- Preferred Character Gender
- Female
- Futanari
- Genres
- Fantasy, Scifi, Magical, Romance, Furry, Slightly or Highly Futuristic, Space, Castle. (Mature) Yuri, Beastiality, Futa, Incest, Twincest
The worlds of Gaia, Syina, and Citar, three worlds acting as perfect natural mirrors of one another, each one only changed by those who reside on them. Gaia, the natural world, has had the fewest change with massive forests, vast oceans, and unyielding beasts. Syina, the magic world, temples and cities built along magical lay lines, large springs of magic scattered across the world. Citar, the world of progress, massive cities cover most of the land and even over the oceans, forests are few and far between with those that remain being ‘protected’.
Each world completely separate from one another, but connected by various portals. Most use these portals for trade between the worlds, diplomatic solutions being sought. However each world has at one time used the portals as a means of war, invading and seeking to lay claim to the lands.
In the past each world remained separate, nothing affected the worlds from the outside, the portals had no effect on the wildlife, and non natural changes only affected the world where the changes were caused. At least until Citar attempted to destroy a portal, the portal was one between Citar and Gaia. Citar had attacked Gaia in an attempt to gain its natural resources, however when they were pushed back they decided to shut the portal down before any retaliation could be made. The resulting explosion ripped a hole in the planet, it is unknown how deep the hole is but it is a massive jagged six thousand miles. Not only was both Citar and Gaia damaged, but in the same place Syina gained a massive hole.
At the very center of all three holes floating about ten thousand foot from the ground is one massive portal.
In the last fifty years since the explosion all three worlds have been experiencing tremors and massive sudden storms. Though none were entirely prepared for the worlds colliding. With a horrible ripping sound followed by an explosion entire chunks of land suddenly gets ‘replaced’ with another worlds land. Cities of technology suddenly gets replaced by ones of magic, oceans ‘appear’ where they had been ‘diverted from’ years prior, massive jungles appear where magic temples used to be.
The population of all three worlds entered a panic, fearing the end of the world, fighting one another for any scrap of food as all notions of civilization flew out the window.
Recently however various beings from across the worlds have found themselves pulled to Syina, transported from their homes and havens. They have found themselves in what used to be a Citar military base, now run down and destroyed. Here they will learn the cause, and how to stop further damage to their worlds.
Accepted Characters
Kraveing_Volkf
Reia Grimm
penguin055
Syrus Blackwater
Risani
Zara Vol Ra
Zombehs
Daniel Harken
Professor Objection
Umberto Aldebrandi
Kigarra
Visica Thorngage
Jovian
Alex Exectrianus
F L Y
Catherine Dae Romano
Each world completely separate from one another, but connected by various portals. Most use these portals for trade between the worlds, diplomatic solutions being sought. However each world has at one time used the portals as a means of war, invading and seeking to lay claim to the lands.
In the past each world remained separate, nothing affected the worlds from the outside, the portals had no effect on the wildlife, and non natural changes only affected the world where the changes were caused. At least until Citar attempted to destroy a portal, the portal was one between Citar and Gaia. Citar had attacked Gaia in an attempt to gain its natural resources, however when they were pushed back they decided to shut the portal down before any retaliation could be made. The resulting explosion ripped a hole in the planet, it is unknown how deep the hole is but it is a massive jagged six thousand miles. Not only was both Citar and Gaia damaged, but in the same place Syina gained a massive hole.
At the very center of all three holes floating about ten thousand foot from the ground is one massive portal.
In the last fifty years since the explosion all three worlds have been experiencing tremors and massive sudden storms. Though none were entirely prepared for the worlds colliding. With a horrible ripping sound followed by an explosion entire chunks of land suddenly gets ‘replaced’ with another worlds land. Cities of technology suddenly gets replaced by ones of magic, oceans ‘appear’ where they had been ‘diverted from’ years prior, massive jungles appear where magic temples used to be.
