The Multiverse is a world of magic and wonders, but tainted by the occasional presence of power struggles and dark forces and creatures roaming the wildlands outside of civilized settlements. It is set in a time similar to the Medieval Ages of Europe, but with the presence of magic-fueled technology.
Magic is split in 12 elements: Fire, water, earth, plant, wind, thunder, body, mind, soul, light, dark and the almighty Gravity. Magic is accessible by all though some elements are harder to unlock than others, notably Gravity, what is considered the ultimate element, but the last person who has made such claims had sparked a war.
The Multiverse is overseen by 12 Suns, rotating around it in geo synchronistic orbit and 12 superbeings known as AVATARS, each the very embodiment of one of the magical element. Their duty is to oversee the stability of the Multiverse and see that is prospers without degenerating into chaos. The process of being chosen to become an AVATAR still remain unknown.
The lands are split between city-states who pledge their alliances to factions known either as Houses or Guilds. Guilds are forms of exclusive government meaning that they will not allow an individual of another member to join their ranks. Houses are a gathering of individuals and Guilds sharing the same ideals.
The current Houses are Peace, Chaos and Twilight promoting Law and Order, War and Violence, and Neutrality respectively. Although constantly trying to transgress onto one other's territories to expand their influences, the forces of Guilds and Houses have always been equal enough to serve as a deterrent for all out wars.
Until a new leader of the guild Evolution rose to power.
This newcomer wasted no time doing what his predecessor did not have the nerves to do nor the power to do: declare ware. It slaughtered the leaders of all other Guilds and Houses, captured their officers, tortured them to turn them into a grotesque mockery of their previous selves. He went on to slaughter members of opposing factions and wreck havoc amongst the common folks. It came to the point that the awakened AVATARS had to step in else see the world brought to their ruins only to realize that this man was an AVATAR himself, an AVATAR with traitorous AVATAR allies.
The initial war against the AVATAR ended with Evolution's victory and the death of the other AVATARS, but it served to weaken him greatly, forcing him back into guerilla war while he builds back his army and strength. Meanwhile, the survivors of the defeated Guilds and Houses have started regrouping to elect new leaders. Now, more than ever, cooperation between the once rivals is more important than ever, yet most are still reticent. Secrets are kept, hidden agenda are made as each try to further hide the skeletons rotting in their closet.
█ The Basics █
The RP is turn based. There is no level cap. Every RP post earns your OC 1 EXP as well as 1 Coin. Every new level earn your OC skill points. The amount depends on your rank. See below. Skill points are used to Learn magic as well as master new weapons. The amount needed to obtain new effects and damage will be mentioned below.
█ Building your profile. █
Lets build a Profile link takes you straight to the profile skeletons. It is meant to be used while consulting this thread. Spells and Techniques will give a better understanding as to what each entitles and the different guidelines used to determine their MP cost.
We're more than willing to help with anything you need. Just go to the HELP ME THREAD for any questions concerning the guild mechanics. We need both crew and members alike to help with this. If a member knows the answer, then there should be no need to contact a crew member.
Although highly encouraged, it is not mandatory to join a faction immediately after getting one's character approved.
The Multiverse Captain
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The Multiverse Captain
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Posted: Thu Nov 21, 2013 12:45 pm
█ STATS SYSTEM █
█ Basics █
█HP:► Health Points (❖ = 10HP but is shown as 1 )
1 Hp restored every none-combat RP post. At 0, either let your OC die or count as knocked out. Knocked out: Need 1 non combat RP post where one gains no EXP or coin before waking up. OC will then have ❖ left. Automatically increases by ❖ each level. Increase by 1 for every 5 Skill Points and each new level.
█MP:►Mana Points (۞ = 10 MP but is shown as 1 )
Used to cast magic spells. 1 Mana restored every non-combat RP post. At 0, OC can no longer use magic. Automatically increases by ۞ each level Increase by 1 for every 5 Skill Points and each new level.
█SP:► Stamina Points( ◎ = 10 SP but is shown as 1 )
Used for physical movements during battles and physical techniques. See last post for more details. 1 Stamina restored every non-combat RP post. At 0, one can no longer use physical attacks or techniques. Unable to stand, run or fightback. All an OC can do in such a state is to block or use magic. Automatically increases by 1 every level. Increases by 1 for every 5 Skill Points and each new level.
█Luck:►
Auto-dodge any attack at the cost of 2 points. Takes priority over the Targeting skill.
█Targeting:►
Auto-hit any target at the cost of 5 points. If they opt to use their Auto-dodge, your skill points are returned and you miss.
█Spiritual Power:► In times of great need, you're able to pull great powers from here to try and get out of a pinch.
Points do not drain away Only usable once every 50 posts. Can only be used if one's has less than 50% of their max HP
Options:
Fully restore HP / Stamina Increase damage from Magic/Weapons by an amount equal to the number of points in Spiritual Power. Rounded up to the nearest 10. ( Example: Spiritual Power has 12 point increase all attack by 20 points )
█ Accuracy & Evasion █
More changes underway An attack starts at an accuracy of 100% meaning that it will hit should the target not attempt anything to counter it.
Evasion starts at 50% or 5/10, [5] being one's Dodge Rate at its base. Whenever one attempts to evade an attack, a 10D dice needs to be rolled and should the number obtained be between 1 and the Dodge Rate of the character, it is a successful dodge and the character does not lose any HP.
This Dodge Rate can be affected by the one Dodging and decreased by the one Attacking through various means such as Spells and Race abilities.
The Hit Rate can also be affected in such ways. Should it decrease (no longer be 100%), it is up to the attacker to roll for it.
Ranged Attacks, 10 yards+, increases dodge rate by 1 Attacks from behind decreases dodge by 2. Costs 10 SP to try to dodge. Highest that a dodge rate can be boosted is 9/10
█ Ranks & Level █
█Rank:► All new characters start at the rank of Grunt. To move up a rank, an OC needs to meet 1 of the 2 requirements listed and receive the crew's approval. OC's level doesn't affect their rank.
