[OOC]:「VIRTUAL」Reality

Discussion in 'ROLEPLAY GRAVEYARD' started by Noctis the Devious, Mar 6, 2016.

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    • 「THE GAME」
      In the year 2026, a team at Kobayashi Institute of Technology revolutionized the game world by combining virtual reality gear with holographic technology and made it possible for a whole room of people to take part in a virtual reality game all at once in real time by placing players in the game both physically and mentally, making the player's body the controller.

      The technology was first introduced to the general public three years later at a game convention and the demenstration was a huge hit. They called it KIT Reality after their institution. A mere five years later an arena was refurbished specifically for the purpose of hosting a special event featuring the new game system called KIT Reality: Survival. The goal of the event is simple: be the first to beat all ten bosses and win 10,000 dollars. The catch? The system implements both permanent death and a way for the audience to troll the players, or help, by allowing them to purchase obsticals, monsters, traps they can drop on the player to hinder their progress, or gear, armor, hints and other tools to aid them. But once a player's HP drops to zero, it's game over and the created character is permanently erased from the system and the player will be unable to reenter the event.

      Set in a sprawling dungeon with ten levels, Kit Reality: Survival is based off a classic RPG featuring four classes and five races. Each class will give you two bonus points in a certain attribute skill and each race will give a 1/3 bonus to a certain survival skills. For example, the Warrior class will give you two additional points in Strength or Constitution while a Drawf race will offer 1/3 resistance to blind and 1/3 resistance to slow. In addition to classes and races the game also offers three different armor types: light, medium, heavy, and three weapon classes: one-handed, two-handed, projectile.

      Because the target audience is teenagers on Summer break, the game will run during daytime hours from 12:00pm to 4:00pm all seven days a week from May to August. Failure to beat all ten bosses by August will result in no winner. Daily participation is not required and participants can come in at any time as long as they did not previously participate in the event. Upon registration players will have the opportunity to create a level ten character and be given 105 attribute points to distribute between the attribute skills, and 250 gold to spend in shops. A character is also given an extra ability unique to them to aid them in their quest for fame and fortune.

      「CHARACTERS」
      Character Classes
      Gunslinger
      A long range combatant with little means of defense. They can, however, make effective use of enchanted equipment and weapon abilities. Offers two additional points in either Perception or Dexterity. They make effective us of light or medium armor and projectile weapons.

      Mage
      Featuring powerful magical abilities, healing and supportive magical abilities, but physically weak. Offers two addition attribute points in either Intelligence or Willpower. They make effective use of light armor and magical artifacts.

      Rogue
      A nimble combatant focused on stealth and social skills, also capable of high-damage special attacks balanced by sub-par resistance to injury. Offers two additional attribute points to either Dexterity or Charisma. They make effective use of medium armor and one-handed weapons.

      Warrior
      Focused on combat abilities, but almost entirely lacking in magical abilities. Warriors can, however, make effective use of enchanted equipment and weapon abilities. Offers two additional attribute points to either Strength or Constitution. They make effective use of heavy armor and many types of weapons with the exception of projectiles.

      Character Races
      Dwarf
      A short, sturdy race that hails from deep underground and inside mountains. They are expert craftmen and blacksmiths, and are better suited for the warrior class than any other, offering 1/3 survival bonuses in blind and slow. Due to lack of sun exposure their skin is usually shades of pale with hair ranging from shades of blond to light browns. Blues and greens are their common eye color's but occasionally a dwarf may have brown eyes.

      Elf
      A tall, lithe race shaped by the forests of their homes. They have ears as sharp as their hearing and expert hunters, finding comfort in a good bow, making them the best suited for Rogue, Mage, and even Gunslinger, offering a 1/3 survival bonus in both poison and silenced. Normally living out in the open they tend to have skin in the shades of tan or dark, with hair in the shades of brown, black, and on occasion, shades of blonde, bleached by the sun. Green eyes are a rarity among the Elves.

      Fae
      The fae are magical creatures that can change their size to be as small as a butterfly or as tall as a human with wings often taking on the appearance of insects. Their magical abilities make them best suited for Mage or even Rogue and offer a 1/3 survival bonus in Charm and in Transfiguration. Their appearances are the most bazaar, with hair, eye, and even skin color ranging from natural human tones to other unnatural shades and color. Blue being a prime example.

      Human
      The most versatile of the five races and the most adaptable, offering 1/3 survival bonuses to two rebuffs of their choosing. Their hair color is limited to natural shades of blond, shades of brown, shades of red, and black. Their eye color is limited to natural shades of blue, green, brown, and grey. Their skin color is limited to natural shades of pale, tan, and dark.

      Orc
      The Orc are similar to humans in size and build, though can easily be as tall as an elf, but with tougher skin and a maul that extends outward to accommodate their larger canine teeth. Coming from a culture centered around war they make great warriors. They offer 1/3 survival bonuses in both fear and bleed. Fair hair and light eye colors are rare in orcs and their skin is normally in shades of green.

