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Posted: Sat Mar 10, 2007 11:47 pm
Disclaimer: I do not own Ragnarok Online and/or the names of characters/some of the ideas presented here. Descriptions of characters and places might have been copy-pasted from the iRO website (I know the Intro is). I know I’m a lazy bum, so BLOW ME. There is no REAL inclusion of Norse Mythology in here, names and references only. This RP is my intellectual property and you must have my permission in order to use the system/story for yours. Sorry if it looks like other RO RPs, but since I made this, it means I haven’t seen a single one yet. Ragnarok Online and all characters and symbols are trademarks of Gravity Corp. and Lee Myoungjin. All rights reserved.
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Posted: Sat Mar 10, 2007 11:49 pm
History of Rune-Midgard: Time of Ragnarok After the long and gruesome war between God, Humans, and Demons...
Scarred during the dangerous moments in battle, and avoiding total destruction altogether, the Humans, God and Demons entered a long truce. The 1000 years of fragile and forged peace...
In the land of Midgard, the existence of peace eventually led the humans to erase their memories of the scars and hardships of the wars in the past. Not remembering the faults of the past, culture was spreading throughout the land along with selfishness, corruption, and arrogance.
Then one day, strange occurrences started happening, breaking the balance that once existed in Midgard. There came a strange howl from the boundaries that divided the humans, God, and demons; creatures began attacking; increasing earthquakes and hail - and...
The mysterious legend of demons...
As the fragile peace began to fall apart, stories about the parts of Ymir, protecting the peace, began to spread among the adventurers. Forgetting the true nature of it, people set out to seek each of the pieces for their own selfishness, and the wealth that would come with it...

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Posted: Sat Mar 10, 2007 11:50 pm
I. Table of Contents: II. Story III. Important Characters IV. Profile Creation and Rules V. Character Classes VI. Cities/Places and Religious Orders. VII. The Guilds VIII. Market, Occupations and Economics IX. Elemental Harmony and Battle Resonance X. Uhh . . I dunno, but it's reserved anyway.
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Posted: Sat Mar 10, 2007 11:51 pm
II. Story The Kingdom of Rune-Midgard trembled with a massive earthquake one day and no one knew why. The king has fallen ill, foreigners from another land were discovered on the outskirts of the kingdom, and foul play is suspected of the council members.
The people were ill-prepared to handle a multitude of problems at once, but nevertheless, they continued to try and live their lives as normal as they possibly could, though they knew that things would change quickly. Maybe too quickly that their already fragile livelihoods would be compromised by rapid change and a completely different direction.
It seemed like just a few years ago when a large band of travelers journeyed to the Tower of Thanatos and defeated Thanatos and all his incarnations. The ghosts of Lighthalzen are still present, but their hauntings have diminished since they were defeated by another group of adventurers. Tales of their journeys have been widely recognized, and their fame has spread across the kingdom, but eventually it reached somewhere beyond their regular borders. 100 years have passed since then.
Once the monsters were nearly eradicated, but now, the demons are back and the army has been constantly dwindling in their numbers. The King has been calling for new recruits, and even though his health is failing him, he still stands strong and brings hope to the people. But because of his current state, the council has been fighting tooth and nail over themselves as to who should reign anew, since Tristan III has no heir. Civil war is not out of the question, and many other people believe it to be so.
The year is 1506 A.R. (After Ragnarok). The world is calling and the guilds beckon you towards adventure. Will you join? More importantly, whose side will you take?
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Posted: Sat Mar 10, 2007 11:53 pm
III. Important Characters (Player leaders) ~Lord Knight, Premier Knight of the Prontera Chivalry ~Paladin, leader of the Military arm of the Church of Prontera ~High Wizard, highest of the Geffen mages ~Professor, keeper of Juno's knowledge ~Sniper, master of the forests of Payon ~Gypsy & Clown, artisans extraordinaire of Comodo ~Whitesmith, power of Alberta ~Creator, potion master of Aldebaran ~Assassin Cross, death lord of Morroc ~Stalker, the unseen of Paros Lighthouse ~High Priest/ess, Sanctuary of the Church of Prontera ~Champion, St. Capitolina's bodyguard
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Posted: Sat Mar 10, 2007 11:58 pm
IV. Profile Creation and Rules Use this code to create your profile [b]Gaia name:[/b] Self-explanatory
[b]Character name:[/b] If you have to ask what this is then, get the f*** out, b00n. Don’t take the names of the gods as those are crucial in this RP. I’ll tell you if you have to change your name or not.
[b]Character class and build:[/b] Choose one from the six presented below, including the class build you wish to have. Advanced classes will be presented later. You do not have to put in the class description, but I do ask you to put in your attributes and skills.
[b]Custom Skill:[/b] The only skill in the RP, within your job class, that YOU are allowed to create. You may name it, create its description, describe its effects, etc, etc. BUT if it is too powerful, I will ask you to dumb it down. Also, check to see if other players, or the class builds already have a skill that is similar to yours. One more thing, there are MORE skills to discover in different classes. If you accidentally create a skill that is already present, or has the same name, in a future job class, then you might have to change it. Be original, be creative! You might also have to change this skill once you advance to a higher class.
[b]Age/Birthdate:[/b] Adventurers are typically anywhere from 18 to 30 years of age, or slightly older. 19-22 is the 'prime age' for most young adventurers. Although optional, you can go ahead and use regular months and numbers for the birthdate.
[b]Appearance[/b]: See the character archetype images for appearances. You may use the archetypes, or make your own and be creative; just please remember that no Mage wears full plate armor, or that no Thief wields a large axe. Please be descriptive so that people have a nice visualization of what your character looks like. Picture links are allowed ONLY to support your descriptions and must be inserted as a URL [x] link, not an [img] code. Also, no Asian-styled stuff, at least yet.
[b]Guild[/b]: If you'd like to make one, feel free to pm me. If you just want to join one, talk to an existing Guild Leader. Normally, you are already in a professional guild made up of people from your class. This particular ‘Guild’ is a non-professional organization with a purpose and meaning. Player leaders may choose to give titles towards their members, if they wish.