Every Level Up will allow you to create 1 more Spell or Technique. Grunt All players start as a grunt. 10 EXP needed per level 5 Skill Points obtained per level
Apprentice 11 EXP needed per level 7 Skill Points obtained per level Requirements: -Have 40 Skill Points spent on Elements. -Have spent 40 Skills Points spent in melee weapons
Mega 12 EXP needed per level 9 Skill Points obtained per level Requirements: -Have 100 Skill Points spent on Elements -Spent 100 Skill Points on Weapons or HP
Immortal 13 EXP needed per level 11 Skill Points obtained per level Requirements -Have 180 Skill Points spent on Elements or MP -Spent 180 Skill Points on Weapons, HP or SP
Demi-God 14 EXP needed per level 13 Skill Points obtained per level Requirements -Spent at least 250 Skill Points on Elements, MP or Spiritual Power. or -Spent 250 Skill Points on Weapons, HP or SP. and -Win a total of 5 battles against other with the help of no more than 2 other OC's
God 15 EXP needed per level 15 Skill Points obtained per level Requirements: -Spent at least 350 Skill Points on Elements, MP or Spiritual Power. or -Spent at least 350 Skill Points on Weapons, HP or SP and -Win a total of 15 battles against other with the help of no more than 2 other OC's
AvatarNote that this is merely a rank, not the Title of AVATAR 20 EXP needed per level 20 Skill Points obtained per level Requirements: -Spent at least 500 Skill Points in Elements, MP and Spiritual Power or -Spent at least 500 Skill Points on Weapons, HP and SP. and -Win a total of 25 battles against other OC's with the help of no more than 2 other OC's
█ Coin █
Coin is then used at the Item Shop to buy in-game items such as potions or other such invaluable items. It can also be used to hire other players. See 'Job' post for more details.
Earn 1 per post unless knocked out/jailed.
Posted: Thu Nov 21, 2013 12:46 pm
█ Skill Slots █
Skills are split in 2 categories: Weapon Skills and Magic Skills. Think of it as one's proficiency in them, how good they are at using a weapon or magic. However, it should be noted that weapon skills are applied to physical combat and would therefore not require MP to use nor do they need spells unlike Magic, how ever some spells may be used with them. In other words, Weapon skills will always be handy since they apply so long as an OC is holding the appropriate weapon while Magic requires 'Spells' to be used. One may have Magic Skills, but still be unable to use it due to the lack of any Spells!
Both Weapon Skills and Magic Skills may grant an OC some special abilities in addition to the increase of damage should enough points be dropped in them.
█ WEAPONS █
Proficiency Tiers: 1st Tier: 15/100 - Weapon Skill unlocked 2nd Tier: 30/100 - 1st ability unlocked. The one you want first from the two options provided for each weapon. 3rd Tier: 50/100 - 2nd ability unlocked 4th Tier: 75/100 - 3rd ability unlocked. Custom Ability from a pre-built list.
New characters get to pick 1 freebie Weapon Skill to unlock.
Dual-Wielding costs additional 10 skill points to unlock the second slot.
In general, 3 types: Low-End, Mid-range, End-game Low-End Weapons will be powerful at the beginning, dealing more damage even with just 15 pts dropped into them, but will suck at End-Game Mid-Range Weapons really shine at around 60ish points and slowly lose their edge End-Game, but still remain more powerful than Low-End Weapons End-Game Weapons deal little to no damage at the beginning, growing excruciatingly slow in terms of damage before exploding in an exponential growth towards the end, usually ending up with higher damage the others at 100/100
█Hand-to-hand combat:► ❖ [EXCEPTION] Blunt force +2 total damage if blocked/buffed Impact +2 Damage when not blocked/buffed 15/100: 1Damage 35/100: 5 Damage 60/100: 10 Damage 90/100: 16 Damage 100/100: 18 Damage +10 if Body element is at 100/100 as well.
█Shield:►Buffs ❖ damage [EXCEPTION] Countered Do 1/2 the damage dealt to you back to the enemy. Blocked -1/2 damage to enemy attack
Shield is used to increase the amount of damage blocked. Unlike the normal block that reduce damage taken based on a fixed percentage, shield reduces by a fixed damage that is added to the damage reduced by basic blocking.
15/100: Reduce 1 Damage 40/100: Reduce: 5 Damage 70/100: Reduce 10 Damage 100/100:Every attack successfully blocked reduces by an additional 18 points and enables a counter attack of +5 damage.
█Club:►LOW Hacking does +2 damage each time the attack is buffed/blocked Blocked -1/2 damage to enemy attack 15/100: 3 damage 30/100: 6 damage 45/100: 10 damage 60/100: 13 damage 75/100: 16 damage 90/100: 19 damage 100/100: 20 damage
█Hammer:► ❖ MID Blunt force +0 total damage if blocked/buffed Hacking does +2 damage each time the attack is buffed/blocked
█Trident:► ❖ [LOW] Stabbing - Does 1/4 total damage even if buffed/blocked to 0 Poison - Takes 1points of poison damage each post regardless of battle or not for 10 turns.
█Pole arms:► ❖ [LOW] Cutting +1 damage with each hit that does damage in a row, Resets if an attack is blocked/buffed to 0 or misses. Stabbing - Does 1/4 total damage even if buffed/blocked to 0
█Bow:► ❖ LOW Stabbing - Does 1/4 total damage even if buffed/blocked to 0 Poison - Takes 1points of poison damage each post regardless of battle or not for 10 turns.
