of power, but on yet an unassuming layer of our cosmos, it is a demiplane, a realm of reality that only exists for this world, here they call it Rynn'shaelas, the plane of dreams. every worold in the cosmos has its own dream plane, and each of them are connected, forming territories and bounderies within it, some cultures call thier dream planes mere figmants of the imagination, simply the mind cycling down, while others feverently belive that these 'Dreamscapes' are a place of paridise, a heaven if you will. Neither party is right, nor are they wrong, for as it often is, the truth lies somewhere in between. now what i am about to tell you is startling, but your perceptions will not alter the truth, but merely color it. these dreamscpaes are the shadows of senient life, born from thier hopes and emotions, it is a place where all go, where all have purpose, but some more then others. most people only touch upon Rynn'shaelas unconciously in thier sleep, they become thier Tanar'kashell, or thier dream scape avatar, this is an unconcious creation of what the person truly belives they are, how they, in thier heart of hearts, feel that they are, they have no control over the nature of thier avatar, as it is a reflection of thier nature, this is an unsettling factor of the Dreamscapes, for the most staunch humanitarin could there be the fiercest opressor, and the most Reviled villan could indeed be a grand hero. most do not make the connection, and remember little of thier venture through the worlds of dreams, they awaken no worse for wear. Most is the key term here, but that will be heard in due time.
on this world of Kailyn, there exist special individuals, a chosen few that can do more then the average human, they are called the Celin' Sei, they possess an extrondanry ability, but a dangerous one as well, when they dream, they do not merly wander the dreamscapes in unconcious yearing, they awaken there, within the body of thier Avatar, or rather they become them. a dreamscape avatar is its own being, its a living sentient creature, most people simply link up with thier avatar and tag along, experincing the avatars life, and feelings. but the Celin can actually live as thier avatar, their mind and the avatar's mind become one, creating literally a single body possessing a twin concisness. these chosen can interact within the Realm of Dreams as if it were thier own world, they have at their fingertips the full abilites of thier avatar, and in a way, they stop being themselves, and become someone all together new. this is a dangerous link though, many a Celin has gone into the realm in what we call a Dreamshift, and simply stopped breathing, for whatever happens to your avatar in the realm of dreams, retroactivly happens to you when you come out of the shift, so thus if you die during shift, you never wake up.
in the world though, there was something that has gone down in the hisotry of Kailyn as the Great Journey, when a full half of the planets population simply Shifted...and never woke up, people dropped into comas where they stood the world over, a peaceful sleep. to this day people still simply, inadvertanly, shift into the realms, and never wake up, they say there is nothing holding them there....they just have no wish to return. but the mass migration of new souls to the dreamscapes set something in motion, somethign stirrred that had been imprisioned in a deep sleep for uncounted Millenia.
Nightmares, call them what you will, to the average dreamer the most they can do is acclerate thier heart rythem with fear, but to those shifted into the Realm, Nightmares are a deadly foe, they are a formless foe that takes the shape of the thing the viewer fears most, its true form has never been seen. for a age they were a simple part of the realms, a balencing darkness in the light, top of the predatory foodchain, they were managable, hardly worht mention. but upon the first Great Journey, the mass soul transfer to the realm set into movement a prophecy, a series of events that cannot be altered nor stopped. something in the darkest reacehs of the realm of nightmares awoke, it is known only as the Phantasmagoria, its a Dire being that posesses an all encompassing intelligence, a dark god banished to the dream realms in the dawn of time, its prision was sealed with a lock that could only be broken by the souls of a world and in time, that did indeed happen. now it has escaped, its power was weak as it had not been fed in aeons, it needed the natural energies of the mulitverse to surivive, but set in the realm of dreams it was cut off from those energies, so thus it enticed minions, avatars of power and wealth into its service, its dominion, promising them ideals of power, wealth, and base urges satisfied. thus began an itnerweaving plot that festered and broiled, threatening to encompass all of the realms as this malevolent beign sought an escape from its gilded cage.
on the world of Kailyn, the place is one of modern technology, it is ruled by the artificers, a group of select individuals that had been blessed with abilities beyond the scope of mortal men, every 2 out of six childten were born artificers, and thus were trained, beginning on thier tenth birthday. the artificers are well aware of the existance of Celin' Sei among the average people, they themselves are also oft counted with that lot but therin lies the danger, as they are still only human, and absolute power courrupts absolutly.
you, young hero, if you are reading this text, then you too, are either an Artificer or even moreso, a Celin' Sei, and whatever you may have experienced in life prior to this discovery was mere practice, now your true journey has begun, i pray you do well, as both worlds need you....indeed, the entire multiverse could very well rest on your shoulders.