      Leveling
      Each character starts off at level 10 and thus needs 500 experience points to obtain level 11. When a character gains another level they also gain three attribute skills to spend and need one hundred more experience points than the last level to reach the next level. For Mages, every five levels grants them a new spell.
      Example: To get to level 11 you need 500 EXP. To get to Level 12 you need 600 EXP. To get to level 13 you need 700 EXP. So on so fourth.​

      「WEAPONS AND ARMOR」
      Weapons
      One-Handed Weapons
      One-handed weapons are weapons the wielder can wield with one hand or can act as a secondary weapon if small enough. This includes, but not limited to:
      • Axes
      • Clubs
      • Daggers
      • Hammers
      • Iron Knuckles
      • Knives
      • Maces
      • Shields
      • Short swords
      • Swords

      Two-Handed Weapons
      Two-handed weapons are weapons the wielder needs to wield with two hands. This includes, but not limited to
      • Axes
      • Ball and Chains
      • Duel-Wielding
      • Gauntlets
      • Hammers
      • Maces
      • Pole Arms
      • Saws
      • Scythes
      • Swords

      Projectiles
      Projectiles are weapons the wielder can launch or shoot. They include, but not limited to:
      • Boomerangs
      • Bows and Arrows
      • Chakrams
      • Crossbows
      • Flintlocks
      • Javelins
      • Muskets
      • Shotguns
      • Slingshots
      • Spears
      • Throwing Knives
      • Tomahawks
      • Whips

      Magical Artifacts

      Magical Artifacts are a class of weapons primarily used by Mages to channel their spells. Often they are duel wielded with a secondary weapon. This includes but not limited to:
      • Books
      • Crystal Balls
      • Scepters
      • Staffs
      • Wands

      Armor
      Heavy Armor
      Boots, chest plate, gauntlets, helmet, leggings, shoulder guards. The heavy armor in is better suited for the Warrior class as their need for strength and defenses make their build ideal for heavy duty armor that may slow them down but absorbs way more impact than any other class of armor. Heavy armor is often made of metals and can be rather loud to move in.

      Light Armor
      Bracers, boots, capes, coats, corsets, doublets, dresses, gloves, hats, jerkin, pants, robes, shirts, vests. Light armor is better suited for those who can't afford to be weighted down or can't bear the weight of armor. Mages and Gunslingers being a prime example. While it doesn't offer much protection, it more than makes up for it in mobility. Light armor is often made up of cotton, wool, and other light materials.

      Medium Armor
      Bracers, boots, caps, chest piece, gloves, pants, shoulder guards. Medium armor sits comfortably between light armor and heavy armor as it offers it's owner protection while also being maneuverable. While not as strong as heavy armor, it's perfect for the Rogue or even Gunslinger. Medium armor is often made up of leather and chainmail.

      「MAGIC」
      Rejuvenation
      Rejuvenation magic focuses on purification spells that can be used offensively against undead foes as well as support for allies. Rejuvenation spells can cure certain ailments, heal allies, restore energy, guard, and revive zombified comrades.

      Elemental
      Elemental magic focuses on offensive spells that can utilize elements such as fire, water, earth, air, and lightning to bring down the wrath of nature down upon foes. Elemental spells can summon walls of fire, blow away opponents, crush those who stand in your way, and drown the competition.

      Force
      Force magic manifests itself as light and color, typical magic that can teleport objects, force them back, transform foes into chickens, inflict minor debuffs, enchant items, communicate with spiritual entities, and utilize telepathy, empathy, and telekinesis.

      Blaster
      Blaster magic is the branch of magic most notably used by Gunslingers. By channeling magic through projectiles, players can shoot concentrated blasts of magic at their foes. This magic can be any of three magic branches mentioned above, or any of the the debuffs depending on the Gunslinger's skill set.

      Weapon Skills
      Weapon Skills, unlike typical magical abilities that use mana, uses labor, mana's physical counterpart that measures a character's physical limitations instead of magical. Weapon Skills allow a player to unleash debuffs upon their foes at long rand and short range but has to manully activated like spells.

      「POTIONS」
      Minor Potions
      Cure Antidote Potions: Cures minor debuffs.
      Health Potions: Heals 30 points of Health.
      Infliction Potions: Thrown at an enemy to inflict minor debuffs.
      Regeneration Potions: Recovers 30 points for 3 actions.
      Resistance Potions: Resists minor debuffs for 3 turns.

      Modest Potions
      Cure and Antidote Potions: Cures debuffs of both minor and modest.
      Health Potions: Heals 60 points of Health.
      Infliction Potions: Thrown at an enemy to inflict modest debuffs.
      Regeneration Potions: Recovers 60 points for 6 turns.
      Resistance Potions: Resists modest debuffs for 6 turns.

      Major Potions
      Cure and Antidote Potions: Cures all types of debuffs.
      Health Potions: Heals 90 points of Health.
      Infliction Potions: Thrown at an enemy to inflict major debuffs.
      Regeneration Potions: Recovers 90 points for 9 turns.
      Resistance Potions: Resists all debuffs for 9 turns.
      Revive: Rare potion that cures Zombie. No effect on undead foes.

      「The Market」
      - Minor Healing Potion: 20g
      - Minor Regeneration Potion: 40g
      - Minor Cure Potion (Burn): 20g
      - Minor Cure Potion (Bleed): 20g
      - Minor Antidote Potion (Poison): 35g
      - Minor Cure Potion (Freeze): 50g
      - Minor Antidote Potion (Paralysis): 35g
      - Minor Cure Potion (Confusion): 25g
      - Minor Cure Potion (Charm): 50g
      - Minor Cure Potion (Curse): 50g
      - Minor Cure Potion (Berserk): 45g
      - Minor Cure Potion (Fear): 45g
      - Minor Cure Potion (Transfiguration): 50g
      - Minor Cure Potion (Blind): 35g
      - Minor Cure Potion (Silenced): 35g
      - Minor Cure Potion (Slow): 35g
      - Minor Resist Potion (Burn): 30g
      - Minor Resist Potion (Bleed): 30g
      - Minor Resist Potion (Poison): 45g
      - Minor Resist Potion (Freeze): 100g
      - Minor Resist Potion (Paralysis): 55g
      - Minor Resist Potion (Confusion): 35g
      - Minor Resist Potion (Charm): 60g
      - Minor Resist Potion (Curse): 60g
      - Minor Resist Potion (Berserk): 55g
      - Minor Resist Potion (Fear): 55g
      - Minor Resist Potion (Transfiguration): 60g
      - Minor Resist Potion (Blind): 45g
      - Minor Resist Potion (Silenced): 45g
      - Minor Resist Potion (Slow): 45g

      「SKILL ATTRIBUTES」
      Charisma (Presence, Charm, Leadership)
      A measure of a character's social skills. Charisma influences persuasion, prices while trading, and are likely to have an impact on those around them. Characters with high Charisma often become leaders con artists, or actors. This can also improve the believability of lies, deceit, and disguises. 10 points of Charisma equals -5 gold deducted from prices.