█Axe:► ❖ [LOW] Cutting +1 damage with each hit that does damage in a row, Resets if an attack is blocked/buffed to 0 or misses. Hacking does +2 damage each time the attack is buffed/blocked
█Dagger:► ❖ LOW Cutting +1 damage with each hit that does damage in a row, Resets if an attack is blocked/buffed to 0 or misses. Stabbing - Does 1/4 total damage even if buffed/blocked to 0 15/100:3 Damage 30/100:5 Damage 50/100: 11 Damage 75/100: 17 Damage 100/100: 21 Damage
█Scythe:► ❖ [LOW] Cutting +1 damage with each hit that does damage in a row, Resets if an attack is blocked/buffed to 0 or misses. Critical hit Each unblocked/buffed hit doubles in damage. 15/100: 4 Damage 40/100: 9 Damage 60/100: 14 Damage 85/100: 17 Damage 100/100: 20 Damage Inflict "Bleeding" Status if 3 blows land.
█Buster Sword:►LOW Critical hit Each unblocked/buffed hit doubles in damage. Blunt force +2 total damage if blocked/buffed 15/100: 3 Damage 40/100: 10 Damage 60/100: 14 Damage 85/100: 17 Damage 100/100: 21 Damage
█Sword:► MID Cutting +1 damage with each hit that does damage in a row, Resets if an attack is blocked/buffed to 0 or misses. Stabbing - Does 1/4 total damage even if buffed/blocked to 0
█Claw:► ❖ MID Cutting +1 damage with each hit that does damage in a row, Resets if an attack is blocked/buffed to 0 or misses. Blocked -1/2 damage to enemy attack 15/100: 3 Damage 35/100:7 Damage 50/100: 12 Damage 65/100: 15 Damage 75/100: 18 Damage 100/100: 22 Damage
█Whip:► ❖ END Lashing Lose 1Hp each turn for remainder of battle. Impact +2 Damage when not blocked/buffed
15/100:1 Damage 35/100:3 Damage 60/100: 18 Damage 85/100: 21 Damage 100/100: 24 Damage (If 3 blows land, inflict "Constricted" status. Count resets only once target is no longer under the "Constricted" status. )
█Fan:► ❖ END Blocked -1/2 damage to enemy attack Poison - Takes 1point of poison damage each post regardless of battle or not for 10 turns.
Cutting +1 damage with each hit that does damage in a row. Resets if an attack is blocked/buffed or misses. Blunt force +1/2 total damage if blocked/buffed Poison - Takes 2points of poison damage each post regardless of battle or not. Wears off after 5 posts. Lashing Lose 1Hp each turn for remainder of battle. Stabbing - Does 1/2 total damage even if buffed to 0 Impact +1/2 Damage when not blocked/buffed Hacking +1 damage each time the attack is buffed/blocked Critical hit Each clean hit doubles in damage. Resets if it misses or is blocked. Blocked -1/2 damage to enemy attacks Countered Do 1/2 the damage dealt to you back to the enemy. Bleeding: Lose 1 HP every 2 posts in and out of battle until a healing item is used or a healing spell is used.
█ ELEMENTS █
Keep in mind that these elements' abilities are passive so no spells are required to take advantage of them. Some require more Skill Points to unlock then others.
The amount of Skill Points added in an Element will increase the max damage of spell your character can create. More on that at the [Spell Creation Thread.]
█ Basic level elements █
█Thunder:► Requires 15/100 skill points to unlock. █ Skill tree █ 25/100 Skill points: Extra 1Mana stolen with Mana-drain 50/100 Skill points: Extra 2Mana stolen with Mana-drain 75/100 Skill points: Extra 3Mana stolen with Mana-drain 100/100 Skill points: Extra 4Mana stolen with Mana-drain
█Fire:► Requires 15/100 skill points to unlock. █ Skill tree █ 25/100 Skill points: Extra 1 damage 50/100 Skill points: Extra 2 damage 75/100 Skill points: Extra 3 damage 100/100 Skill points: Extra 4 damage
█Water:► Requires 15/100 skill points to unlock. █ Skill tree █ 25/100 Skill points: Extra 1 to buffs 50/100 Skill points: Extra 2 to buffs 75/100 Skill points: Extra 3 to buffs 100/100 Skill points: Extra 4 to buffs
█Wind:► Requires 15/100 skill points to unlock. █ Skill tree █ 25/100 Skill points: Extra 1Stamina healed from healing powers / Potions 50/100 Skill points: Extra 2Stamina healed from healing powers / Potions 75/100 Skill points: Extra 3Stamina healed from healing powers / Potions 100/100 Skill points: Extra 4Stamina healed from healing powers / Potions
█Earth:► Requires 15/100 skill points to unlock. █ Skill tree █ 25/100 Skill points: Extra 1 to blocks 50/100 Skill points: Extra 2 to blocks 75/100 Skill points: Extra 3 to blocks 100/100 Skill points: Extra 4 to blocks
█Plant:► Requires 15/100 skill points to unlock. █ Skill tree █ 25/100 Skill points: Extra 1HP healed from healing powers / Potions 50/100 Skill points: Extra 2HP healed from healing powers / Potions 75/100 Skill points: Extra 3HP healed from healing powers / Potions 100/100 Skill points: Extra 4HP healed from healing powers / Potions
█ Mid level elements █
█Body:► Requires 20 skill points to unlock. █ Skill tree █ 30/100 Skill points: Extra 1 damage with weapons 50/100 Skill points: Extra 2 damage with weapons 70/100 Skill points: Extra 3 damage with weapons 100/100 Skill points: Extra 4 damage with weapons
█Mind:► Requires 20 skill points to unlock. █ Skill tree █ 30/100 Skill points: Spells cost 1 less 50/100 Skill points: Spell cost 2 less 70/100 Skill points: Spells cost 3 less 100/100 Skill points: Spells cost 4 less
█Soul:► Requires 20 skill points to unlock. █ Skill tree █ 30/100 Skill points: Regain +1/Mana/Stamina every post 50/100 Skill points: Regain +2/Mana/Stamina every post 70/100 Skill points: Regain +3/Mana/Stamina every post 100/100 Skill points: Regain +4/Mana/Stamina every post
█ Greater level elements █
█Light:► Requires 30 skill points to unlock. █ Skill tree █ 40 Skill points: Extra 2 to buff 60 Skill points: Extra 4 to buff 80 Skill points: Extra 6 to buff 100 Skill points: Extra 8 to buff
█Dark:► Requires 30 skill points to unlock. █ Skill tree █ 40 Skill points: Extra 2 damage 60 Skill points: Extra 3 damage 80 Skill points: Extra 6 damage 100 Skill points: Extra 8 damage
█ God level elements █
█Gravity:► Requires 60 skill points to unlock. █ Skill tree █ 70 Skill points: Extra 4 damage / buff, Extra 4 HP/Stamina restored with healing powers, Drains an extra 4 Mana with Mana-drain 80 Skill points: Extra 6 damage / buff,Extra 6 HP/Stamina restored with healing powers, Drains an extra 6 Mana with Mana-drain 90 Skill points: Extra 8 damage / buff,Extra 8 HP/Stamina restored with healing powers, Drains an extra 8 Mana with Mana-drain 100 Skill points: Extra 10 damage / buff, Extra 10 HP/Stamina restored with healing powers, Drains an extra 10 Mana with Mana-drain
The Multiverse Captain
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The Multiverse Captain
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Posted: Thu Nov 21, 2013 12:49 pm
█ Classes █
Chosen upon character creation. Determines base HP, MP, SP and the two Class-bound abilities. Basic Elemental Classes: Fire, Water, Earth, Wind, Thunder & Plant Essentially the same apart for the element their bonus specializes in.