The population of all three worlds entered a panic, fearing the end of the world, fighting one another for any scrap of food as all notions of civilization flew out the window.
Recently however various beings from across the worlds have found themselves pulled to Syina, transported from their homes and havens. They have found themselves in what used to be a Citar military base, now run down and destroyed. Here they will learn the cause, and how to stop further damage to their worlds.
1: Be respectful. This should be self explanatory, I don’t mind your character being an ass, but keep the OOC chatter clean, I don’t want to see arguments.
2: Respect the Die. You may cheer when you get a 20, but don’t go throwing a hissy fit when you roll a 1. All damage, actions, even enemy ‘targets’ are processed by the dice. Don’t blame me if you keep rolling 1’s, or if that boss keeps stomping on your face because the dice doesn’t feel like targeting anyone else.
3: No godmoding (or anything in that ‘vein’). This should be hard to do considering the dice, but I’ve seen it happen. I’m fine if you go off and try and make your character a tank by focusing on defense, but don’t try and make your character into a god
4: Follow the character sheet. Simple enough, you have character sheets, they have stats, and skills on them. Don’t magically claim your character has ‘mystical fireballs’ if your character doesn’t. And don’t edit your character to switch out powers as you need them. (that last one often results in an instaban from my rp’s)
5: Be as descriptive as you wish. But please post more than just one sentence. Even if your character is just getting up from being tripped, surely your character is thinking or saying something. Try to get out at least 3 sentences per post (would prefer more but I know that I sometimes have a writers block also)
6: More rules can and will be added as needed. I reserve the right to say ‘I didn’t think that rule was needed, but I see it is and will add it now’ at any point in time.
7: Lets not forget, its a game, have fun.
2: Respect the Die. You may cheer when you get a 20, but don’t go throwing a hissy fit when you roll a 1. All damage, actions, even enemy ‘targets’ are processed by the dice. Don’t blame me if you keep rolling 1’s, or if that boss keeps stomping on your face because the dice doesn’t feel like targeting anyone else.
3: No godmoding (or anything in that ‘vein’). This should be hard to do considering the dice, but I’ve seen it happen. I’m fine if you go off and try and make your character a tank by focusing on defense, but don’t try and make your character into a god
4: Follow the character sheet. Simple enough, you have character sheets, they have stats, and skills on them. Don’t magically claim your character has ‘mystical fireballs’ if your character doesn’t. And don’t edit your character to switch out powers as you need them. (that last one often results in an instaban from my rp’s)
5: Be as descriptive as you wish. But please post more than just one sentence. Even if your character is just getting up from being tripped, surely your character is thinking or saying something. Try to get out at least 3 sentences per post (would prefer more but I know that I sometimes have a writers block also)
6: More rules can and will be added as needed. I reserve the right to say ‘I didn’t think that rule was needed, but I see it is and will add it now’ at any point in time.
7: Lets not forget, its a game, have fun.
Citar
The World of Technology
Citar is a world of progress, technological marvels cover nearly every portion of the planet. The natural forests of the world had been removed and now the oxygen the planet requires is synthesized from the few remaining ‘protected parks’. Nearly every inch of this planet, from the earth, to the oceans, even in the mountains and the sky has been inhabited. The world looks like a network of buildings, with no noticeable difference between any of them.
There are only afew exceptions, one being the crater which the Citar have been attempting to ‘fill’ to little success. The others being the locations where their world collided with one of the other two, the number of which has been increasing exponentially.
There are five portals on this world, two go to Syina while the other three go to Gaia.
Syina
The World of Magic
The laws of nature hold little meaning within Syina where cities regularly defy gravity. The cities of Syina appear small with roughly the same number of buildings as a traditional ‘village’. However each building within Syina house hundreds of ‘pocket dimension’ homes, shops or offices. The biggest buildings in Syina are temples, which sit on powerful locations of pure magic and are used as schools. Travel around the world is often done through teleportation magic, primarily thanks to the fact that cities can often be thousands of miles away from one another.