      Constitution (Fortitude, Resilience, Vitality)
      A measure of how resilient and defended a character is. Constitution is the combination of the Constitution and the Defense stat normally found in RPGs and decreases taken damage by a fixed amount per hit. For example, if an armor rating is 10 and the attack that hits is 20, you only take ten damage. Of course any attack equal to or below your armor rating fails. Addionally, Constitution also decides how many hits you can take. 1 point of Constitution equals 10 points of health.

      Dexterity (Agility, Speed, Reflexes)
      A measure of how agile and physically fit a character is. Dexterity controls how fast a character can move, how long they can move, and how effectively they can execute their moves. In other words, the higher your Dexterity attribute, the faster your character can run, the longer they can run for, and the better they can dodge and flip around everywhere. 1 point of Dexterity equals 10 points of labor.

      Intelligence (Knowledge, Clever, Control)
      A measure of a character's problem-solving ability and awareness of world lore. Intelligence dictates the character's ability to comprehend foreign languages and their skill in magic. For Mages, the higher your character's intellect, the greater their control over their magic and the faster they can learn new spells. For other classes, the higher your intellect the better battle strategies you can come with and the more resourceful your character will be. 1 point of Intelligence equals ten points of Mana.

      Perception (Aware, Alert, Infiltration)
      A measure of a character's environmental awareness. Perception controls the chance to detect vital clues, traps, or hiding enemies, and the accuracy of ranged attacks. Perception will also allow a character to pick locks, sneak effectively, and target multiple enemies. 20 points of Perception equals +1 enemy a character can target at once.

      Strength
      (Body, Might, Brawn)
      A measure of how physically strong a character is. Strength adds a bonus to probability of melee attacks landing and decides how much a character .ca carry. If a weapon or equipment (armor, shield, etc.) weighs more than a player can carry than the weapon/equipment will slow the speed of attacks and reduce the likelihood of dodging, parrying, or even landing a solid hit. 10 points of Strength equals +1 to probability rolls. 1 points of Strength equals 1 item.

      Willpower (Stubborn, Sanity, Confidence)
      A measure of a character's common sense, mental resistance, and spirituality. Wisdom often controls a character's ability to communicate with mystical entities, discern other characters' motives or feelings, and ability to resist against mind-altering status effects. A character with high Willpower will not be easily swayed by Charisma and have a higher tolerance for pain. 1-30 points of Willpower equals minor resistance to mental status effects, 40-60 points of Willpower equals modest resistance to mental effects, 70-90+ equals major resistance to mental effects.

      「SURVIVAL SKILLS/DEBUFFS」
      Gradually Drains HP
      1) Bleed
      Inflicts a wound that drains a character's health over time. Minor Bleed will drain 5 points of health upon action, modest Bleed will drain 10 points of health upon each action, and major Bleed will drain 15 points of health upon each action. Can be cured with a cure spell/potion.

      2) Burn
      Inflicts a burn on the character and drains their health over time. Minor Burn will drain 5 points of health upon action, modest Burn will drain 10 points of health upon each action, and major Burn will drain 15 points of health upon each action. Can be cured with a cure spell/potion.

      3) Poison
      Poisons the character and drains their health over time. Minor Poison will drain 5 points of health upon action, modest Poison will drain 10 points of health upon each action, and major Poison will drain 15 points of health upon each action. Can be cured with an antidote.

      Prevents Movement
      4) Frozen
      Freezes a part or, depending on the strength of the effect, the entire body of a character for a certain amount of actions. Minor Frozen prevents movement of the targeted limb for three actions, modest Frozen freezes a limb and a nearby limb for six actions and drains 3 points of health for each action missed, and major Frozen freezes the body of the character for nine actions and drains 6 points health with each action missed. Can be cured with a fire spell or a cure spell/potion.
      [...]modest Frozen freezes a limb and a nearby limb[...](example: if an arm is targeted either the neck or the hip will also be effected and if one leg is targeted the hips are effected as well.)​

      5) Paralysis
      Paralyzes the character for a certain amount of actions. Minor Paralysis pauses the character for three actions, modest Paralysis pauses the character for six actions, and major Paralysis pauses the character for nine actions. Can be cured with an antidote.

      6) Petrified
      Turns a part or, depending on the strength of the effect, the entire body of a character to stone for a certain amount of actions. Minor Petrified freezes the targeted limb for three actions, modest Petrified freezes a limb and a nearby limb for six actions, and major Petrified freezes the body of the character for nine actions. Can be cured with a cure spell.

      Physical Effects
      7) Blind
      Prevents the character from seeing for a certain amount of actions. Minor Blind blindes the character for three actions, modest Blind blinds the character for six actions, and major Blind blinds the character for nine actions. Can be cured with a cure spell/potion.

      8) Silenced
      Prevents verbal communication and the use of magic spells for a certain amount of actions. Minor Silenced mutes the character for three actions, modest Silenced mutes the character for six actions, and major Silenced mutes the character for nine actions. Can be cured with a cure spell/potion.

      9) Slow
      Greatly reduces the speed and movement of a character for a certain amount of actions. Minor Slow restraints the character for three actions, modest Slow restraints the character for six actions, and major Slow retraints the character for nine actions. Can be cured with a cure spell/potion.