█Alchemist :►+2 points to Thunder for every 3 skill points dropped into it. █Thunder Spells:► +2 damage █HP:► 10 █Mana:► 5 █Stamina:► 10 █Spiritual Power:► 1
█Elementalist:►+1 point to Fire, Water, Earth, Plant, Thunder & Wind for every 4 skill points dropped into a single slot. █Thunder Spells:► Double damage to shields. █Fire Spells:► +4 damage █Water Spells:► Drains Mana from target equal to 1/2 damage dealt. █Earth Spells:► Buffs +4 damage █Wind Spells:► Restored +4 Stamina █Plant Spells:► Heals +4 HP █HP:► 2 █Mana:► 12 █Stamina:► 8 █Spiritual Power:► 1 __________________________________________________________
Mid Level Classes: Body, Mind & Soul
On hold █Warrior:►+1 points to Body for every 4 skill points dropped █Body Spells:► Weapons do +2 damage █HP:► 15 █Mana:► 0 █Stamina:► 20 █Spiritual Power:► 1
█Lord+1 points to Soul for every 4 skill points dropped █Soul Spells:► Heals +2 HP █HP:► 7 █Mana:► 7 █Stamina:► 7 █Spiritual Power:► 1
Greater Level Classes
█Assassin:►+1 skill point to Light & Dark for each 4 skill points added. █Light Spells:► Buff +2 damage █Dark Spells:► +2 damage █HP:► 8 █Mana:► 8 █Stamina:► 8 █Spiritual Power:► 1 _____________________________________________________
█Paladin:►+1 point to each weapon skill type for every 4 skill points dropped. █Lance:► If an attack would be buffed to 0 by a shield or spell do 1/2 total damage any way. Shields only take 1/2 the damage it would have taken though.
█knight:►Regains 2HP Bars each none combat post. █Shield:► Shield buff double damage. Does not effect spells. █HP:► 12 █Mana:► 2 █Stamina:► 12 █Spiritual Power:► 1 __________________________________________________________ █Rogue:►Regains 2 Mana Bars each none combat post. █Whip:► +1 damage each clean hit █HP:► 8 █Mana:► 6 █Stamina:► 8 █Spiritual Power:► 1 __________________________________________________________
█Ninja:►+3 skill point to Luck for every 2 skill points added. █Dagger:► Auto buffs 2 points of damage if attacked next turn. █HP:► 5 █Mana:► 10 █Stamina:► 8 █Spiritual Power:► 1 __________________________________________________________
█Pirate:►+2 skill point to Targeting for every 3 skill points added █Dagger:► Ranged attacks do +2 damage. █HP:► 10 █Mana:► 5 █Stamina:► 8 █Spiritual Power:► 1 __________________________________________________________
█Ranger:►Doubles the Coin you gain each RP post. █Bow:► +2 damage from bow attacks. +4 damage from Magic bow attacks █HP:► 12 █Mana:► 4 █Stamina:► 10 █Spiritual Power:► 1 __________________________________________________________
█Hunter:►Doubles the Coin gained each RP post. █Bow:► +4 damage from bow attacks. +2 damage from Magic bow attacks █HP:► 12 █Mana:► .4 █Stamina:► 10 █Spiritual Power:► 1
SEALED UNTIL FURTHER NOTICE
█ Summoner:►+5 for every 10 skill points dropped into any skill slot. Can't drop less then 5 skill points into any one slot. Unable to use Destructive Spells.
█Light Spells:► Heals +2 HP █Dark Spells:► +2 damage █Soul Spells:► Restores +2 Stamina █HP:► 4 █Mana:► 10 █Stamina:► 6 █Spiritual Power:► 1 __________________________________________________________ █ The Broken:► Can never use any form of magic does not effect magic items. Still able to put skill points into element skill tree's
Regains 3 HP / Stamina Bars each none combat post.
+1 skill point to Luck for every 1 skill points added. +1 skill point to Targeting for every 2 skill points added +1 point to the Hand-to-Hand combat skill for every 2 skill points dropped.
Picked during character creation. Each race has its own history and theme as well as some abilities. You may read them more in details through theHistory of the Multiverse sub-forum. Each race has its own thread with a detailed description of it. The following is a quick one-line description of each race accompanied by their abilities for the purpose of quick browsing.
-1/2 damage from Light, Dark magic. Summons can use your spells and draw from your Mana Summons can share your HP. If you have no HP left you faint and the summon dies.
Jumi █► Tribal people with a jewel in there chest !