~Bram Drenai, Tanar'Kashell Hero.
here is the real world critiera of this RP, you must fesbly make two characters, one real world person, a good idea is to base this person on yourself, it makes the reflexes more realistc, and then one Avatar.
all avatars have two speical abilites, since they are of two minds in oen body, they are immune to mindinfluencing affects such as mind control and telepathy. also becuase of this they are aware of everythigna around them, since thier real world persona can be aware as well as thier avatar, thus sneaking up on a avatar is nearly impossaable, and they can react to attacks with extrondanary dexderity.
you can insert any technolgy level you like into your avatar character, from stone age to futuristic, i will be playing two major NPCs and a slew of minor ones, guns are welcomed but will be roleplayed well in the event of a combat situation, no "i shot you" single posts, as with all free form rp, if you attack it is an ATTEMPT, with the reflexes of the avatars, dodging bullets is entirly possable, but as well, if someone places a gun directly against your chest and fires, there is nothing noobish nor powergaming abou that, you were outclassed in manuavers, and you got your a** blown off, end of story.
ill work up some character classes in the next post, but feel free to create your own, as long as you run them by me first!
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Posted: Thu Feb 10, 2005 3:44 pm
Character Classes
these are the basic classes of this Rolplay
there are a few terms i will explain, for gameplay sake.
Crippling: a blow that is considered crippling does just that, it cripples the target, exapmles of this are a broken leg, shattered kneecaps, or a blow to a vital organ, a character hit with a crippling strike should be roleplayed as such, many class abilites do crippling damage, but are all easily avoided if you are any good, but if a Barbarian belts you in the knee with his Greatclub, you are not going to be running anywhere, or walking that well either.NOTE: A Frienzied Barbarian cannot feel the effects of a crippling strike til his rage expires.
Wounding: this is bascially saying the warrior focused his inner Chi to strike a artery or large vein, and these wounds will continue to bleed for an allotted time unless tended to ia magical healing, normal damage from blood loss applies, a 150lb character with a Wounding blow to the torso could stay awake for around half an hour before passing out if left unattended, blood flow can be staunched by normal, means, but not stopped.
Stunned: this blow shook you to your core, you are disoriented and in gereral pretty ******** up at the moment, an example foa stunning blow is being struck by a Dreadnauts powerstrike ability, bascially he smacked you in the head, how to roleplay this is for your next post you may take no action other then the fact that you are on your a** and are pretty much helpless for that one post, but after that one post of yours, you can return to normal function. NOTE: a Frenzied barbarian cannot be stunned during the duration of his rage. Warrior.
this is a standard class, they are trained in the use of all common weapons and uses of all armors, they are also blessed with an inante toughness and resistance to supernatural powers and poison.
there are two classes of warrior;
the Sharpshooter: this is a ranged warrior, it uses guns, javilins, bows, etc, and has its own set of speical abilites.
Dead Aim: a shaprshooter can mainatain a steady lock on a target hrough otu comabat if it has a full minute to study the targets moments, once this has occured, it is impossable for the Sharpshooter to lose the target unless it goes behind cover or beyond line of sight.
Critical strike: because of the innate pinpoint damage most ranged weapons inflict, a Marksman can place his shots to do extraordinary and crippling damage, if they wait for an enemy to attack first, or if a foe is rendered defensless or unaware, the Marksman can then make an attack that inflcits twice the normal damage, and also cripples the target, a example of such an attack would be shooting someones kneecaps out.
Trick Shot: this is a fancy ability that Marksman use to intimidate and impress, they can use this ability to bounce a bullet off a maximum of six hard flat surfaces to hit a single target, this number increases to a total of sixteen surfaces if using speical alchemic Trick shot rounds.
Fast Reload: due to thier extreame training a Marksman can reload a firearm and string an arrow twice as fast as a human.
Burst fire: a marks man can make a single shot weapon a burstfire weapon, essentailly fireing it so quickly that it appears to be a autoamtic burst of fire.
the Dreadnaut.
the dreadnaut is the connsumate Melee fighter.
Powerstrike: this ability allows a Dreadnaught to inflict intesnly damaging blows, if they have a moment to backswing that is, if that is met the resulting attack, though only half as accurate, inflicts twice the damage, and stuns the target for a breif period, this abiltiy requires both hands be used on the weapon.
Devastating critical: this ability is truly well...Devastating, this allows the fighter to study the opponent for a span of thirty seconds, then they can make a single mesured melee strike that inflicts twice the damage, and also wounds the target massivly, creating a wound that will only heal if attended to by magic, in any other case, the wound will continue to bleed profusly for a full sixteen hours before closing over, of course it can be stancuhed in normal fashion, but not stopped.