[b]Religion:[/b] You may choose a religion from the list at VI. This will govern all your beliefs and justify your actions for your character. Please choose wisely. If something does not seem logical, like an Acolyte who believes in the Followers of Yggdrasil, please describe and explain the situation.
[b]Occupation[/b]: Choose a job from the list at VIII and explain what you do, who hired you, what you sell, the business you run, etc. Your salary/profit will be determined by me once you pm the profile in.
[b]Bio/Detailed History[/b]: Feel free to explain your character's roots and beginnings, how they chose their profession, why they wound up here, etc. I want to see more than two paragraphs here, at least. The better you can make this, the more bonus items I can give you. [b]Equipment and Inventory[/b]: All characters, regardless of job class, begin with: Apple x5, Carrot x5, Meat x3, Milk x5, Red Potion x5, their preferred basic class weapon, and 500 zeny. Different character types may be given some bonus items depending on class (upon Profile Creation, I decide what you get extra). This part of the profile changes throughout the story, and so, it will have to be regularly checked by players. (You may have noticed that there is nothing in here that says of Personality. I want this RP to evolve and adapt to its players, its players to other players, and vice versa. Sexual Orientation is also included in Personality and as such, players will have to figure out everyone by themselves. And yes, you may act like as if you really are in real life (i.e. crazy, hyper, emo, cool, etc.) Rules (totally stolen from Kurai): 1. Pretty redundant, but yes, I have to say it. Please follow all of Gaia and Roleplay Refuge ToS and Rules. 2. Please, please, please try to read everything that I post, even the character skills, because those will be crucial to how this thing will go. 3. I don’t expect as much as KuraiKitty does, but I do expect something more than the average paragraph. This is, after all, a training ground for more literate role playing. 4. I’d like people to be active, because I hate to see RPs die prematurely. If you leave, I’ll personally unleash a plethora of sexually transmitted diseases upon thine loins. 5. NO GODMODDING, AUTOHITTING, AUTODODGES (unless you’re uber, like me), or whatever stuff we don’t like. I swear, don't make me get out my God-Mod Slayer, the eSword that's a paradox and an oxymoron within itself. 6. Player killing is not allowed (for now, and for ever), but death is still not an uncommon thing in this RP. Just be sure that at least one of you is a Priest and has Resurrection, or one you has an Yggdrasil Leaf to spare. Kill someone without permission, and I will become a P.K.K. 7. Anyone may take 2 characters at once, and some people, more, but only if thou art capable of handling the stress. 8. If you’ve seen at least up to here, then at the top of your profile (not the title) put either Eternal Sky if you have a guy character or Eternal Snow if it’s a girl chara. 9. Romance is a given, but please, no blatant making out that ends up in H4W7 S3CK5 (no Cyb3r1ng for you, n00b). Keep it to, at most, a PG-16 level. 10. Violence is as violent as it gets. Yes, blood will be spilled, limbs will be hacked off, and people will die a horrible, bloody death, but guess what? You can get resurrected! Just don’t over do it. Same thing goes for swearing. stare 11. No arguments in here, none. If there is ever one, I will solve it if you cannot handle it by yourselves. 12. You can make out of character posts in the RP thread by putting in (( and )) at the beginning and the end, respectively. 13. Enjoy.
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Posted: Sun Mar 11, 2007 12:05 am
V. Character Classes Everyone starts out at some beginning. Players start as any of these. Advanced classes will be presented later.
Your chosen Attributes will be permanent and never change throughout the RP and all of its phases.
Attributes are presented as “(primary [near-Perfect], secondary [Very High], tertiary [High])” and each class and class build has them. There are six attributes and they are as follows: Strength, Agility, Vitality, Intelligence, Dexterity and Luck. Strength is simply attack strength for melee weapons, and the item-carrying limit. Agility is the attack speed and dodge of players. Vitality is over-all defense, stamina and damage reduction. Intelligence is magic power, mental energy and magic defense. Dexterity determines strength of ranged weapons, hit accuracy and the reduction of casting times for skills; it contributes very little to dodge ability as well. Luck is for critical hits, perfect dodges, and finding items. Sometimes a class build has four attributes and that means that their attributes are more spread out and weaker (Very High, High, Average, Low). When they have only two and a half attributes means they only have two main attributes, but have more mastery in those attributes (Perfect, near-Perfect, [Very Low]).
Attributes go from Perfect(99/99)->near-Perfect(90's)->Very High(80's)->High(70's)->Average(50-60's)->Low(40-50's)->Very Low(30-40's). Not having an attribute simply means that the attribute is almost non-existent for that build, or equal to [Very, very low(<30)].
There are some ‘class builds’ for most classes that everyone may choose from. Please add the build title before or after your character class. These builds are to induce strategy and teamwork within the RP. People MAY choose NOT to take a pre-made build. This build is simply called a “Hybrid,” they possess all the skills a class may have in a broad sense, but you must describe what your character is good and bad at (i.e. Speed A word of caution to aspiring players: Choosing a class build that looks really good right now, might not come out as the best choice later in the RP. There are many factors to consider in choosing your perfect class and build. Hybrid builds are a gamble within themselves, because they also come out as Hybrids in the end.