The crater of Syina is located behind a massive forcefield created from the fear that the crater may expand.
There are only three portals on Syina, two go to Citar while only one goes to Gaia.
Gaia
The World of Nature
Gaia resembles a massive forest and ocean. Absolutely nothing is removed to make room, homes are built around or into the land or trees. Life on Gaia is the hardest due to the fact that the creatures are the most aggressive and often in tune with some element. The elemental guardians reside within this world keeping harmony to the elements and are often revered as ‘gods’ by the more…savage of Gaia’s inhabitants.
The crater of Gaia is avoided and seen as ‘cursed’.
There are four portals on Gaia, one to Syina and three to Citar.
The World of Technology
Citar is a world of progress, technological marvels cover nearly every portion of the planet. The natural forests of the world had been removed and now the oxygen the planet requires is synthesized from the few remaining ‘protected parks’. Nearly every inch of this planet, from the earth, to the oceans, even in the mountains and the sky has been inhabited. The world looks like a network of buildings, with no noticeable difference between any of them.
There are only afew exceptions, one being the crater which the Citar have been attempting to ‘fill’ to little success. The others being the locations where their world collided with one of the other two, the number of which has been increasing exponentially.
There are five portals on this world, two go to Syina while the other three go to Gaia.
Syina
The World of Magic
The laws of nature hold little meaning within Syina where cities regularly defy gravity. The cities of Syina appear small with roughly the same number of buildings as a traditional ‘village’. However each building within Syina house hundreds of ‘pocket dimension’ homes, shops or offices. The biggest buildings in Syina are temples, which sit on powerful locations of pure magic and are used as schools. Travel around the world is often done through teleportation magic, primarily thanks to the fact that cities can often be thousands of miles away from one another.
The crater of Syina is located behind a massive forcefield created from the fear that the crater may expand.
There are only three portals on Syina, two go to Citar while only one goes to Gaia.
Gaia
The World of Nature
Gaia resembles a massive forest and ocean. Absolutely nothing is removed to make room, homes are built around or into the land or trees. Life on Gaia is the hardest due to the fact that the creatures are the most aggressive and often in tune with some element. The elemental guardians reside within this world keeping harmony to the elements and are often revered as ‘gods’ by the more…savage of Gaia’s inhabitants.
The crater of Gaia is avoided and seen as ‘cursed’.
There are four portals on Gaia, one to Syina and three to Citar.
The dice run differently in the two ‘phases’
In the non combat phase (the normal walk around talk to people get to know everyone, have good times) only actions like searching, guarding the camp, sneaking by enemies, picking locks, bashing down doors, etc. require a dice roll
In the combat phase every action besides walking, and running requires a roll, and without specific ‘abilities’ only one action can be taken per turn (think of combat phase as happening in the span of approximately one to seven seconds)
No matter what the dice rolling is simple. At the very end of your post you will put what action your character took. Then you post, once your post is made you click the option under your post that says ‘more options’ There you will see an option that reads ‘roll dice’, you will roll 1d20 per action.
1 - A one means you critically failed and something bad will happen to you
2-7 - Yea nothing happened (miss)
8-19 - Something happened (hit)
20+ - Critical hit, something good happened (in combat its double damage)
In the non combat phase (the normal walk around talk to people get to know everyone, have good times) only actions like searching, guarding the camp, sneaking by enemies, picking locks, bashing down doors, etc. require a dice roll
In the combat phase every action besides walking, and running requires a roll, and without specific ‘abilities’ only one action can be taken per turn (think of combat phase as happening in the span of approximately one to seven seconds)
No matter what the dice rolling is simple. At the very end of your post you will put what action your character took. Then you post, once your post is made you click the option under your post that says ‘more options’ There you will see an option that reads ‘roll dice’, you will roll 1d20 per action.