Whirlwind Strike: this ability is an instantanious strike that allows the Dreadnaut to make an attack attempt on every opponent withing arms reach within a 360 degree radius of the Dreadnaut.
Innate Arcane Resistance: since warriors have no maigc of thier own, they are affected little by arcane spells, and thus only take half damage from any spell cast at them, the warrior loses this ability if he multiclasses into a class that has arcane spellcasting abilites.
Armored resilence: a Dreadnaut is deeply in tune with his equipment, and knows how to get the most bang for his buck, so a Dreadnaut is fully capable for using every inch of a suit of armor to defend himslef, even the fingerguards if plausable, thus losing a shiled doesnt make him defensless if he has even a vambrace handy. this also applies to weapons, he can utilize every inch of the blade, or even smack a foe with the hilt if nessecery.
Martial Weapons Profieceny: all Dreadnauts are able and trianed in the basics of every common weapon, from swords to axes.
Weapon Focus: A Dreadnaut can choose a single melee weapon, a long sword, axe, pike, etc, and they focus on it, becoming more skilled with that weapon then any other, with the said weapon type in thier hands they can preform above and beyond thier skills with other weapons.
Spellcaster
there are a few spellcasitng classes, each with its pros and cons.
the Mage.
the mage is the classic spellcaster, possessing nigh NO martial comabt potential, they spend their lives studying musty old tomes, and reserching new spells, they defend themselves with thier magic, brute force is beneath wielders of the arcane arts.
Summon Familer: a mage can summon a small creature to be its aid, it can be no larger then a wolf, and can posesse no extraordinary abilitys I.E spells, powers etc, but may posses natural abilites, such as adragonets breath weapon. this creaure is a creation of the magic, and if killed it can be summoned anew after a year and a day of its death. the death of a familer is a tramatic exerience, whcih drains the mage of several of its spells, and inflicts serious damage to his health.
Arcane Armor: spellcasters can use thier innate magiacl energies to create a invisable field of damage resistant force, it can be broken, but often gives the mage a chance to get the hell out of dodge before he gets stomped.
Large Spell capacity: Mages can learn every spell in existance, as they are entirly devoted to magic, as well they can carry a larger list of readied spells, fifty instead of the lesser twenty five.
Mage Spells: mages have magic, spells can be perosnally created but must be run by the GM (me) first to make sure they are plausable.
The Spellblade.
the spellblade is a mix of the arcane and the muscle, combinng devastatign melee potential with destructive spells.
Armored Arcana: a Spellblade may wear any sort of armor he chooses, as his speical training has taught him how to make the movement required for spells while attired in steel, a standard mage is limited to light leather armor as best, as the weight of anything more throws off the flow of the magic in thier body.
Dreadnaut class abilities: a Spellblade has access to all the class abilites of the Dreadnaut with the exception of the magical resistance.
Spellsword: a Spellblade has a enchated weapon that it can imbue with his own magical energies, it can also be used as a conduit for casting spells, i.e you can stab a creature then cast a ligthening bolt throught he blade into the beast. the Spell sword has special abilites that are uniqe to each blade, Players will give me a listing of spellsword powers for my approval.
Energy redirection: a spellsword's magical training have taught him the dynamics of projectile spells, and how to deflect them, if a projectille style spell is discharged at a spellblade, it can use its spellsword to deflect the dwomer back at its caster ala Babe Ruth. it can also absorb the spell into its sword and then cast it back at the opponent at his leasure. only one spell can be carried in a blade at a time.
Arcane Reflexes: the mingling of magic and melee have created somethign speical in a spellblade, their reflexes and physical abilites all preform a plane above that of thier peers.
Limited spell list: due to thier duel focus on spells and melee, a spellblade can only learn a select group of spells, and thier active spell list stands only at twenty-five, while a full blooded mage can have fifty readied at one time.
Spellblade spells: the spells for the spell blade are almost entirly offensive or self affecting, player will, as always, run spells past me first for compitence.
Survivalist
the survivalist is always the last one standing, the die hard and the tough guy, these people can take what your throw at them one the chin, then smile and hit you back twice as hard, there are several forms of Suvivalists, each with speical abilities.
the barbarian drifter.
a barbarian is a tough son of a b***h, plain and simple, and a crazy one as well, thie speical abilities/faults are listen below.
Fast movement: due to thier athetic lifestyle, a barbarian can run faster and longer then an avereage human, topping out at around 19 mph.