Quote: Swordsman – “Defend the right ...”They are the ones who continuously move forward to further improve their own strength, bringing the skills and physical strength gained through training, along with strong armor and weapons to join the world of adventure. From the Satellite city of Izlude, Swordsmen are very honest, but stubborn, like the strong waves of the ocean. They set off into adventure with one sword when their training is finished. Swordsmen possess both strong physical attacks and defense, and have the ability to be a leader of all characters. Passive Skills: Sword Mastery – Increases the Swordsman’s skill and power with One-handed Swords and Daggers only. Increased Health Recovery – Thanks to stamina and endurance training, Swordsmen are more resilient and heal wounds quicker than the average person. This passive skill allows them to heal and recuperate at a faster rate than others. Two-hand Sword Mastery - Some Swordsmen, impatient with the strength of their single-handed swords, choose to empower themselves with dual-handed swords, at the cost of their shield and speed. Active Skills: Bash – This skill allows the Swordsman to swing the sword above his head and bring it down with crushing force upon the enemy. Provoke – By taunting their opponents, Swordsmen effectively reduce their opponent’s defense capabilities. But by provoking their rage, their opponents’ strength is greatly enhanced. Magnum Break – By taking in the heat and energy of battle, the Swordsman may release this energy in an impressive explosion around him. This skill also imbues their weapon with the power of fire for a short duration. Endure – Owing to the effects of extensive physical training, Swordsmen may ‘charge’ an opponent without flinching from attacks or damage. Special Skills: Berserk – When their lives are in danger, their resolve is called on to empower. This special skill is taken by Swordsmen who feel that the adrenaline rush of danger heightens them to levels of raw power. This also, however, decreases their defensive capabilities. Moving Recovery – Swordsmen who move and travel a lot often learn this skill in order to be able to recuperate even while on the move, or on the run. This allows them to survive the harsh wilderness enemies, or to effectively gain back health when they are being chased. Fatal Blow – Those who devote themselves to study reap its rewards, and this skill permits the same for the Swordsman. By studying the anatomy of the human body, the Swordsman may use his Bash skill at an opponent, but place it at a position where it would effectively stun them for a while. This skill is useful for those who want to end fights fairly quickly, without much bloodshed. Swordsman Builds: One-hand Swordsman – The basic types of swordsman, they carry a one-handed sword, usually coupled with a shield. At this stage, they are the fastest attackers with relatively good defense and power. (Agility, Strength, Dexterity) Skills: Sword Mastery Increased Health Recovery Bash Magnum Break Provoke Berserk Fatal Blow ~Two-hand Swordsman – A specialized type of Swordsman, these types carry no shield but are strengthened by the massive weight and power of their weapon. They are slow at this stage, but are stronger than one-handed swords and spears. (Strength, Agility, [Dexterity]) Skills: Two-handed Sword Mastery Increased Health Recovery Bash Magnum Break Provoke Endure Berserk ~One-hand Spear Swordsman – Stronger and slower, with a slightly better range, than the one-handed sword type, they are still faster, and weaker, than two-handed swordsmen. An extra defense capability by carrying the shield is a very good asset in battle. They are also commonly known as ‘tanks.’ (Strength, Vitality, Dexterity) Skills: Increased Health Recovery Bash Magnum Break Provoke Endure Moving Recovery Fatal Blow ~Two-hand Spear Swordsman – The strongest swordsman type, they are also the slowest out of the four. Their slowness and lack of defense capabilities make up for it in raw striking power and range. (Strength, Vitality, [Dexterity]) Skills: Increased Health Recovery Bash Magnum Break Provoke Endure Moving Recovery Berserk Starting Equipment: ~Choose either: Scimitar (1h) with Guard, Spear (1h) with Guard, Katana (2h), or Guisarme (2h) ~Red Potion x10
Quote: Mage – “The force of Nature …”After gaining full insight of all the elements existing in this world, they found a small string of magic power inside, waiting to be awakened. After training and disciplining with the utmost effort, they have grown to be a respectable Mage. With much knowledge and intelligence, Mages were able to figure out ways to overpower an enemy by learning about the enemy ahead of time and planning appropriately - and with this ability has overcome many different situations and obstacles. Others always see the studying and researching image of a Mage, and because of the ability to think straightforwardly and make cold, but necessary judgments, colleagues tend to think that they have 'no emotions'. However, they may be sincere and caring inside as well. Passive Skills: Increased Mana Recovery – Because of their well-trained mental faculties, Mages experience less mental stress from using spells and skills than other classes. This passive skill regains their mental capacity in a much shorter time than it would take someone else. Active Skills: Cold Bolt – By freezing the water in the air, the mage summons a hailstorm of frozen icicles upon a singular enemy. Fire Bolt – By gathering rising heat, the mage generates fire bolts that rain in a continuous torrent upon an enemy. Thunder Bolt – By generating aerial friction, the mage shocks an opponent with bolts of lightning. Stone Curse – By using a RED Gemstone as a catalyst, the mage attempts to petrify an opponent into a statue of stone for a short duration. The stone form reduces their stamina, little by little, per second, and while in affected by Stone Curse, the immobilized target takes on the Earth property for the duration of the ailment. Napalm Beat – Because of the mage’s ‘supernatural’ powers, they may send a part of their spirit as a ‘force punch’ that smacks an enemy with a ghost property attack. Sight – The mage summons a ball of fire that begins to orbit around the caster. This orb reveals anyone or anything that is hidden with magical force. This spell is also used to illuminate a path through dark dungeons or night forests. Soul Strike – Summoning 5 ghostly orbs, the mage ‘shoots’ them each consecutively at a target. This spell takes only a very short time to cast and is one of the most utilized spells in the land, due to its incredibly low casting time. Fire Ball – Forming a ball of fire in between his hands, the Mage may throw this orb to an enemy, causing splash damage to a small area around the initial target. Like Soul Strike, this is known as a ‘quick-cast’ spell. Frost Diver – The mage raises ice spikes from the ground, towards a target, and the spike that contacts the target will attempt to freeze them in place. The target, if frozen, will remain that way until attacked or casted upon. Otherwise, it lasts for a few minutes. The target also takes on the water attribute in the time they are frozen. This spell is also considered a ‘quick-cast’ Thunder Storm – Calling upon the heavens to send down their fury, the Mage may call down as much as ten claps of lightning and thunder upon a singular area. This spell takes quite