+4/10 to dodge rate for 3 turns. Canceled if attacking. Must wait 3 turns before using again. Staff, Spear and Trident weapons do +2 damage.
Koroki █► A ever young race accompanied by a sprite [ like link from Zelda ]
+4 damage with daggers. Each turn you may roll a d4. You get one of the following effect depending on the roll result.
#1 Increase your evasion by 1/10th #2 Increase your accuracy by 1/10th #3 Decrease your evasion by 1/10th #4 Decrease your accuracy by 1/10th
Anima █► An experiment in making human-like machines.
Deals damage to Mana equal to 1/4 the damage dealt Extra 1Mana stolen with Mana-drain spells
Automatically unlock a single element based on the color pattern you pick. All spells of the chosen element do +1 damage / Heal +1 or Stamina / Drain +1 Mana or Buff+1 damage as affected by the spell used.
Eidolon █► Every one of these are demons consisting of dead flesh patched together.
Female:All have the element of Earth +1 buff with earth magic Male:All have the element of Fire +1 damage from fire magic
+1 to the Thunder or the Fire element for every 5 skill points dropped. Water / Earth magic does double damage to you. Thunder / Fire attack spells Heals instead of dealing damage. Amount of HP healed is equal to the amount of damage it would have dealt.
Animatic █► Half human, half animal. If you can find a name in the Animal kingdom, there's bound to be an Animatic of it.
Female:Every 5 None combat or Job related RP posts fully restore HP & Stamina Male: Every 5 None combat or Job related RP posts fully restore Mana & Stamina
Kor █► They are the true embodiment of the Multiverse.
+5 for every 10 skill point added to weapon skills or the Soul Element skill. Soul buffs restore 1/4 Mana equal to the damage they absorb. ( A fire balls deals 4 damage to buff, restore 1Mana )
Bone Walker █►Listen for the shamble of bones and you'll be short to live
Restore 1 additional HP and Stamina bar each RP post, Regardless of combat or not. Mana Restores 1 additional mana bar every 2 none combat posts.
Bullywug █► Frog people that can live almost anywhere let it be in extreme heat or cold.
Any damage taken from water magic restores HP equal to the damage it would have dealt instead of dealing damage. Fire magic does double damage to you. Hand-to-Hand combat damage poisons enemy whether you hit them or they hit you.
Valkyrie █► Noble humans gifted with the essence of flight to accompany them in battle.
Female:Always have the Light element. Buff spells buff double the damage. Negate all stabbing damage. Male:Always have the Wind element. Negate all Impact or Blunt force damage from weapons attacks. Wind spells cost 1/4 less.
Spirit █► Usually guardians of certain items, places, or even actions.
Female: Light magic doesn't use Mana. Unable to buff Dark spells / Deal double damage. Dark spells cost +1/3 total cost. Malebiggrinark magic doesn't use Mana. Unable to buff Light spells / Deal double damage. Light spells cost +1/2 total cost.
Smurf █► Little blue people that resembled gnomes.
Female:Once every 7 RP posts restore a friends Mana by 1/2. +2 damage with plant magic Male:Once every 7 RP posts restore a friends HP by 1/2. +2 damage with plant magic
Elf █► Creatures of nature that do as much as they can to preserve and serve it
Forest elf Natural ability: Plant Magic heals double HP on friends only. Plant magic cost 1/2 less Dark elf Natural ability: Fire magic does double damage to other elves. Fire magic cost 1/2 less Blighted elf Natural ability: Wind magic can auto destroy any scroll summons with 4 or less HP. Wind magic cost 1/2 less Under root elf Natural ability: Earth magic buffs double damage once every 3 combat RP posts. Earth magic cost 1/2 less High elf Natural ability: Thunder magic does double damage to Merfolks. Thunder magic cost 1/2 less Gilled elf Natural ability: Attack Water magic can auto destroy any shield spell that would buff 60 or less damage. Water magic cost 1/2 less
Draenei █► Demons. Some have remained uncorrupted and civilized, but the less fortunate are bloodthirsty creatures.
Soul and Mind magic shield spells buff double damage from Fire, Water, Thunder, Earth, Wind and Plant magic. Dark / Light magic cost +1/2 more then the spells normal casting cost. ( Dark shield costs 2Mana, increased by 1/2 = +1 Mana = 3mana to cast )
Merfolk █► Poseidon may have made the sea cow, but he made up for it by granting his greatest disciples a life in his underwater kingdom
Water based Summons restore 10 of their own HP each RP post. Water summon spells cost 1/2 less. Water attack spells do +3 Damage to Elves Water Buffs, buff all damage from fire and Earth spells.
Female:Always have the Wind element, when using a summons spell you may double the summons HP OR Mana. Male:Always have the Wind element, When using a Wind magic Attack or Shield spell deal or buff double damage for 3 turns. Can only use once every 6 RP posts.
Minotaur █► Minotaurs are half human, half bull and sport a human's body with a mean set of horns and a temper to match.
Female:When dropping any number of skill points into any weapon skill add the same number of skill points to ether the Sword, Pole,Arms or Spear weapon skill. Male:When dropping any number of skill points into any weapon skill add the same number of skill points to ether the Axe, Hammer or Mace weapon skill.
Target foe loses 1HP for every RP post they make. Only works if you use the Targeting skill to auto hit a foe on the first turn of a combat RP. That attack does no damage. Each turn you lose 1Mana, this effect ends when you have no Mana left. Can not be used twice in the same RP combat. Hand-to-Hand attacks have Poison
Light, Wind and Thunder Magic can be cast using the caster own HP in place of Mana. Light / Wind and Thunder magic cost 1/2 less HP when used. +1/10th dodge rate
Troll █► Trolls enjoy dark, dank places under rocks, in caves, and anywhere underground.
Take no damage from fire magic. +2 damage with Hammer, Axe, Mace or Club weapons.
Neko/Nicatal █► Half humanoid, half cat. In the case of the Nicatals, less human, more savage !