1 - A one means you critically failed and something bad will happen to you
2-7 - Yea nothing happened (miss)
8-19 - Something happened (hit)
20+ - Critical hit, something good happened (in combat its double damage)
Each character starts at lvl 1 and every 100 exp you gain 1 level
Exp is dished out evenly to all participants of a battle, or event. You even gain exp for avoiding conflict (though less than normal)
For each level you gain 1 ability point to use on an ability or magic skill
And 5 stat points to place in any stat you desire.
Each character will start out at level 1 with 50 stat points to distribute as you so desire and 3 ability points
Exp is dished out evenly to all participants of a battle, or event. You even gain exp for avoiding conflict (though less than normal)
For each level you gain 1 ability point to use on an ability or magic skill
And 5 stat points to place in any stat you desire.
Each character will start out at level 1 with 50 stat points to distribute as you so desire and 3 ability points
The stats run your characters damage and protection. They are as follows
Health - Self explanatory, hits zero you lose consciousness and 1 hp per turn (you can still be targeted) when it hits -10 you die (For every 1 stat point allocated you gain 10 hp)
Attack - Basic run of the mill simple physical attack. This shows how much damage you will do if you run up and punch someone in the face.
Defense - Basic run of the mill physical defense. This shows how well you can resist that guy punching you in the face.
Magic - Any non physical damage including magic and elemental. This shows how well your spells can hurt people.
Willpower - Protection from non physical damage including magic and elemental. This shows how well you can resist a spell.
The damage is calculated simply as
(Attack + modifiers) - (Defense + modifiers) = Damage
(Magic + modifiers) - (Willpower + modifiers) = Damage
Health - Self explanatory, hits zero you lose consciousness and 1 hp per turn (you can still be targeted) when it hits -10 you die (For every 1 stat point allocated you gain 10 hp)
Attack - Basic run of the mill simple physical attack. This shows how much damage you will do if you run up and punch someone in the face.
Defense - Basic run of the mill physical defense. This shows how well you can resist that guy punching you in the face.
Magic - Any non physical damage including magic and elemental. This shows how well your spells can hurt people.
Willpower - Protection from non physical damage including magic and elemental. This shows how well you can resist a spell.
The damage is calculated simply as
(Attack + modifiers) - (Defense + modifiers) = Damage
(Magic + modifiers) - (Willpower + modifiers) = Damage
These are status effects, both good and bad
Positive
Bless - All rolls receives +1
Stoneskin - All physical damage reduced by 1
Resist - All magic damage reduced by 1
Elemental barrier - All elemental damage reduced by 1
Hyper active - Unable to be put to sleep, paralyzed, or frozen for 1-6 turns
Negative
Poison - A bad status effect which removes 1hp per turn
Blindness - All rolls receive a -2
Silence - Unable to use any magic
Sleep - Fall into a deep sleep, unable to awaken unless hit with a physical attack or cured
Frozen - A cold effect which prevents you from moving and causes all fire damage to be doubled (lasts 1-4 turns)
Paralysis - Renders the body unable to move for 1-6 turns
Bleeding - Removes 1hp per turn and can only be removed with a bandage (first aid) or a healing spell (not cure or similar ‘cure’ spells)
Burn - A searing and blistering burn, all physical attacks deal 1.5x more damage, all cold damage doubled
Positive
Bless - All rolls receives +1
Stoneskin - All physical damage reduced by 1
Resist - All magic damage reduced by 1
Elemental barrier - All elemental damage reduced by 1
Hyper active - Unable to be put to sleep, paralyzed, or frozen for 1-6 turns
Negative
Poison - A bad status effect which removes 1hp per turn
Blindness - All rolls receive a -2
Silence - Unable to use any magic
Sleep - Fall into a deep sleep, unable to awaken unless hit with a physical attack or cured
Frozen - A cold effect which prevents you from moving and causes all fire damage to be doubled (lasts 1-4 turns)
Paralysis - Renders the body unable to move for 1-6 turns
Bleeding - Removes 1hp per turn and can only be removed with a bandage (first aid) or a healing spell (not cure or similar ‘cure’ spells)
Burn - A searing and blistering burn, all physical attacks deal 1.5x more damage, all cold damage doubled
This is the massive list of abilities your character can gain split up in ‘costs’
If you have an idea for an ability or spell please send it to me and we can work out what it does.