a while to prepare and cast, but is incredibly strong when successful. Fire Wall – The Mage creates a wall of flame in front of him, either to protect himself or to protect others. This flame is incredibly potent, and lasts for a few minutes. Safety Wall – Through the Blue Gemstone catalyst, the Mage may create a ‘pillar’ of ultimate protection. This pillar is just enough to fit one person, and it shines with a pink glow. It lasts for about a minute, but in that time, whoever is inside it is protected against any and all attacks made against them. Special Skills: Energy Coat – By utilizing their powers of mana, Mages may cloak themselves with a ‘layer’ of mental energy. Every hit made against the caster in this state is partially done onto their mental stamina. The more mental strength the caster has, the more damage they can reduce. The spell ends when mental fatigue starts to set in. Mages Builds: Wind and Water Mage – These Mages specialize in Water and Wind magic. These attributes are two that have harmony with each other especially, and so this build is very favorable among the amateur learners. (Intelligence, Dexterity, [Agility]) Skills: Increased Mana Recovery Cold Bolt Thunder Bolt Sight Frost Diver Thunder Storm Energy Coat ~Earth and Fire Mage – A much more potent build, it is not easy to utilize, but useful and strong. One could say that this build is more ‘expensive,’ due to the inherent need to always keep a supply of red gemstones. Earth and Fire is another pair of elements that have harmony with each other. (Intelligence, Dexterity, [Vitality]) Skills: Increase Mana Recovery Fire Bolt Stone Curse Sight Fire Ball Fire Wall Energy Coat ~Phantom Support Mage – More of a supporting build, than a straight damage-dealer, this Mage build deals with quick spell strikes, while protecting themselves and others. Like the Earth/Fire Mage, this build is also somewhat expensive, albeit less, as these mages always requires a constant supply of blue gemstones. (Intelligence, Dexterity, Agility) Skills: Increase Mana Recovery Napalm Beat Soul Strike Sight Frost Diver Safety Wall Energy Coat ~Dextrous Caster – These mages cast spells like there’s no tomorrow. They can cast a spell in the shortest amount of time, and what’s worse is that their spells will almost always hit the target. It may not be the strongest spell in the world, but having the reassurance that your spell will hit the target 85% of the time is a great load of your shoulders. Also, their spells don’t take that much mental energy to cast, making them cheaper to use. (Dexterity, Intelligence, [Agility]) Skills: Cold Bolt Fire Bolt Thunder Bolt Frost Diver Thunder Storm Fire Wall Energy Coat Starting Equipment: ~Mage Rod with Arm Guard ~Blue Potion x8
Quote: Archer – “Penetrated the Evil …”With the special ability to handle a bow and arrows, a Novice became an Archer with an almost perfect accuracy in hitting targets. Archer’s arrows hit the aimed target and those that hit vital spots are dangerous and powerful enough to take the target's life. But because of a kind heart, he/she loves and adores the Mountain Village Payon in which he/she grew up in. Using bows, an Archer has many different talents including skills that include the bow which can be used for attacking at a distance, assisting comrades, as well as restraining enemies. Passive Skills: Owl's Eye – This skill allows an archer to effectively hit an enemy more accurately. This is one of the basic skills they learn upon being an Archer. Vulture's Eye – As an Archer, they must be able to shoot an arrow as far as accurately possible. Vulture’s Eye increases an Archer’s shooting range to the farthest distance an arrow can fly. Active Skills: Double Strafe – By nocking two arrows at once, Archer’s can effectively multiply the strength and damage capability of their shots. By concentrating on a single part, the Archer may fire two simultaneous arrows that do triple damage than their regular. Arrow Shower – Archers may nock as much as 5 arrows at once, and fire them all in a spread-shot in front of them. This skill is useful for keeping hordes of enemies away as it pushes them back upon contact, and the arrows penetrate up to 3 enemies each. Improve Concentration – With intensive accuracy training, Archers effectively shut out distractions and noise from their senses. By improving their concentration, they can increase their speed of attack and the strength of their shots. Special Skills: Arrow Crafting – Because Archers usually go on extended journeys, the ability to create their own arrows is very invaluable and efficient. By taking items commonly found in the world, they can have an unlimited supply of ammunition for their bows. Charged Arrow – By concentrating on their internal energies and imbuing into an arrow an explosive force, a single arrow can penetrate multiple enemies and push them all back at the same time. Archer Builds: Dexterity is a given attribute for an archer, mind you. Archers are ‘built’ somewhat differently from other classes. ~Speed Shooter: These Archers have a great amount of Agility, as well as carry a large amount of arrows. They are specially trained to nock, aim and shoot in the shortest amount of time possible. These types of Archers can rain a hailstorm of arrows like there’s no tomorrow, and with every connected shot is a flinch, shortly stunning the enemy in place. Speed Shooters are the only archer type that is even capable of staying in the front lines of battle. (Dexterity, Agility, [Strength]) ~Lucky Striker: Instead of ‘speed shooting,’ these Archers are naturally gifted with the ability to always hit the right spot. It may take them a while to aim, but Fate helps in the flight of the shot. Their shots are inhumanly accurate and strong, and they are fearsome opponents indeed; and because they’re in the rear line most of the time, they are quite hard to take down. (Dexterity, Luck, [Strength]) Starting Equipment: ~Bow ~500 regular arrows, 50 Fire arrows ~Meat x10, Milk x10
Quote: Merchant – “Deal with a Hope …”
Born in a wealthy merchant family, he/she was taught that everything in life is about money. Thinking that an easy fortune is awaiting, he/she decides to join the other adventurers He/she has many different skills to utilize in selling items, as well as the ability to carry more items in the cart. There is also the skill Mammonite, which uses precious money and does damage that well meets the value of the money being used. Passive Skills: Enlarged Weight Limit – Because of the necessity of their class’ standards, Merchants are trained to be able to carry more than the average adventurer, therefore giving them an ‘illusion,’ of being weak. Even though may look skinny and fragile on the outside, if they can carry an amount of items twice a swordsman can, they are actually quite strong. Discount – Because of their haggling nature, Merchants may buy items from the regular market shops at a 24% discount. Though it may not be much for small and cheap items, in the quantity aspect of it, it helps. Pushcart – This skill, which is more of a license, allows the Merchant to rent a push cart that can carry at least as much as what the Merchant can carry by himself. The cart is also necessary to perform another offensive skill. Without Pushcart, a regular person would only be able to walk at half their regular speed. Overcharge – The opposite of Discount, because of their connection