Neko:Items from the shop thread cost 1/4 less coin& +2 damage with any magic spell. Female Nicatal:Add +2 for every 3 skill points dropped into the Staff, Spear, Whip, or Claw weapon skills. +1 damage with Staff, Spear, Whip, or Claw weapons Male Nicatal:Add +2 for every 3 skill points dropped into the Whip, Claw, Dagger, or Hand-To-Hand weapon skills +0 damage with Whip, Claw, Dagger, or Hand-To-Hand weapons
Centaur / Faun █► Half horse or half goat, Zeus wasn't responsible for this mix-up of genes.
Plant magic Doubles HP healed so long as 4HP or less HP is healed through other means of magic. ( Example: A healing spells that would heal 4HP now instead heals 8HP ) Staff's block +1/4 damage.
Earth magic deals +2HP for every 4HP damage dealt through other means of magic. This effect increases for every increment of +4HP the spell would do. In other words if a spell would normally do 80HP in damage it deals an extra 4HP dealing a total of 12HP. +1 damage blocked with a shield Wind magic buffs +2HP of damage for every 4HP of damage or more a spell would buff. +1HP of damage buffed for every3HP of damage buffed beyond the first 6Hp buffed. Any spells that would deal less then 4HP of damage can not be buffed. +1 damage from bows
Dwarf █► Underground dwellers with a pickax in one hand and cannon in the next
Female:So long as you have 100 coins you gain +1 extra coin for every RP post made outside of combat. Male:Axe and Hammer weapons deal +4HP damage and lose 1MP so long as you have 5MP or more. Can only use if you have 5 or more coins.
Human █► The most versatile of races, able to harness all of the elemental energies and the most balanced.
+2 to any weapon skill you drop 5 of more skills points into. You can pick any Weapon Skill's Ability for your weapon even if they are not the 2 listed.
█ Evolved Races [Restricted] █
Now, you might be asking why some races you think should be listed above are listed here and restricted to you. Well, think of it this way. A demon is a persons who has sold their soul for power, right ? How then would a demon be born ? This also applies to vampires and werewolves. They're an infection passed from person to person. Its not something you're born with.
To become a member of an Evolution Race you need your current OC to become "infected" or perform the "rites" to evolve.
Angel: Any race can become an angel but only by giving their life to save another OC in combat.
Light magic buffs 3/4 of all magic damage. Light summons don't lose Mana each turn. Lose all dark magic's or enchanted items. Weapon damage is doubled.
Demon Any race can become a demon but only by selling their soul to a lich.
Dark magic buff's 3/4 of all weapon damage. Dark summons don't lose Mana each turn. Lose all light magic's or enchanted items. Magic damage is doubled.
Werewolf Must be attacked by another werewolf.
Every 24RP posts you may double the damage dealt through the Claw or Hand-To-Hand combat skill. Weapons deal double damage to you when this is active. You may turn this ability back off at any time. If you RP with this ability for 24RP posts this ability automatically turns off. Any OC dealt damage from Hand-to-Hand combat from you becomes infected. They most then roll a d6. If they roll a 3 they are now a Werewolf as well as what ever race they where before hand
Vampire Must be attacked be another vampire
Any damage you deal with a weapon to a target heals that much of your HP and Mana. Dark magic uses no Mana. You can not heal your self through magic. Any healing magic used on you deals as much damage to you. Any OC dealt damage from Hand-to-Hand combat from you becomes infected. They most then roll a d6. If they roll a 3 they are now a Vampire as well as what ever race they where before hand.
Ghost Must be killed by a Spirit OC !
Increase your dodge rate by 2/10th for weapons attacks. Decrease your dodge rate by 2/10th for spell attacks. Weapons deal no damage to you unless they drain Mana. You can not die unless your Mana is at 0. You're unable to use healing spells or items that restore HP.
Lich Must kill another persons OC !
All nearby foe loses 2HP each turn, Restore 2HP each turn for every foe affected. Healing spells deal double damage to you instead or healing you.
Dragunot Must kill a Draenei OC !
Foes can not drain HP or Mana from you. Fire spells use no mana, 100% immune to all forms of fire magic. Can summon 2 of any fire summon so long as its a dragon. Dragon summons no longer lose Mana each turn and can cast any of your Fire attack magics. They still die if they have no magic. ( they use their mana to cast spells )
The Multiverse Captain
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The Multiverse Captain
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Posted: Thu Nov 21, 2013 12:51 pm
█ Jobs █
Jobs are a nice way to earn coins and expand on your OC's background. You can only take 1 job at the time but you can quit it to take another one so long as you make a profile update request. You'll have to apply for the position just like a normal job. There will also be a set number of positions for some job which means you might not be able to get the job you're after at any given time. Jobs may also offer you perks other than coins. Do keep in mind when working your job that this is to be done in the RP. Also, you can opt not to provide your services to anyone for any reason so long as it is In-Character. For instance, if your OC is a medic who works for the House of Chaos and a House of Peace soldier requests your help, you can tell them to go to ... well, you get the idea. _______________________________________________________________ Set price The price for your services have been set so they cannot be changed, but have much more job openings.
█ Medic:► Job Bio: Heal those in need by any means of your choice. HP only. Can remove burns, freeze, poison and echo after only 1 turn. Perk: HP healing potions cost you 5 coins only. Cost of services: 10 coins Requirements: Healing magic.You can heal others however you like: Magic or potions. Max:10
█Curse breaker:► Able to break curses off people. Unavailable until further notice Job Bio: Break curses placed on others. Perk: Curses can't be placed on you. Cost of service: 25 coins Requirements: Soul Element Max:2
█Enchanter:► Able to place an enchantment on weapons or items. Unavailable until further notice Job Bio: Perk: -۞۞ Mana from spells you use. Cost of services: 200 coin Requirements: At least 3 Enchantment spells Max:1
█Merchant :► . Job Bio: Buying items from other OC's to sell to others. Perk: You can keep anything you like. Cost of service: Buy items at 1/2 Shop Price. Sell at full shop price. You may set the price of any item not sold in the shop as you see fit. Requirements: Must own at least 10 items to take and keep job. Max:5
█Nercomancer:► Job Bio: Bring a dead OC back to life or turn them into a Ghost. Can only bring an OC back to life or turn them into a Ghost ONCE ! All OC's brought back to life become a "homunculi" as well as whatever race they were before.