      Mental Effects
      10) Berserk
      Inflicts unexplained anger in a character and for a certain amount of actions, causing them to attack thoughtlessly and renders them incapable of casting spells and using special weapon skills. Minor Berserk angers the character for three actions, modest Berserk angers the character for six actions, and major Berserk angers the character for nine actions. Can be cured with a cure spell/potion.
      [...]causing them to attack thoughtlessly and renders them incapable of casting spells and using special weapon skills. This means all they can do is swing their weapon around with a chance of attacking allies.​

      11) Confused
      Disorients the character for a certain amount of actions, causing lightheadedness, dizzy, lost of balance and footing, and reduced accuracy. In this state a character may mistaken an ally for a foe. Minor Confused disorients the character for three actions, modest Confused disorients the character for six actions, and major Confused disorients the character for nine actions. Can be cured with a cure spell/potion.

      12) Fear
      Induces unexplainable fear in a character for a certain amount of actions, preventing them attacking or even fighting. Minor Fear scares the character for three actions, modest Fear scares the character for six actions, and major Fear scares the character for nine actions. Can be cured with a cure spell/potion.

      Special Effects
      13) Charm
      Causes the character to loose control over their own body to some degree depending on the strength of the effect for a certain amount of actions. Minor Charm prevents the character from attacking the inflicter for three actions, modest Charm prevents a character from attacking foes of allied with the inflicter, as well as the inflicter, for six actions, and major Charm completely brainwashes the character to attack for the inflicter for nine actions. Can be cured with a purify spell.

      14) Curse
      Causes the character to loose control over their own body to some degree depending on the strength of the effect for a certain amount of actions. Minor Curse switches the movement of a limb with another for three actions, modest Curse switches the movement of two limbs two other limbs for six actions, and major Curse randomly switches all limb movement with others for nine actions. Can be cured with a purify spell.

      15) Transfiguration
      Turns a character into a weaker animal for a certain amount of actions, leaving the character vulnerable. Minor Transfiguration turn the character for three actions, modest Transfiguration turns the character for six actions, and major Transfiguration turns the character for nine actions. Can be cured with a cure spell.

      16) Zombie
      Causes the character to become undead for a certain amount of actions, or for as long as they hold weapon/equipment; however, if the character dies under this effect, effect will become permanant. Minor Zombie damages the character with healing spells and equipment while healing with actions that would normally damage a character for three actions, modest Zombie damages the character with healing spells and equipment while healing with actions that would normally damage a character for six actions, and major Zombie damages the character with healing spells and equipment while healing with actions that would normally damage a character for nine actions. Can be cured with a revive spell or potion unless permanent.
    • 「ACTION」
      Action is another word for post. So if your character is inflicted with a debuff that prevents them from acting or drains their HP, they'll be inflicted with that debuff for 3-9 posts. While posts will not be in a particular order there will be two set requirements. 1) At least one other person must post after your post. 2) The inflicter must post after your post. In the meantime, build up some tension. Give us the feeling of your character in trouble.

      「DICE SYSTEM」
      How to Dice
      Unfortunately you can't use Iwaku's built in system until you post. Once you post a "more options" option will appear. Click that and a interface will pop up, first asking why you're rolling the die. This is where you'll state whether or not you're rolling for battle, enchanting, or armor. The second thing you'll notice is the number of faces on the die. Six is the default choice and can be changed to suit the situation. Once you roll, a roll again option will appear. To make a new die, you can use the same post and go through the "more options" again.

      Armor Rating
      Similar to a D&D system, players will roll 5-6 times to determine the rating of their armor pieces depending on the armor class (heavy armor will roll 25-faced dice, medium armor will roll 20-faced dice, light armor will roll 15-faced dice). The first die roll will determine the rating of the helmet. The second die roll will determine the rating of the chest piece. The third dice roll will determine the rating of the leggings. The fourth roll will determine the rating of the boots. The fifth roll will determine the rating of the gloves/bracer. The sixth die roll is optional for any extra armor piece (capes, cloaks, jackets, etc.). Even if you're character is lacking a piece of armor for whatever reason (lacking leggings because you're character is wearing a dress or long robes, etc.) please roll for all pieces of armor and just skip over the die rolls you done't need - excluding them from the total armor ratings - to keep things in order.

      Enchanting
      Players are allowed two pieces of enchanted armor and three weapon skills for each weapon owned on the grounds they name the dice "Enchantment"; however, to keep up the random feel of RPGs, players must roll a 16-faced die to determine which survival skill/debuff they'll have (if armor and shields it counts towards resistance, and if on weapons counts towards infliction). Notice how the Survival Skills are numbered? Your roll should correspond with the SS's number (1 = Burn, 2 = Bleed, 3 = Poison, etc). All enchantments should start put with a minor potency unless you roll a double.

      The Battle System
      Every player in the battle must roll a nine- faced die to decide the probability of their actions. The attacker must roll to decide if their attack is effective and the defender must roll to decide if they block, dodge, or counter attack effectively. One way to counter attack would be trying to neutralize an incoming attack with you're own attack with spells that don't have the normal defense attributes such as absorbing impact, absorbing energy, or reflecting attacks entirely. In this instance, one attack would over power the other and continue on towards the intended target. Then the original attacker, or the defender if the counter attack failed, would be forced to roll again to determine if they dodge, block, or counter attack effectively. Another alternative is dodging the attack and then countering.

      1-3: Minor. Your attack is likely to miss or, if lands, makes a scratch. But damage is damage.

      4-6: Modest. Your attack has a better chance of landing and doing moderate damage.

      7-9: Major. Your attack is bound to succeed, landing a solid hit.