I'm still trying to think of some 'physical attack' abilities, any ideas would be greatly welcome
If you have an idea for an ability or spell please send it to me and we can work out what it does.
I'm still trying to think of some 'physical attack' abilities, any ideas would be greatly welcome
These are spells that only cost 1 ability point
Scan - Scan your foes learning their stats, skills and any items they have in their inventory
Weak heal - Heal target for half your magic
Cure - Remove 1 negative status effect
Lesser Shield - Places a shield around target absorbing 1 attack (lasts 1-3 turns (Roll 1d3 when casting spell along with the 1d20))
Magic Missile - standard magic attack with no modifier to damage.
Scan - Scan your foes learning their stats, skills and any items they have in their inventory
Weak heal - Heal target for half your magic
Cure - Remove 1 negative status effect
Lesser Shield - Places a shield around target absorbing 1 attack (lasts 1-3 turns (Roll 1d3 when casting spell along with the 1d20))
Magic Missile - standard magic attack with no modifier to damage.
These are stronger spells that require 2 ability points
Drain - Steal the life from target and heal back half of the damage dealt
Ice spike - A spike of frozen water dealing cold element damage to the target
Fireball - A blast of fire dealing fire element damage to the target
Bolt - Shoot a spear of electric element damage at the target
Light beam - A focused beam of light element damage
Shadow strike - Attack with the shadows dealing darkness element damage
Heal - Heal target for magic (requires weak heal)
Lesser Blessing - Grants target Bless status effect for 1 turn
Shield - Places a shield around target absorbing 2 attacks (lasts 1-3 turns) (requires Lesser Shield)
Stone Armor - Grants the stoneskin status effect to target until end of battle
Drain - Steal the life from target and heal back half of the damage dealt
Ice spike - A spike of frozen water dealing cold element damage to the target
Fireball - A blast of fire dealing fire element damage to the target
Bolt - Shoot a spear of electric element damage at the target
Light beam - A focused beam of light element damage
Shadow strike - Attack with the shadows dealing darkness element damage
Heal - Heal target for magic (requires weak heal)
Lesser Blessing - Grants target Bless status effect for 1 turn
Shield - Places a shield around target absorbing 2 attacks (lasts 1-3 turns) (requires Lesser Shield)
Stone Armor - Grants the stoneskin status effect to target until end of battle
High level spells that require 3 ability points
Steal Life - Steals the life from target at 2x magic and heals back half the damage dealt (requires drain)
Blizzard - Envelops the area in a thick blizzard causing 3 cold damage per turn to enemies and 1 cold damage per turn to allies (including self) (Heatwave, Typhoon, and Blizzard cancel each other out)
Heat wave - Envelops the area in a blistering heat which scorches the skin and deals 3 fire damage per turn to everyone (Heatwave, Typhoon and Blizzard cancel each other out)
Typhoon - Envelops the area in a typhoon causing foes to suffer a -2 to all rolls. Allies suffer -1 to all rolls. (Heatwave, Typhoon, and Blizzard cancel each other out)
Tremor - Deal earth element damage to target and has a chance to trip up target causing them to fall
Lightning strike - Deal electrical damage (magic x2) to target (requires bolt)
Reflect - Places a shield around target that absorbs and reflects 1 attack (lasts 1-3 turns) (requires Shield)
Revive - Bring back target from death (-10 hp) or awakens an unconscious target (0 hp) heals target for magic (requires heal and cure)
Levitate - Grants target a form of flight for 3-6 turns (roll 1d3)