in the economy, merchants may sell surplus items at a 24% gain. Active Skills: Mammonite – By imbuing their weapon with the power of money, they may strike an enemy once with an attack that is nearly quadruple of their regular strength, depending on the amount spent. They may spend as little as 10 zeny, or as much as 100 zeny, per skill use. Item Appraisal – Because of their expansive knowledge of market items and weapons, Merchants may examine a newly-acquired or unknown weapon and be able to tell its details. (I will personally pm the player to inform them of the item.) Special Skills: Cart Revolution – By spinning the cart around at dazzling speed, it ignites into flame and explodes in a display of fire and energy. The heavier and more items a cart has, the stronger the skill will be. Crazy Uproar – Because they lack many offensive capabilities, this skill awakens the fighting spirit in the merchant, raising their attack power by at least double. This skill last for a few minutes when ‘activated’ Merchant Builds: ~Speed Sword/Dagger Merchant – Merchants who prefer to use Swords or Daggers are quite speedy and quick to attack. They also have moderate strength and are pretty mobile, even if they are burdened with a Cart. (Agility, Strength, Dexterity, Intelligence) ~Power Axe Merchant – These Merchants last long, can take a lot of punishment, and can dish out even more. Even though they attack slowly, the sheer amount of damage they do more than balances out their weakness. Their stamina is also on the above-average scale, letting them take more damage than their counterpart sword-users. (Strength, Vitality, Dexterity, Intelligence) Starting Equipment: ~Choose either: Scimitar(1h) with Guard, Axe(1h) with Guard, or Battle Axe(2h) ~Extra 2000 gold
Quote: Thief – “A benevolent picaroon …”He/She doesn't have much physical strength, not allowing for long marches or battles, but amongst the chaos, he/she is skilled at confusing opponents and dodging their attacks The chaos caused by the Thief will be most definitely play an important role in taking down enemies Passive Skills: Double Attack – When there is an extra opening for attack, the Thief doesn’t think twice about taking it. Whenever the opponent’s guard is down, or just when they feel like taking a risk, the thief may attempt two simultaneous attacks in a row, doing not just double, but triple of their regular damage. Improve Dodge – Thieves are trained to be nimble and quick. This special passive skill allows them to dodge all types of attacks with greater ease. Their flee rates are nearly off the charts with this unique skill. Active Skills: Envenom – By adding a drop of poison to their daggers, the Thief does a larger amount of damage and may attempt to poison their opponent, weakening their systems and opening them up for more attack chances. Steal – The Thief may attempt to steal something from anyone, the item stolen from another person actually depends on their mastery of the skill (and my judgment). This skill, when used other than on monsters, constitutes as a crime and maybe suspect to punishment by law. Hiding - The thief may disappear from sight for a willed duration of time. This skill is probably the only one of the thief’s skills that is magical in nature. Every single minute they spend in Hiding is a stress load on the mind. The spells Sight and Ruwach can cancel this skill. Detoxify – Because they work with poisons, they have to know how to cure it as well. The thief knows how to cure most poisons, even with the scarcest of items available. Special Skills: Sand Attack – Usually a surprise counter attack when the thief is down on the ground, this extremely sneaky, and sometimes unfair, attack attempts to blind an adversary with thrown sand. Stone Pick and Fling – Because they can utilize nearly anything to their advantage, even a small pebble can turn into a weapon. The Thief picks up a stone from the ground and flings it at an opponent with amazing speed and accuracy. Back Slide – Even though already agile and quick, this ‘instant-escape’ skill allows the Thief to flawlessly slide backwards away from harm. Tantalizing at first, because of its smoothness, this skill is an incredibly useful skill that is slightly magical in nature. The user has to mentally focus for a little to use this skill. Thief Builds: ~Poison Adept – A follower of the ways of the dark, cunning and sly. This type of thief often uses poisons and sneak attacks to effectively defeat opponents. They are quite powerful, but somewhat less accurate and slower than their counter parts. They also have more mental stamina that most thieves. (Strength, Agility, [Intelligence]) Skills: Double Attack Improve Dodge Envenom Hiding Detoxify Sand Attack ~Agile Daggers – Purely a speed-specialized thief, these rascals are quick, hard to catch and attack like lightning. These thieves are perfect decoys and support units. They are light and agile on their feet and can weave in and out of a crowd like nothing. (Agility, Strength, [Dexterity]) Skills: Double Attack Improve Dodge Steal Hiding Stone Pick and Fling Back Slide Starting Equipment: ~Dagger with Guard ~Lock-picks and skeleton keys ~Poisons and antidotes
Quote: Acolyte – “As divine grace…”
Living a life serving the Church, he/she sets out to join the adventurers recruited by King Tristan 3rd, in hope of finding new powers from within him/herself. He/she sets out on the journey after getting permission from the head of the Church. Following teachings, he/she does not use weapons that can hurt others (not always true). Instead, he/she is a supporter that uses skills when used on others, increases their fighting abilities and heals them as well. Passive Skills: Divine Protection – Blessed by religion, this passive skill enables Acolytes a little bit of extra protection from evil and darkness. Any damage from undead, shadow or demonic entities is automatically reduced by a fourth. Demon Bane – Burning with religious fervor, their weapons are blessed by the heavens to deal more damage to the aforementioned enemies. Active Skills: Heal – The most potent recovery spell in the kingdom, it is a common spell to be seen around the streets. It heals a portion of life relative to the magic power of the caster. Aqua Benedicta – The Acolyte may bless regular water, turning it into Holy Water that may be used against demons and cursed ailments. They are required to have an empty bottle to contain the water to use this spell. Ruwach – Similar to the Mage’s Sight, this spells summons a holy orb to revolve around the caster and reveal anything or anyone hidden that gets too close. It also serves as an instant, temporary light in total darkness. Angelus – Invoking the protection of faith, Acolyte may raise their’s and allies’ defenses and damage reduction. This spell is signaled by a tolling church bell above anyone who is affected. Blessing – By blessing their allies, Acolytes effectively raise the strength, dexterity and intelligence of anyone they target. Blessing is signaled by a ray of blue light that encircles each and every target. Cure – Much like an advanced version of the Thief’s Detoxify, this skill allows Acolytes to cure anyone of any status ailments that they may suffer. Increase Agility – This potent buffing spell significantly raises the Agility of the target, it also raises their movement speed by 25% and enables them to dodge faster. This spell is signaled by a