      If the attacker's roll falls below the defender's roll they are bound to fail. Like wise, if the attacker's roll falls above the defender's roll they are likely to succeed. The one exception being if the defender manages to roll the same number as the attacker as this means they were both equally effective and no winner is decided that round. In the event the defender goes for a counter attack, they must either roll the same number as the attacker, roll one below the attacker, or roll one above to nuetralize the attack. To roll two or more higher than the attacker means they not only nuetralize the attack but their attack is still coming at the original attacker; however, if you want your character to dodge and then counter in the same move you roll two dice. The first represents your dodge and the second represents the effectiveness of your attack. You must roll successfully on your dodge for the move to be complete. The original attacker will always have the oppurtunity to dodge, block, or counter if another attack, or their own in the instance of a reflect, is being sent at them.

      But again, these rolls establish probability. For actual damage and mana/labor reduction, multiply roll by ten (for a dodge-counter, add ten to the second dice, which decides the actual attack) minus the player's armor rating for the targeted area (target the chest and deduct the armor rating for the chest piece, so on so fourth). Note that the armor rating should deduct from the attack and not the actual armor rating.
      Example: Player A wants to attack Player B's chest and rolls a nine. Nine is multiplied by ten to determine strength of the attack giving it the power of ninety, but Player B's chest plate has an armor rating of twenty-five. 90 - 25= 65. 65 is deducted from the attacker's mana/labor, the defender's health, but not the armor rating.

      Written Formula: [Probability (+ [Strength Bonus])] x 10 - [Armor Rating] = [Attack Power]​

      「RULES」
      In-Character Rules
      - Characters will start with either 1x one-handed weapon and/or shield, OR 1x set of duel weilds, OR 1x two-handed weapon and 1x secondary one-handed weapon (usually a concealed) OR 1x projectile.
      - Characters can have more than one weapon but cannot have more than two equipped.
      - Switch-Hitter builds are allowed. Switch-Hitters are characters that can switch between one-handed weapons and projectiles.
      - Please try to stay true to the race describtions.
      - The Market will include more items the further we get. If you have a suggestion for the item message me.
      - The further we get the stronger the items become. Even the minor items.
      - Unique Abilities don't have to be attacks. They can aid your character and effect the game in numerous ways, but always at a cost.

      Out-of-Character Rules
      - No God Modding or Power Playing.
      - You can post WIPs but they must be completed within five days of being posted. You may request more time in two day increments up to four times.
      - Reservations are no longer acceptable.
      - Try to keep your skeletons up-to-date. You don't have to edit it every time you gain gold or experience, but at least make it your goal to do so once or twice a month, or after something major like an important fight. This imcludes your character's relationships with the other characters.
      - In the event of a time skip 10 experience points will be granted to players per day skipped.
      - No more then one post per day per player please! This will keeps players from getting lost and hopefully from being excluded.
      - Don't cause OOC drama or stir up arguments. You've been warned.
      - Your character can be a total jerk, but in accordance to the above rule you may not be.
      - Rage quitters beware!

      Character Rules
      - Skim through the cast list and try to keep characters different from one another. Diversity keeps things fresh and interesting.
      - Try to keep character avatars appearances similar to the race describtions.
      - Your character avatar can die. When this happens your character gets disqualified from the game. You, as the player, are more than welcome to create another character or join the Troll Team.
      - Special features are not allowed for your character or their avatar. This includes glowing eyes, eyes that change color, odd hair/eye color (if not fae or dyed or colored contacts).
      - I will no longer accept socially withdrawn characters.
      - I will no longer accept unusually smart or genious type characters.

      「Previously Asked Questions」
      Q. I'm thinking of doing a mage. Does this mean I get to make up two spells? Or two from each discipline?
      A. Two spells from each discipline and spells shouldn't have anything to do with the survival skills unless it's force magic.​

      Q. If I'm making my own spell, how should I go about balancing it? Should I use one of the survival skill effects?
      A. Because this is mostly taking place in a game there's really no reason to balance spells outside of mana consumption and that's dependent on dice roll. Though that doesn't mean you can go all-out either. Perception decides how many enemies you can target at once directly and dice decide how much damage you can do to an enemy.
      Q. Can force spells cause a minor debuff?
      A. Yes, for now.​

      Q. Can mages have buffs or melee weapons?
      A. Yes. While Magical Artifacts can't inflict debuffs they can have a secondary weapon which can.​

      Q. Can Mages have mana and labor?
      A. Magic draws from mana and Weapon Skills draw from labor no matter what.​

      Q. Can the Flintlock Pistols be dual wielded?
      A. Yes. Flintlocks need only to be wielded with one hand. Shot guns and muskets on the other hand, cannot be.​

      Q. Are Weapon Skills abilities or are the enchantments just passive?
      A. They are abilities.​

      Q.Can we come up with a name, description, and method to how they are executed?
      A. Yes! But keep in mind the only purpose for a Weapon Skill is to inflict minor debuffs.​

      「UPDATES」
      - Update #1
      - Update #2
      - Update #3
      - Update #4

      「CAST」
      Acceptable Female Characters to Male Characters Ratio
      3:5
      5:3
      4:4

      Available Classes
      Gunslinger: 1/2x

      Mage: 1/2x

      Rogue: 1/2x

      Warrior: 0/2x

      Roster
      Samantha Gray || Female || Rogue || Sray || Played by Noctis the Devious

      Hazel Williams || Female || Mage || Willow || Played by Redsun_Criminal

      Rei Amagi || Gender Neutral || Gunslinger || Shimo || Played by Renose

      Robin Wagner || Transgender Male || Warrior || Dyfar || Played by irregular neptune.