Perfect Cure - Removes all negative status effects from allies (requires cure)
Arcane Blast - Deals magic x2 damage to target (requires Magic Missile)
Steal Life - Steals the life from target at 2x magic and heals back half the damage dealt (requires drain)
Blizzard - Envelops the area in a thick blizzard causing 3 cold damage per turn to enemies and 1 cold damage per turn to allies (including self) (Heatwave, Typhoon, and Blizzard cancel each other out)
Heat wave - Envelops the area in a blistering heat which scorches the skin and deals 3 fire damage per turn to everyone (Heatwave, Typhoon and Blizzard cancel each other out)
Typhoon - Envelops the area in a typhoon causing foes to suffer a -2 to all rolls. Allies suffer -1 to all rolls. (Heatwave, Typhoon, and Blizzard cancel each other out)
Tremor - Deal earth element damage to target and has a chance to trip up target causing them to fall
Lightning strike - Deal electrical damage (magic x2) to target (requires bolt)
Reflect - Places a shield around target that absorbs and reflects 1 attack (lasts 1-3 turns) (requires Shield)
Revive - Bring back target from death (-10 hp) or awakens an unconscious target (0 hp) heals target for magic (requires heal and cure)
Levitate - Grants target a form of flight for 3-6 turns (roll 1d3)
Perfect Cure - Removes all negative status effects from allies (requires cure)
Arcane Blast - Deals magic x2 damage to target (requires Magic Missile)
Deadly spells which require 4 ability points
Full Heal - Heals target for magic x3 (requires Revive)
Magic barrier - Places a perfect shield around target that absorbs and reflects 3 attacks per turn for 1-3 turns (requires reflect)
Earthquake - Causes earth elemental damage to everyone (except those flying or levitating) Has a chance to trip up all affected causing them to fall. (Requires Tremor)
Chain lightning - Attacks target with lightning element damage dealing magic x2 damage. Attack then ‘chains’ to three other random targets dealing magic damage, attack then further chains to three more random targets (including self) dealing half magic damage (capable of hitting any target multiple times in a row) (requires lightning)
Arctic Fury - Attack target for 3x cold element damage freezes on critical (auto freeze if blizzard is active) (Requires Ice spike)
Molten fury - Attack target for 4x Fire damage burns on critical (Auto burn if Heatwave is active) (Requires Fireball)
Cleansing Rain - causes healing rains to fall across the battlefield, all allies heal 5 hp per turn. All enemies heal 2 hp per turn. (If Typhoon active causes allies to no longer suffer roll penalty and enemies to no longer gain hp per turn)
Sun Burst - Damages all enemies with a blast of light dealing and causing blindness to enemies and allies (but not self) (requires Light Beam)
Darkness - Envelops target in a shroud of pure darkness dealing magic x4 damage (Requires Shadow Strike)
Full Heal - Heals target for magic x3 (requires Revive)
Magic barrier - Places a perfect shield around target that absorbs and reflects 3 attacks per turn for 1-3 turns (requires reflect)
Earthquake - Causes earth elemental damage to everyone (except those flying or levitating) Has a chance to trip up all affected causing them to fall. (Requires Tremor)
Chain lightning - Attacks target with lightning element damage dealing magic x2 damage. Attack then ‘chains’ to three other random targets dealing magic damage, attack then further chains to three more random targets (including self) dealing half magic damage (capable of hitting any target multiple times in a row) (requires lightning)
Arctic Fury - Attack target for 3x cold element damage freezes on critical (auto freeze if blizzard is active) (Requires Ice spike)