Berserk fury: this is the trademark of the barbarian, the abiltiy to work themselves into a frenzy of bloodlust, during this time, thier strength doubles and all the wounds they deal are considered crippling, they can operate under extreme damage inflicted, a barbarian in the heat of a rage could fesably lose his left arm and keep fighting. raging is dangerous though, as the rage only lasts ten minutes, then all the injuries he has sustained, catch up to him, quite possably killing him outright. a barbarian can rage seven times a day. it takes around 30 seconds to get it going.
Tracking: barbarinans are adept hunters and can track just about any living creature through anything but bare stone.
Illiteracy: unless noted in character history, all barbarians cannot read nor write, as they have spent thier entire lives wandering the world away from soiciety, thus have never learned the need of readign nor writing.
Xenophobia: barbarinans dont gernerally get along with society, and vice versa, thus all barbarians are treated as pagen heathens for the most part, and most Barbarians find soceity irritating.
Damage reduction: barbarians are tough, having weathered battle after battle with monsters and the fury of the elements, they have gained the natural ability to just shrug off some degree of damage and pain, minor wounds, such as knife cuts, 1st degree burns, bruses and the like either heal instatnly, or make no mark at all, and dealing damage to the barbarian is much tougher, as his ropey musclature and thick hide make getting a penitrating strike difficult.
Dreadnaut class abilites: the barbarian has all the dread naut class abilites with the exception of the Armored resileice and armor proficiancy; barbarians cannot fight in anything more then light armor, as it restricts thier movements too much, they are not proficent with anything heavier then studded leather.
Cast Iron stomach: a barbarian is immune to all natural poisions, and can gain nourishment from spoiled food thanks to thier harsh lifestyle.
Die Hard: a barbarian is hard to kill, if reduced to what would normally be dead or unconcous, the barbarians towering will can enable him to hang on by a thread, giving him enough mobility to crawl to a safer area or swig a healing potion, but this ability is only useful once per day.
The Ranger.
a ranger is a forester of unparralled skill, able to track and survive in the most challenging conditions, and will lash out against thier foes with the fury of nature itself.
Ranger Dexderity: rangers are uniformly amibdexterous, thier quick, heavily forested life and enviroment has taught them that agility is better then strength, thus a majority of rangers fight with two weapons, the most common configuration is a Scimitar and a Short sword, though some have been seen wielding pistols, though they are rare.
Nature's Assassin: every ranger chooses a specific type of enemy, and studies them intently, goblins, Nightmares, Bandits, the list goes on, against this favored enemy, the ranger is quite deadly, all his strikes do double the amount of damage and he gets a reflexive edge over them as he knows thier movements like the back of his hand. Note: only a truly Evil ranger chooses his own race as a favored enemy
Dreadnaut class abilites: a ranger can use all the class features of the dreadnaut, with the exception of armored Reseilience, and armor proficency, due to thier innate acrobatic movements, anything heavier then studded leather gerneally gets them killed.
Heart of the wolf: works exactly the same way as the Die Hard Class ability of the barbarian.
Tracking: a ranger can track anything, anywhere.
Coming soon: Cleirc, Rogue, Monk, Psion, and Disciple classes and sub classes, check back often!
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School Of Dedicated RPers Captain
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Posted: Sat Mar 26, 2005 7:47 am
Is this an RPG already in the works outside of the guild? Or is it one you planned to make if enogh people joined?
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Posted: Sat Mar 26, 2005 12:09 pm
Its kinda an idea that died, people just weren't interested.
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Posted: Wed Apr 20, 2005 9:43 am
its sort of difficult to read such a large amount of text in one turn .. it could turn alot of people off... if you made the headings stand out some more or something to make it easier to read in a smaller bit of time I bet you would have alot of people... I'm not meaning to destory it, more of... make it easier so that if someone is just wandering about FOR a role play they can just come in and be like hmm.. whats this.. ok.. then go into more depth, but since its just a huge blob there its like.. hmm.. dont feel like reading so much.. go to next place...
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Posted: Wed Apr 20, 2005 6:58 pm
gothic_panda its sort of difficult to read such a large amount of text in one turn .. it could turn alot of people off... if you made the headings stand out some more or something to make it easier to read in a smaller bit of time I bet you would have alot of people... I'm not meaning to destory it, more of... make it easier so that if someone is just wandering about FOR a role play they can just come in and be like hmm.. whats this.. ok.. then go into more depth, but since its just a huge blob there its like.. hmm.. dont feel like reading so much.. go to next place... Yes. I, personally, skipped over it sub-conciously. Try to skim it down to maybe a paragraph. Try to add the rest to NPCs later, so that we read it, but don't know that we are learning basic information.
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