      「CHARACTER SKELETON」
      "Player"
      [Please remove bracket text. Yes, even these.]
      Name: [Name of Character]
      Age: [Age of Character]
      Gender: [Gender of Character (Female, Male, Other, etc.)]
      Occupation: [Job or Education of Character]
      Personality: [Should include flaws and qualities. Likes, dislikes, pastimes, and ambitions optional.]
      Appearance: [Should at least include: hieght, eye color, hair color, skin color, apparel. Ethnic background/race optional.]
      Reason for Competing: [For the money (and why)? Or for the experience?]
      Relationships: [Character relationships with other characters. Can be discussed OOC and developed through IC.]
      Other: [Anything I didn't cover you would like to mention.]

      "Avatar"
      Screenname: [Character's Name In KIT]
      Level 10
      Health: [Character's Damage Intake. Determined by Constitution.]
      Labor: [Character's Physical Limitation. "Mana" for weapon skills. Determined by Dexterity.]
      Mana: [Character's Magical Limitation. Determined by Intellect.]
      Gender: [Character Gender (Female, Male, Other, etc.]
      Race: [Character's Race In KIT.]
      Class: [Character's Class in KIT.]
      Appearance: [Character's appearance in KIT. Should include height, hair color, eye color, skin color, unique features.]
      Resistances and Bonuses: [Character Survival Skills and bonuses recieved from Attributes.]
      Unique Ability: [Ability unique to your character. UAs come with their own drawbacks and perks.]
      Experience: 0 (need 500 to advance) [Each level adds 100 points to "need to advance".]
      Gold: 250g
      Item Capacity: [Amount of items your character carry. Determined by Strength.]
      Skill Attributes: 105 [Try to have Attributes reflect character's personality. Points recieved from Class Bonus should be put in parentheses.]
      CHA:
      CON:
      DEX:
      INT:
      PER:
      STR:
      WILL:​
      Weapon: [Characters are allowed to start with 1 one-handed weapon and shield OR 1 set of duel wields OR 1 two-handed weapon and 1 secondary one-handed weapon OR 1 projectile.]
      Spells/Weapon Skills: [If Mage, you get a maximum 2 spells from Rejuvenation, Elemental, and Force of the Players Creation. If not Mage, exclude spells. Weapon Skills allow the wielder to inflict debuffs with weapons. Be creative with execution.]
      Armor: [Armor Class = Total Armor Rating]
      [List of pieces of armor, class, and individual armor rating.]
      Equipment: [List of Equipment bought from the merchant.]
      Menu Crystal [Menu Crystals allows access to the main menu where you'll find your inventory, save and logout option, list of party members and locations (if online), stats, etc. Through here you can invite people to your party and message other players.]​


     
    #1 Noctis the Devious, Mar 6, 2016
    Last edited: Mar 20, 2016
    • Love Love x 4
    • Nice execution! Nice execution! x 1
  1. Okay first off... wow, and secondly... fucking wow!

    xD Going to be make a Fae Rogue and shall have them up either tonight or tomorrow^^. This is amazing work, I wish I had the brain capacity to do an rp like this xD.
     
    • Thank Thank x 1
  2. Took me a couple of days and a lot of tweaking but thanks =^ ^=
     
    • You Get a Cookie You Get a Cookie x 1
  3. "Player"
    Samantha "Sam" Gray
    [Age: 18 || Gender: Female || Occupation: High School Grad.]

    Personality
    Samantha, or Sam as she reluctantly allows herself to be called, is dedicated towards things she likes or holds important, most notably school and video games. She's been told time and time again she takes both too seriously. But now with school over and a game contest starting she's left to her own advices until she figures out what she wants to do in terms of college, because her parents have made it clear that yes, she's going. She doesn't mind really, she's just thankful they're not as pushy about it some parents she hears about. Until her schooling situation gets figured out she's decided to take Summer one day at a time a waste it away on a gaming contest she may or may not win. Unfortunately for her she can be a bit of a push over with her passive attitude and yields easily to stronger personalities. She rarely speaks her mind and if a plan is set in place that she knows is bound to fail she'll go along with it anyway and try to patch up the holes herself.​

    Appearance
    Samantha stands taller than most girls she knows at 5'7" and still wears three inch heels, particularly her favorite pair of ankle boots. Her years back in her school's Track and Field program have kept her fit and lean, something she's secretly proud of, but even in summer her figure is obscured by a poncho. All in all her way of dress can be described as a "relaxed kind of cute". Her skin is naturally darker with a tanned appearance from her Romanian history along with her dark hair and matching warm eyes. Once before she's been mistaken for a Hispanic.​

    Reason for Competing
    Her parents are currently paying off her apartment as long as she plans on attending college when the new term starts. But that 10, 000 dollars could take some financial responsibility off their shoulders.​

    Relationships
    Parents
    Being the single child of two parents both with successful owners of a dinner and grocer, Samantha's upbringing fell between comfortable and spoiled. They weren't necessarily rich but they did provide their daughter with necessities and then some. Well, as long as she kept up her grades. They were the ones who paid off Sam's apartment for the entire summer and have taken responsibility over her bills until she decides to go away for College. With that said, they're on pretty good terms.​
    Other
    Samantha honestly prefers to be called by her full first name but doesn't complain too much about being called Sam. She won't say anything if one decides to call her Sammy but she won't be happy about it either.
    "Avatar"
    Sray
    [Level: 10 || Gender: Female || Race: Human || Class: Rogue]
    [
    Health: 150 || Labor: 190 || Experience: 00 (500) || 55g || Cap. 10/13]