Can trade for an OC's soul and turn them into a Lich when the OC dies. If you own an OC's soul, then you can force them to do jobs for you.
Vampire, Spirit, Ghost, Anima, Koroki, and Kor can not be brought back to life. Anima cannot become a Ghost. Spirit and Ghost, can not become a lich. Perk: ALL Lich's MUST obey your every command so long as you own its soul. Lich's whose soul you own can not use their natural ability on you. Cost of service: Name your price. Requirements: Dark and Soul Magic as well as 20Mana Bars. Most keep track of all the souls you own. If you don't, that Lich whose soul you "lost" will no longer be under your command. It will then be able to hurt you and disobey you. This is called a "freed soul". You can do this of your own free will as well. Max:2
█Guide / Steward:► Job Bio: Help protect others that travel from town to town. Perk: Can auto escape any monster encounter. Gain +5EXP for each monster you kill that's sent after the person who hires you. ( Only gained if a crew members RP's as the said monster ) Cost of service: 10 coins for every map that has been crossed. Requirements: Earth, Plant or Wind magic. Max:6
█Chemist:► Job Bio: Make potions. Perk: Get to make potions for yourself for free. Cost of service: Same as the Shop cost Requirements: Fan weapon skill. Max:4
How potion making works
5 RP posts Restores ❖ Each RP post for 5 posts Restores ۞ Each RP post for 5 posts
10 RP posts Restores ❖ Each RP post for 10 posts Restores ۞ Each RP post for 10 posts
15 RP posts Restores ❖ Each RP post for 15 posts Restores ۞ Each RP post for 15 posts
20 RP post Restores ۞۞❖❖ Each RP post for 5 posts.
30 RP post Restores all ❖ Restores all ۞
_______________________________________________________________ Freelancer The fees for your services are set by you.
█Bodyguard:► Job Bio: Protect those who hire you. Perk: +1 EXP for every RP post while on the job. Cost of service: Name your price. Requirements: Sword and shield weapon skills. Max: 10
█Messenger:► Job Bio: Pass messages between two OC's one in your RP area and another OC outside of your area. Perk: Able to talk to an OC outside of your RP area. Requirements: Mind magic Max: 10
█Soul Eater:► Job Bio: Destroy the undead as well as "The Breed" ( Vampires, Ghosts and Lich ) Perk: Remove an amount of your Mana in order to drain an equal amount of Mana from target foe. Foes can not restore Mana. Auto kill any "The breed" monsters. Once every 3 RP posts. Requirements: Light and Soul Magic. Max:1
█Dusk Guard:► Job Bio: Lead "the breed" as you're told. Perk: "The breed" you're given will obey your every command. You gain 1 EXP for every "The breed" monster your RP as. "The breed" monsters that you don't own will not obey you and will attack you. If you seal a "The breed" that is sent to attack you can control it later on as well. Requirements: Must be a member of the House of Chaos or the House of Twilight. Max: 3
█Dawn guard:► Job Bio: Destroy "The breed" monsters as told. Perk: gain 5EXP for each "The breed" you kill. Requirements: Must be a member of House of Peace, Guild of Nobility or the Guild of Governments. Max:1
█Breeder:► Job Bio: Capture, tame, train and breed indigenous animals and monsters to turn them into pets and sell them to other players. Perks:Can change pets in-battle. Can use up to 2 pets at the same time, but they cannot be 2 monsters or 2 animals. Cost of services: Name your price. Requirements: Whip weapon skill. Max: 2 How it works
Capturing: Enter an unsafe zone and roll a number. Chances are, you will encounter one. (See Navigation for more details) Indigenous Animal: No battle is required, move to step 3. Monsters: Reduce its HP to 0 Indigenous Animal: Make 4 posts, 100 words minimum, on how your character tamed it Monsters: 7 posts required to tame it Gender: -Roll a 20D, Males are even numbers, females are odd numbers. Breeding: (For now, hybrids, or cross-breeding is not allowed) -Requires presence of both Male and Female creature. -Requires 10 posts, 100 words min. -Resulting baby will be an average of both parents' stats, but starts at level 1 Training -Each level gives 20 HP and 10 SP -Gain 1 EXP per post is is present -10 EXP needed to reach level 2. -Additional 2 exp needed for every level.
Indigenous Animals have HP, SP, Damage and a passive ability. Damage can be dealt using SP which is deducted in the same way as that of OC's. Starting stats will be given to each animal. Mobs have higher damage output instead of a passive ability. They also have a level cap after which they will no longer be able to level. Their numbers of attacks are not limited by SP, in fact, they do not have any SP. Their starter stats are the ones the OC's had to fight in the wild.
Keep in mind that should a pet's HP reach 0 and the fight does not finish within 2 posts, it will die and be lost permanently on the 3rd. Their dodge rate is always the same, 5/10, and cannot be changed/modified
_______________________________________________________________ Thug work No slot caps ( meaning I don't control how many people take the job title ). You set your price and how you do the job. The only draw back is these jobs can be dangerous, you might even die.