Molten fury - Attack target for 4x Fire damage burns on critical (Auto burn if Heatwave is active) (Requires Fireball)
Cleansing Rain - causes healing rains to fall across the battlefield, all allies heal 5 hp per turn. All enemies heal 2 hp per turn. (If Typhoon active causes allies to no longer suffer roll penalty and enemies to no longer gain hp per turn)
Sun Burst - Damages all enemies with a blast of light dealing and causing blindness to enemies and allies (but not self) (requires Light Beam)
Darkness - Envelops target in a shroud of pure darkness dealing magic x4 damage (Requires Shadow Strike)
Ultimate spells which cost 9 ability points
Apocalypse - Damages all enemies for 10x magic damage (Requires Sun Burst, Darkness, Molten Fury, Arctic Fury, Chain Lightning, Earth Quake, and Arcane Blast)
Salvation - Revives and heals all allies to full health, removes all status effects, and applies Magic Barrier effect for 3 turns (Can only be used once and only during a boss battle) (Requires Cleansing Rain, Full Heal, Perfect Cure, and Magic Barrier)
Apocalypse - Damages all enemies for 10x magic damage (Requires Sun Burst, Darkness, Molten Fury, Arctic Fury, Chain Lightning, Earth Quake, and Arcane Blast)
Salvation - Revives and heals all allies to full health, removes all status effects, and applies Magic Barrier effect for 3 turns (Can only be used once and only during a boss battle) (Requires Cleansing Rain, Full Heal, Perfect Cure, and Magic Barrier)
1 - Bait - Lure a target foe to attack you
1 - Divert - Force a foe to target an ally
2 - Trip - Attacks the foe causing damage but also forcing the foe to fall causing them to take a turn to get up.
2 - Venom - Poison’s foe on hit
2 - Sand - Throw sand at the foe causing blindness for 2 turns
2 - Silence - An attack that cuts a foes ability to cast spells for 2 turns
2 - Stunning Strike - A focused attack that causes paralysis in the foe for 1 turn
2 - Pounce - Tackle a foe to the ground pinning it but dealing no damage (any attack to foe while pinned deals 2x damage) Foe may roll a d20 to escape (Foe is trapped until either let back up, attacked, or it escapes) Beware, a critical escape causes the foe to pin you instead
3 - Freezing Strike - Strikes the foe with an attack ruled by the element of ice, freezing the foe on critical
3 - Burning Strike - Strikes the foe with an attack ruled by the element of fire, burning the foe on critical
3 - Counter - Retaliate and attack a foe that attempts a physical attack (even if said foes attack misses)
1 - Divert - Force a foe to target an ally
2 - Trip - Attacks the foe causing damage but also forcing the foe to fall causing them to take a turn to get up.
2 - Venom - Poison’s foe on hit
2 - Sand - Throw sand at the foe causing blindness for 2 turns
2 - Silence - An attack that cuts a foes ability to cast spells for 2 turns
2 - Stunning Strike - A focused attack that causes paralysis in the foe for 1 turn
2 - Pounce - Tackle a foe to the ground pinning it but dealing no damage (any attack to foe while pinned deals 2x damage) Foe may roll a d20 to escape (Foe is trapped until either let back up, attacked, or it escapes) Beware, a critical escape causes the foe to pin you instead
3 - Freezing Strike - Strikes the foe with an attack ruled by the element of ice, freezing the foe on critical
3 - Burning Strike - Strikes the foe with an attack ruled by the element of fire, burning the foe on critical
3 - Counter - Retaliate and attack a foe that attempts a physical attack (even if said foes attack misses)
Abilities are passive bonuses, once you ‘acquire’ them you will always have their bonus. The number in front of the abilities is the ‘cost’ in ability points.