    Appearance
    As Sray, Samantha chose an appearance similar to her actual appearance but with her dark hair fashioned into a pixiecut, a hairstyle she doesn't have the guts to pull off in real life. Her skin color remains a shade of light tan and her eyes are no different as well, though was tempted to make them blue. For armor she adorns a basic sleeveless leather chest piece enchanted with an attached hood, a pair of enchanted leather leggings, a pair of knee high, slim boots, also enchanted, and around her wrist are a pair of bracers. Over all this, Sammy chose to bring in her favorite clothing item and wear an animal skin poncho laced at the neck. Her daggers lay one above the other at her lower back, facing opposite directions. Both are of simple design as well, but once their skills are activated they will glow depending on the skill activated. Silver for petrified. A dull gray for slow. An ominous purple for fear. A chilling blue for frozen.
    Resistances and Bonuses
    RES
    1/3 Paralysis
    1/3 Confused
    1/3 Petrified
    1/3 Burn
    BON
    +2 Dexterity
    -5 Gold from Purchases
    +1 Probability
    1/3 Mental Resistance
    +1 Enemy Target

    Unique Ability
    Limit Break
    This can't activate until Sray's health falls to 40% (40% of 150 = health 60 points). When this happens she becomes dizzy and her accuracy suffers. This lasts until she either drinks a health potion or chooses to activate Limit Break. Limit Break increases her Dexterity by 10 points for every ten points of health she sacrifices per action. This is to be used strictly as a last resort to get out of a pinch.

    Duel-Wielded Daggers
    1 Dagger
    2 Dagger
    2/3 Petrify
    1/3 Petrify
    1/3 Slow
    1/3 Fear

    1/3 Frozen
    Skill Attributes
    CHA
    CON
    DEX
    INT
    PER
    STR
    WIL
    ------
    -------
    ---------
    -------
    ----------
    ------
    ------
    13
    15
    17 (+2)
    15
    20
    13
    12
    Armor: 68
    Hood
    Chest Piece
    Leggings
    Boots
    Bracer
    Poncho
    Medium Armor
    Medium Armor
    Medium Armor
    Medium Armor
    Medium Armor
    Light Armor
    RES 1/3 Petrified
    RES 1/3 Burn
    01
    05
    13
    15
    19
    15
    Equipment
    Menu Crystal
    Minor Health Potion
    Minor Antidote (Poison)
    Minor Antidote (Paralysis)

    x1
    x5
    x2
    x2
    x10
    0g
    100g
    70g
    70g


    -5g
    -5g
    -5g
    -195g
     
    Noctis the Devious threw 6-faced die for: Armor Total: 23 $dice $dice $dice $dice $dice $dice
    Noctis the Devious threw 20-faced die for: Wrong Die =.=; Total: 71 $dice $dice $dice $dice $dice $dice
    Noctis the Devious threw 16-faced die for: Enchantments Total: 79 $dice $dice $dice $dice $dice $dice $dice $dice $dice
    #4 Noctis the Devious, Mar 6, 2016
    Last edited: Mar 11, 2016
    • Love Love x 1
  4. Hey Noctis! You probably don't remember me, but the first rp I've ever had on iwaku was hosted by you :3 (even though it didn't go anywhere heheh...)

    I was just looking for a dice rp, and I must say, your ideas are very interesting.

    I'd like to join, if you'll have me!
     
    • Like Like x 1
  5. Yeah I remember you ^.^ You joined my Ghost Hunters RP :D Though admittedly it was just thrown together and not really well thought out > >; But yeah you can join!

    It's been about three days since I posted the notice about the OOC being up and I need to know who's still interested and who's not.
     
    • Like Like x 3
  6. so I'm thinking of doing a mage... does this mean I get to make up two spells? or two from each discipline?

    And if I'm making my own spell, how should I go about... uh... balancing it? Should I use one of the survival skill effects?
     
  7. Two spells from each discipline and spells shouldn't have anything to do with the survival skills unless it's force magic. Because this is mostly taking place in a game there's really no reason to balance spells outside of mana consumption and that's dependent on dice roll. Though that doesn't mean you can go all-out either. Perception decides how many enemies you can target at once directly and dice decide how much damage you can do to an enemy.
     
  8. that's what I was wondering actually, I guses that means force spells can take a minor effect?

    and thanks for the clarity
     
  9. Can inflict minor debuffs yeah :)
     
  10. Still in this of course. Should have My Fae Rogue up tomorrow.
     
    • Thank Thank x 1
  11. Oops! I'm sorry, I totally forgot to check Iwaku for a few days, since I had some IRL stuff going on. I'll catch up on everything now.
     
    • Like Like x 1
  12. UPDATES
    - Under Characters I added in a small leveling system that may be adjusted the stronger your characters get and deeper into the dungeon they go.
    -Added in a new rule under OOC Rules under Rules that states you should try and keep your skeletons updated check the rule for more details.
    - An Update section to find all updates (will be added in as soon as I post this).

    TO BE INTRODUCED
    - A monster log that will list the monsters stats (level, health, mana, labor), unique skill, etc. But only after you meet and defeat a monster.
    Champions will be monsters 5x stronger than their common counterpart and there will be at least one per level. These will be "mini bosses".
    - Later in the game, maybe once everyone's character level reaches twelve or thirteen, I'll indroduce enchanted accessories like rings, bracelets, earrings, necklaces, but you may only have two equipped at one time. The items will either boost your attribute skills for as long as you wear it, boost current resistances to debuffs, add new resistances, etc.
    - Safe Zones, which will be special areas in the game a character can hide away in to regroup without worry of monsters. A merchant may be here as well as a storagd chest that can be accessed by characters from anywhere. Only the owener if the items can see and take them. Might add this in once characters reach level 2 in the dungeon.
    - Thinking about including scrolls like identify, teleport (because these dungeons won't likely contain a town, you'll be teleported to a Safe Zone), etc.
    - Along with the scroll update will come along cursed items. These won't just contain the curse debuff either.
    - Once characters reach level 20, they will be allowed to pick from two or three subclasses that will grant them one extra unique ability and grant them another attribute skill bonus.