fall of feathers above and around the targeted person. Teleport – A really risky spell to use, yet it can save the Acolyte’s life in extreme danger. Teleport can either 1: Teleport themselves back to their home town, or 2: Teleport themselves to a random place within the area they are in. Signum Crucis – By calling on the wrath of heaven, the Acolyte may attempt to reduce the defenses of all demonic, undead or shadow entities within their sight. This spell appears as a bright cross that flashes and illuminates the area in a white flash of light. Decrease Agility – The Acolyte’s only ‘debuffing’ spell, this spell effectively REDUCES the speed of an enemy, forcing them to walk and attack slower that their usual movement rate. Warp Portal – Acolytes may ‘memorize’ at least 3 places within the world that they may visit at their leisure. These places cannot be underground or in a cave, but they could be outside of the cave or entrance. Using a Blue gemstone as a catalyst, the Acolyte creates a Warp Portal that can warp other people as well. This is a much more inexpensive way to travel around the world. Pneuma – The Acolyte may create a ‘pillar’ of green light that shields a small radius from any and all ranged attacks made on the people inside of it. It lasts for about 30 seconds and is only good to prepare themselves or heal. It does not, however, protect against physical attacks. Special Skill: Holy Light – The Acolyte’s singular offensive spell, this spell does a relative amount of Holy Damage unto an enemy comparable to the Acolyte’s magic power. This spell does double damage for demons, undead and shadow type entities. Acolyte Builds: ~Full Support Acolyte – Acolytes whose main expertise is keeping their allies alive. They are good at keeping damage to a minimum and they can last pretty long by themselves as well. It is no wonder that enemies will often try to eliminate these people first, as they can be the difference between victory and defeat. (Intelligence, Dexterity, [Vitality]) Skills: Divine Protection Heal Aqua Benedicta Ruwach Angelus Blessing Cure Increase Agility Teleport Signum Crucis Warp Portal Pneuma Holy Light ~Battle Acolyte – Trained extensively and specifically to combat evil within the Kingdom, these acolytes are rarely seen but are quite a curious sight to behold. Instead of staying behind the front lines, they often rush into battle when the situation warrants it, swinging their mace back and forth around the battlefield. There are two types of Battle Acolytes: the Agile Angels and the Power Fanatics. (Agility, Strength, [Dexterity]) OR (Strength, Dexterity, [Vitality]) Skills: Divine Protection Demon Bane Heal Ruwach Blessing Cure Increase Agility Decrease Agility Teleport Signum Crucis Pneuma Warp Portal Starting Equipment: ~Mace with Guard ~Holy water x5, Panacea x5, White Potion x3
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Posted: Sun Mar 11, 2007 8:06 pm
VI. Cities and Places and Religious Orders: Cities and places will be given a map as the RP moves from place to place. Click the name link for a visual map taken from the online game. Here is what the entire world should look like when laid out perfectly. [x]
~Prontera - Where everyone starts from. This is the capital city of the Kingdom of Rune-Midgard. A bustling stone metropolis that resembles a 17th century stronghold. The lands to the south are grassy plains. To the east is a slightly more dense plain that ends out into a sea. The west is a grassy plain with a river that runs right through it. The north lands are the start of a cliff, with a pond in the middle. Prontera is surrounded by relatively weak monsters. ~Izlude – The satellite city of Prontera, this is where Swordsmen are usually recruited; this city also serves as a port to the sea. To the north of Izlude is the east field of Prontera, and to the west are Prontera’s south plains. ~Geffen – The city of Mages, it looks like a farm town village with an incredibly tall tower. Situated on top of a cliff, the only way to reach it is to cross the bridges that connect to it on the north, east and west sides of the city. The bridges are swarmed with insect and amphibian monsters. To the south of Geffen (unpassable from Geffen) is a dangerous sea at the cliff's drop, said to hide the ancient city of Geffenia. ~Payon – The Village of Archers, it is literally surrounded by a dense, thriving magical forest for miles and miles around. The only way to reach the forests is to cross the fiery deserts of Morroc. ~Juno ~St. Capitolina’s Abbey – The training ground for Monks and Champions, it is secluded in the most northwestern part of Prontera’s forests. ~Morroc ~Alberta ~Al De Baran ~Comodo ~Lighthalzen ~Thanatos’ Tower
Faith and Religion: The Holy Church of Prontera – This religious order believes in only one God, one all-powerful being that rules all over the earth. They are backed by the King and are a force to be reckoned with. They have their own military arm and a special branch. Most members of this order are the Crusaders, Paladins, some Knights, Acolytes and Priests. Their common symbol is a cross.
The Monastic Order of St. Capitolina – A branch of the Holy Church of Prontera, they believe in one God as well, but more so in a balance of good and evil. These monks believe that there is a certain degree of unity in the world around them and they fight to keep that balance alive. Monks, Champions and some Acoytes make up this order. A yin-yang circle is their common symbol
The Followers of Yggdrasil – Though not entirely a ‘religious’ sect, they do believe in a multitude of gods(like Odin, Freya, and Thor), a higher plane of Asgard, the lower plane of Utgard, and that our plane, Midgard, lies in the middle. They believe that all the demons come from Utgard and that miraculous acts are manifestations of the gods' powers from Asgard. The members of this sect include many different people, but are mostly from Juno and Geffen, and are made up of Mages, Sages, Professors and Wizards. Their common symbol is a tree that symbolizes the Tree of Yggdrasil.
The Children of Bragi and Idun – A branch of the Followers of Yggdrasil, they believe in kindness, charity and sacrifice. Members of this sect do not hesitate to help out anyone in trouble and their actions are well known around the kingdom. Most members of this branch are Archers, Hunters, Bards and Dancers. Their symbol is that of an apple, branded with a musical note, pierced with an arrow.
The Fist of Loki – The opposite branch of the Followers of Yggdrasil, they could be considered the anti-Children of Bragi and Idun. They like to spread discord, confusion and chaos to the world around them. Usually, only the ones who seriously follow this religion are the ones who could be considered “evil”, most of the time, people under this sect are quite harmless, albeit a little crazy. Most of the members of this sect are made of Thieves, Assassins and Stalkers. Their symbol is a jester’s staff carried by a fist.
Independent – These people do not believe in anything, and rely on day-to-day life. People who are independent do not call anything a God, or much less practice a religious act. They are simple, normal, everyday people around the world without much of a care for whatever higher power really exists. Anyone may be independent if they wish. Because this is no religious sect, independents do not have a common symbol, in fact, they are devoid of any.