These are skills that once they are ‘acquired’ there is no point in getting them again
(2) Halve damage from Cold
(2) Halve damage from Water
(2) Halve damage from Fire
(2) Halve damage from Electricity
(2) Halve damage from Earth
(2) Halve damage from Wind
(4) Halve damage from Physical
(4) Halve damage from Magic
(5) High Crit Rate - ‘Critical’ margin increased from 20 to 18-20
(5) Double Attack - Make two physical attacks each turn
(5) Double Magic - Make two magical attacks each turn
(4) Lucky - Add +1 to all rolls (Never be plagued by critical failures again) (Stacks with Bless effect)
(6) Null Critical - Enemies are unable to critically strike against you
(8) Full Critical - Critical attacks deal 4x damage instead of 2x (Enemies with Null Criticals take 2x damage once again)
(8) Null Death - Resist magic attack ‘Death’
(6) Magic hands - Add magic stat into physical attacks
(6) Physical magic - Add attack stat into magical attacks
(10) Perfect defense - Willpower and Defense is now added together into one stat
(2) Halve damage from Cold
(2) Halve damage from Water
(2) Halve damage from Fire
(2) Halve damage from Electricity
(2) Halve damage from Earth
(2) Halve damage from Wind
(4) Halve damage from Physical
(4) Halve damage from Magic
(5) High Crit Rate - ‘Critical’ margin increased from 20 to 18-20
(5) Double Attack - Make two physical attacks each turn
(5) Double Magic - Make two magical attacks each turn
(4) Lucky - Add +1 to all rolls (Never be plagued by critical failures again) (Stacks with Bless effect)
(6) Null Critical - Enemies are unable to critically strike against you
(8) Full Critical - Critical attacks deal 4x damage instead of 2x (Enemies with Null Criticals take 2x damage once again)
(8) Null Death - Resist magic attack ‘Death’
(6) Magic hands - Add magic stat into physical attacks
(6) Physical magic - Add attack stat into magical attacks
(10) Perfect defense - Willpower and Defense is now added together into one stat
These are skills that you are able to purchase multiple times to increase their effects
(1) Allocate - Converts ability points into 1 stat point (Infinitely Stackable)
(3) Calm Mind - Magic stat increased by 4 (Stackable 2x)
(3) Body Control - Attack stat increased by 4 (Stackable 2x)
(3) Fortress - Defense stat increased by 4 (Stackable 2x)
(3) Mind Barrier - Willpower stat increased by 4 (Stackable 2x)
(4) Regenerate - Automatically heal 1 damage each turn (Stackable 5x)
(1) Allocate - Converts ability points into 1 stat point (Infinitely Stackable)
(3) Calm Mind - Magic stat increased by 4 (Stackable 2x)
(3) Body Control - Attack stat increased by 4 (Stackable 2x)
(3) Fortress - Defense stat increased by 4 (Stackable 2x)
(3) Mind Barrier - Willpower stat increased by 4 (Stackable 2x)
(4) Regenerate - Automatically heal 1 damage each turn (Stackable 5x)
The character information required can be as descriptive as you wish, you can even add more if you so desire. And you can move information around to make the sheet ‘look good’ to you.
Character name: Whats your characters name?
Age: How old be your character (no limit on this but obviously avoid children as this will be a combat rp and while a baby with a machete may be hilarious its not practical)
Appearance: What does your character look like? (Anime picture, description, drawing, or ’real’ pic is accepted. However if I can’t ‘see’ some things I may ask for ‘more’)
Bio: Come on, whats your characters background? History? Tell me about your character.
Stats: Level __
Health __
Attack __
Defense __
Magic __
Willpower __
Abilities:
Character name: Whats your characters name?
Age: How old be your character (no limit on this but obviously avoid children as this will be a combat rp and while a baby with a machete may be hilarious its not practical)
Appearance: What does your character look like? (Anime picture, description, drawing, or ’real’ pic is accepted. However if I can’t ‘see’ some things I may ask for ‘more’)
Bio: Come on, whats your characters background? History? Tell me about your character.
Stats: Level __
Health __
Attack __
Defense __
Magic __
Willpower __
Abilities:
Accepted Characters
Kraveing_Volkf
Reia Grimm
penguin055
Syrus Blackwater
Risani
Zara Vol Ra
Zombehs
Daniel Harken
Professor Objection
Umberto Aldebrandi
Kigarra
Visica Thorngage
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