█Bounty Hunter:► Job Bio: At the payed request of another OC, hunt down another OC. The request given may be to capture and bring them in alive or try and kill them. The person who hires you makes that choice. Bounties are posted here. Perk: +1 EXP to each post made while hunting a target OC. Requirements: Requirements can be set by the person who hires you. Max: No limit
█Hired Grunt:► Job Bio: Do as your told ! Perk: +20 coins when the job is done on top of whatever the hired price was. Requirements: Requirements can be placed on the job by the person who hires you. Max:No limit
█Thief:► Job Bio: Steal something as hired. Perk: Thieves can steal items from another OC by rolling a 20 side dice once every 10 RP posts. 3, 6, 9, 12, 15 and 18 means you steal the item with out a problem. 5, 10, 15, and 20 means you got caught trying to. Any other number means you failed but wasn't noticed trying. ( Yes, for those wondering, they really do steal your stuff. ) You pick 6 items the target owns that you want to steal. Give each item a number tagged 3,6,9,12,15,and 18. If you roll the correct number that's the item you steal. However by using 15 points from luck, you can pick what ever of the 6 items you want to steal. For 30 points from luck, you can roll a 6 side dice and auto steal the item you roll. Requirements: Dagger weapon skill. Target must own at least 6 items. Max:3
Well, giving the following threads a once over would be a good idea to start with: Rules, Basic RP Guide
It is recommended that one starts their journey in a Safe-Zone where they will be able to gain some EXP and try to interact with other RPC's before running into the wild as traveling alone may be risky for a new adventurer.
We have a [Navigation System] that needs to be followed when changing location and when posting in an Unsafe Zone. Dangerous Encounters may happen so it is always best to bring along a friend on your journey through the Multiverse.
Although not mandatory, it is recommended to join a faction for companionship or rivalry. Some cities are under the governance of specific factions so your characters may get some perks! For membership, please contact the one in charge of the factions as they have different criteria and some may require your application to be RP'ed out.
█ Open Positions █
Confident about your RP abilities and your leadership capabilities? Here are some positions that are open for application.
Faction Leader - Faction Information The one who will leader a faction, let it be Guild or House. Their characters are the leaders and will be giving out missions to their members and trying to manipulate the odds into their favor. Requirements: Perks: -Start with 200 coins. -Manage the Faction's Subforum, -Control the Faction Open:
House of Twilight - Feiyimei Guild of Artifact - sanisani-kun Guild of Blood
House of Peace Guild of Government Guild of Nobility - Moonlight Calamity
House of Chaos - Kai Merah Guild of Evolution - Ohhmaru-Concoo-Tanoweichi
AVATAR Requirements:Strong and dedicated role-player willing to not abuse of their power. Perks: -40 free Skill Points given to be added in the Element of the AVATAR -20 Extra free Skill Points given. Open:
Combat is turn based, meaning OC1 makes a move, OC2 needs to make a post before OC1 may post again. If there has been a posting Order, do try to keep it. Should one need to roll a number, roll it first before editing the post. Should more than 1 type of roll be required, use the appropriate number of posts while clearly stating OoC for which character the roll is for.
Try to be as realistic as possible in terms of time management in battle. One cannot have the time to do the laundry, learn to play piano and build a sandcastle all in one post.
Please note the killing is permitted even though the system is built to discourage it unless previously discussed with all parties involved.
Actions
█Use a Melee Attack: ► Every 2 melee attacks cost 10 SP
█Cast a Spell or Use a Technique: ► SP and MP consumed accordingly.
█Block an incoming Attack: ► Cut damage received by 25%, roll a 10D, using Dodge Rate + 2 to determine the success. Use 5 SP. Failure will be the equivalent of receiving a full clean hit while still having used the 5 SP for the attempt to block.
█Evade an incoming Attack: ► Costs 10 SP to attempt to evade whether it is successful or not. See Stats post for more details on evasion roll.
█Use an Item: ► Unless otherwise specified, an item is gone once it has been used.
█Attempt to Escape ► During PvP, Spend 25% of Max SP to automatically escape pursuer and be teleported to a neighboring thread/location. Only possible if below 25% of max HP. Assailant may decide to pursue and be teleported as well at the price of 50% of their max SP
Each normal attempt will cost 25% of max SP and will need a 10D to be generated. Success Rate is calculated the same way as Evasion Rate. Successful escape will teleport your character to an adjacent map. (For NPC escape, see Navigation thread.)
█Command Summon/Pets ► Only if one is present.
█Damage Calculation█
Remember, OC's are not aware of all these numbers.
Within each post, one must keep count of the amount of HP/MP/SP lost, healed, or blocked to be able to calculate the damage result.
The resulting number is meant to represent the overall aftermath of an exchange of blows. The content during the exchange matters little so long as they make sense. One can be bearing down on another with a series of furious slashes, but it will only take into the consideration the damage dealt by 1 attack.
Quote:
E.g.: Sword base damage:80 Enemy shield: 50HP Math: 80-50=30 Damage to be dealt.
This means, no matter how the attacker describes his attack, so long as it does not involve magic(except for defender's shield) and is done by a sword, it will deal 30 damage even if it is written as 'unleashed a rain of rapid slashes'. Rain of slash=1 slash's damage taken into consideration. Well, if the target does not manage to dodge it successfully that is.
Another complication of the above case is the magical shield invoked by the defender. Shields can be fixed, staying at the location it had been cast and unable to be moved around, or mobile, meaning that the caster can carry it with them much like a usual knight's shield. There is actually a very important difference between those two.
Quote:
The fixed shield cannot dodge an attack. It will lose its 50 HP, and be shattered, but the caster of the shield can dodge an attack so the remaining 30 HP may miss if the roll allows it. Option A: Successful Dodge: Shield is broken, but caster receives no damage Option B: Unsuccessful Dodge: Shield is broken, Caster receives 30 Damage.
Quote:
The mobile shield is being carried around by its caster, meaning that it can dodge along with the caster so there's a chance that no damage will be dealt to it if the defender successfully rolled a dodging number. However, if it hits, that the target will not be able to dodge a second time, meaning that they will lose 30 HP. Option A: Successful dodge: No damage taken by caster & shield. Option B: Unsuccessful dodge: Shield broken & Caster receive 30 Damage.
Creature summons is another story however. Dodging both caster and creature summon will require 2 dice rolls if they attack at the same time!