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Posted: Sun Mar 11, 2007 9:03 pm
VII. Guilds All guilds have outposts in every city in the world, so that members are never without contact with other members. Hopefuls may also join the guild at any of the outposts. The only guild that does not have a definite base or outpost is the guild Invictus.
Professional Guilds:
1. The Brotherhood of the Church and the Chivalrous – This guild encompasses the Knights of Prontera, the Crusaders of the Church, and People of the Holy Ward. Led by a leader from each of the branches, they are lawfully aligned and serve as protectors of the peace in Prontera. They are perhaps, the largest professional guild in the kingdom. Their emblem is that of a cross with a sword through a shield in front of it. They have a special task force made up of the battle acolytes and monks, known as The Hand of Heaven. This task force also has their own emblem that looks like a closed fist extended upwards with angel wings on the hand’s sides.
2. The Society of Knowledge – Based in Juno, most Mages, Wizards and Sages belong to this guild. They alone contain the grandest library of knowledge that constantly gets updated. They are neutral in the practices and welcome anyone in seek of greater knowledge. An open book with a burning flame in the middle and staff behind it is their signature and well-known emblem.
3. The Hidden Company of Musicians and Hunters – Somewhere unknown deep in the Payon Forests lies the main base of the Hidden Company. Most of the archer classes belong to this neutral, yet incredibly helpful guild. They are willing to help any lost souls in the forest, or any who simply seek aid and shelter. Their emblem is a guitar with 3 arrows running across it diagonally.
4. The Market Union – This guild, based in the city of commerce, Alberta, includes Alchemists, Blacksmiths and Merchants alike. They are lawful, yet scornful. They are also probably the richest professional guild in the Kingdom. They are masters of the forge and the laboratory, and are often called on to research, appraise and forge new weapons and items. Their well-respected emblem is a scale with an anvil on one side, and a potion flask on the other.
5. The Clan of Shadows – All the thieves, Assassins and Stalkers in the Kingdom generally belong to this guild. They are a neutral, yet chaotic guild that charges for their help, and they tend to lean more towards the evil side. But, being the thieves that they are, they are, however, honorable to a fault, and will not back down from a promise or a vow. Their intimidating emblem is a pair of crossed katars with a dagger straight through the middle, pointing opposite from the katars. They are based in the deserts of Morroc
Non-Professional Guilds
1. Legendary Guardians – This self-proclaimed guild of ruthless people believes that they are the true protectors of the peace in Rune-Midgard and they want to run things their own way. They are chaotic in their actions and very troublesome. Most people think that they are idiots who want attention for themselves, but not many know what this guild is really capable of. Their base location is unknown. Leader: Unknown.
2. Invictus – They are a known guild, yet they are also the unknown police that keep society in check. Utterly lawful, they will not tolerate crime and chaos within the Kingdom. They are utterly secretive and exclusive, and attempting to look for their headquarters is virtually a wasted effort. Their members are all over the land, but they do not show themselves easily. Most people are given the impression that this guild is for the betterment of its members, but it’s actually for the improvement of society. It is not sure where these people meet or how they recruit their members. Their fearsome and secretive emblem is that of a coat of different weapons, joined together. News has it that leadership of the guild has just been passed on.
3. The Band of Good Virtue – This guild had just been created recently. They lack members, funding and respect, yet they try to help anyone and everyone that they can. Lawfulness and selflessness are the two main virtues required to join. They are based in Lutie, the snowy island of snowmen and elves. Leader: *******
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Posted: Sun Mar 11, 2007 9:19 pm
VIII. Market, Occupation and Economics Every major city and town has a market district. They are lined with weapon stores, item shops, random merchants trying to sell their wares, etc. Everyone may apply for a job. There are jobs that certain guilds sponsor as well. They will be given a weekly salary. Some jobs are given salary based on what they accomplish. The ones listed here are just examples; technically, there are a multitude of possibilities as to what you do. Eventually, the story will require you to quit your occupation, but even so, having that extra zeny in your pocket could help out!
Guild Recruiter
Mercenary
Apothecary
Forger
Scavenger
Bounty Hunter
Shop Owner
Creature Breeder
Doctor
Assistant
Apprentice
Intern
Woodsman
Avante Garde (artists, actors and musicians)
Inn Keeper/Bartender
Professor
FreelanceEvery time someone desires to buy something off of the market, or someone else, there will be an exchange of currency involved, and that means that the character profile WILL have to be updated. This is the responsibility of the RP moderator(s).
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Posted: Mon Mar 12, 2007 5:39 am
IX. Elemental Harmony and Battle Resonance In the heat of battle, strategy and rhythm among the combatants plays a crucial role in who emerges victorious. Those who utilize the balance of the elements in the world will find themselves in an advantageous position against their opponents.
This is the chart used to determine which elements will work well against what. Those who commit this diagram to memory will find it easier to determine the outcome of almost any battle.
If players are smart enough, they may unleash a chain of combos on either one or many opponents. This battle strategy is called Harmonious Resonance, in which all of the players’ attacks connect into one big chain that multiplies their damage dealt. To counter, or otherwise break this connection, either players or enemies may do something called Harmonious Dissonance, where even though the attack hits at its maximum possible damage because of the elemental resonance, the harmony is broken (either attack with something that does the same as the last element, something of a totally different element, or something that resists the element).
Even though the last option may sound atrocious and stupid, it actually is a great help in some situations where the rhythm is spotted, and the players have to break their harmony, even before the enemy can. Because if the enemy breaks it first, then the damage possibility multiplier is nullified.
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Posted: Mon Mar 12, 2007 10:10 pm
X. Market Prices Anything sold back to the shops is sold at half the price value of the item.
Milk – A bottle of pure, whole milk. It restores the drinker’s stamina by a tiny bit. 5 zeny/bottle. Lasts about a week before it spoils Apple – A ripe apple available in red or green varieties, great for snacks, breaks and part of a nutritious breakfast. 2 zeny/item. 15zeny/10pcs. Meat – A cured and smoked slice of preserved meat. Can be taken on long journeys. 10zeny/item. Carrot – A ripe and crunchy carrot. Great for breaks and snacks. 2 zeny/item. 15zeny/10pcs. Banana – Healthy, ripe, yellow fruit that is great with ice cream. Lasts only a few days. 2 zeny/item. 15zeny per 10 pieces. Bread – A slow-baked loaf of bread. Lasts for only a few days. 5 zeny/loaf. Orange Juice – A bottle of freshly squeezed orange juice. It refreshes the drinker’s stamina by a tiny bit. 5 zeny per bottle. Grape Juice – A bottle of freshly squeezed grape juice. It also refreshes the drinker’s mind by a tiny bit. 10 zeny per bottle. Refills (i.e. poisons, antidotes, lock picks, etc.) – 15 zeny per refill of any item. Red Potion – A potion made of ground red herbs and heals wounds by a tiny amount. 10 zeny per bottle. Orange Potion – A potion, made from ground orange herbs that slightly heals wounds. 15 zeny per bottle. Yellow Potion – A potion made of grinded yellow herbs and heals wounds. 20 zeny per bottle. White Potion – A potion, created from sliced white herbs that heals wounds greatly. 25 zeny per bottle. Green Potion – A potion made of green herbs, works as an antidote to cure poisons and headaches. 5 zeny per bottle. Blue Potion – Made out of blue herbs, this potion refreshes the drinker’s mind. 25 zeny per bottle. Concentration Potion – This glowing yellow potion increases its drinker’s attacking speed by a slight amount for about 15 minutes. 15 zeny per bottle. Red Gemstone – Used as a magic catalyst for some spells. 10 zeny per item. Yellow Gemstone – Used as a magic catalyst for some spells. 10 zeny per item. Blue Gemstone – Used as a magic catalyst for some spells. 10 zeny per item.
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Posted: Tue Mar 13, 2007 6:19 am
XI. SAMPLE PROFILE This is the minimum amount of literacy that I expect from people in here. It's not as good and daunting as Kurai's, but at least people will be able to keep up to standards. Quote: Gaia Name: Gale OverDrive
Character Name: Claire Fleurette
Character Class and Build: Two-hand Swordsman – A specialized type of Swordsman, these types carry no shield but are strengthened by the massive weight and power of their weapon. They are slow at this stage, but are stronger than one-handed swords and spears. (Strength, Agility, [Dexterity]) Skills: Two-handed Sword Mastery, Increased Health Recovery, Bash, Magnum Break, Provoke, Endure, and Berserk.
Custom Skill: Vivace – A series of strikes designed to offset the slow attacking speed of the hulking two-handed sword. This special skill utilizes the near-Perfect Agility of two-handed swordsmen, combining quick, rotating footwork with their attack speed. Claire first brings the sword down in a diagonal slash, and then uses the momentum to swing it back for more damage. She makes a total of 8 slashes, with each slash taken with a step forwards toward the enemy.
Age/Birthdate: 19 years old. September 09, 1485.
Appearance: Quite the ordinary swordswoman, Claire stands at about 5 feet and 7 inches tall, with a well-built body that is not defined by bulging muscles. Her hair is of middle length, just about to her shoulders, and black, with her lengthy bangs parting halfway across her head and towards the side of her eyes. Her eyes are a deep, dark blue, almost like the waves of the blue ocean at noon-time.
Her attire consists of mostly leather armor, with parts of metal and steel. Her long-sleeved, swordswoman clothing with earthly and neutral color tones is made out of a slightly thicker-than-average cloth, with a metal plate covering her chest area. Claire also dons metal arm pads, shoulder and elbow guards, and a metal plate to cover the back of the hand.
Even though the standard skirt extends all the way up to the ankles, she decided to alter it and make it a little bit shorter, so it now reaches to just before her ankles, around mid-leg. It is made of a thick cloth, with leather padding around the waist and hip area, colored in earth tones and layered for comfort.
Claire’s shoes are made of hard leather, plated with metal around the ankles and shins. Her gloves are made of leather as well, albeit a little more flexible and fitting than her shoes, allowing her to grip her sword well during combat. Belted around her waist is her Katana’s sheath, which is slung around to the left side, but much nearer to her back. Over and around her shoulders is the standard-issue muffler than gives little more protection from wind and cold. It is marked with a small symbol of the Brotherhood on the back, but it is slightly covered by her hair.
She usually carries around a small backpack which contains her potions, food and carries her items.
Guild: Affiliated with the Brotherhood of the Church and the Chivalrous.
Religion: Believes in the Holy Church of Prontera.
Occupation: Scavenger and Assistant Innkeeper – Being Avelaine’s adopted sister, she helps around with the work by going outside the city gates and gathers herbs and items required by the family, the guests, or a request from a friend. She often goes outside the gates to obtain plants and items, and meets many enemies, but gets her training done along the way. When not outside, she helps manage and maintain the inn, and take care of both the older and younger guests.
Bio/Detailed History: When she was 8, Claire’s father, who was once a prominent trader, had fallen ill and was on his deathbed. Her mother had already died earlier from an unknown disease that had no cure. Taking the responsibility of raising another daughter, her father’s best friend, Avelaine’s father, took her in willingly and joyfully. The last of her father’s assets were used to send Claire to school, the rest was used to pay for her extra food, books and clothing.
Claire often helped around the household, doing what she could to make life easier for the family. She also did various errands for the guests who couldn’t help themselves well enough, or those who offered her something in return, usually a small tip that she began to save up for later use. A few years of saving up errand tips, she bought herself a relatively short and old sword for practice and training.
Claire and Avelaine grew up to be close siblings, even though they were not related in any way. Avelaine, who was only a month younger than Claire, loved her dearly and often times played, talked and walked together. They shared stories of friends, boys and life throughout their time together.
Claire started her swordsman training at 14 years old, when she joined the Swordsman guild, with the hopes of learning skills to protect her family. Three years later, she finished her training, specializing in two-handed sword combat. Avelaine took a different path, but nonetheless, they still worked well together as a team.
Equipment: Katana (2-hand), Swordsman gear and armor (as stated in appearance).
Inventory: Apple x5, Carrot x5, Meat x3, Milk x5, Red Potion x15 500 zeny
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Posted: Tue Mar 13, 2007 9:16 pm
XII. Because I feel like it.
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