    QUESTIONS, COMMENTS, CONCERNS
    WIP​
     
    • Like Like x 2
  13. .:Player:.
    Hazel Williams
    17 -- Female -- High School
    Personality: Her only two friends describe her as an "odd, caffeine addicted, socially isolate genius"... Although Hazel herself prefers the term "eccentric" genius. A straight-A student in her pre-teens, Hazel was something of a prodigy in empirical studies like math and science. High school should be a walk in the park, her parents told her, she need only apply herself. Unfortunately for them, she can't bother to put forth half an effort. In fact, some teachers can hardly admit she even attends their classes at all, as she keeps her face down on her desk for weeks on end just doodling or playing ROM hacks on her smart phone. Once she gets home, the pattern persists, as she plays video games until sundown, browses Reddit until midnight (fitting bathroom breaks and dinner somewhere in-between) then starts her homework. These habits have lead her to pull all-nighters on far more than one occasion. Fortunately she never tends to get much sleep anyways, because, although she doesn't care to admit it, she's quite likely suffering from clinical insomnia... Not to mention mild depression and a possible eating disorder. Hazel constantly struggles with her body image, but doesn't care enough to improve her appearance; she's often jealous of those enjoying meaningful relationships, yet she's convinced herself she'd rather be alone. Unfortunately, she responds to these and other internal paradoxes with nothing less than excessive escapism and repetitive reinforcing of her own grandiose sense of self. Instead of concerning herself with trying to look presentable, improving her social skills and thinking about anyone other than herself (the concepts of which are way over her head) she prefers to focus on the things she finds more tangible like geometry, physics and MMORPGs.

    Appearance: Hazel stands at 5'6", with shaggy, under-kept brown hair that just grazes her shoulders. Her skin is fair, bordering on pale, and her frame is slightly thinner than the healthy norm for her height. Upon seeing her in person, one might find her a little off... quiet at first, but also hasty, fidgety and a little paranoid. She's worn glasses since fourth grade, though recently purchased contact lenses to mask the dark-brown of her irises with more of a hazel (go figure). Never really caring enough to adopt her own preferences, the idea of fashion is pretty foreign to her. She typically throws on anything comfortable enough to wear, sometimes even stealing clothes from her younger brother when it's convenient. On occasion, she experiments with more of a rebellious look: plaid shirt, ripped jeans and the like.

    Reason for Competing: Sure she's smart, but Hazel doesn't see much of a future through her education. "The world isn't ready for me", she would tell herself in denial. Instead, she hopes to make it big in the stock market and forfeit from the rat race of modern society using the prize money from KIT Reality: Survival as a foundation. Plus, as she would say, wielding such great power and sorcery within the game is a good way to project herself more accurately to the rest of the world...

    Relationships: Hazel doesn't really see eye-to-eye with her parents, and don't even get her started on her brother, Adrian. Hazel's small group of friends, she would tell you, only hang out with her out of pity and to get calculus help.

    Other: In spite of her copious flaws, she's actually a fairly kind person at her core... that is, if one can manage to get past the many layers of social ineptitude, sarcasm, dry humour, conceitedness and chronic narcissism.



    .:Avatar:.
    Willow
    Level 10 -- Health: 130 -- Mana: 220 -- Labour: 150 -- Human Mage
    Appearance: In terms of appearance, Willow is comparable to a warlock or dark mage. Most of her magic uses a distinctive purple, her favourite colour. She wears an ornate grey tunic with a belt across her waist which stores potions, her unholy spell book as well as her serrated black dagger. On her shoulders and down her back is a darker grey hooded cloak, the hood of which she doesn't usually wear outside of combat. Her overall appearance would be fairly similar to this, except with a different set of colours.

    Resistances & Bonuses:
    Resistance to Blind (1/3), Paralysis (1/3), Fear (1/3) and Curse (1/3)
    Bonuses are +2 Intelligence, +1 Probability, 1/3 Mental Resistance, +1 Enemy Target

    Unique Ability: Fear the Darkness
    Willow inflicts either minor, modest or major Bleed onto herself. For the duration of the bleed effect, all enemies who damage her with a melee attack are immediately inflicted by a Fear debuff of the same magnitude (ie. minor Bleed -> minor fear). If Willow is killed, however, all afflicted enemies lose the Fear debuff. Willow cannot use this power while already under the effects of Bleed, Curse, Confuse, Zombify or Transfiguration debuff.


    Gold: 80g
    Experience:
    0 (500)
    Carrying Capacity: 7/10

    CHA: -------- 8
    CON: ------------- 13
    DEX: ---------------15
    INT: ---------------------- 20 (+2)
    PER: -------------------------- 26
    STR:
    ---------- 10
    WIL: ------------- 13

    Weapons: Child of Oblivion (spell book), The Black Dagger (minor Bleed, minor Poison, minor Berserk)

    Spells:
    -Purify: Tiny luminescent purple spores enter the target's blood stream (cures minor poison)
    -Magic Ward: Surrounds the target with a shimmering barrier of purple light (shield)
    -Electrocute: Streams of purple lightening jolts from the caster's fingertips (ranged attack)
    -Lightening Blade: A melee weapon becomes enveloped with purple electricity (+melee damage)
    -Mark of Death: A forbidden rune is branded onto the target (minor slow)
    -Will-o-Wisp: A fire spirit of pure dark energy latches onto the target, burning into their very soul (minor burn)

    Armour: 39
    Hood - light - 6
    Torso - light - 5
    Leggings - light - 3
    Bracers - light - 15 (resists minor Paralysis)
    Boots - light - 8
    Cloak - light - 2 (resists minor Fear)

    Equipment: x2 Minor Healing Potion, x1 Minor Freeze Cure, x4 Minor Bleed Cure, Menu Crystal


    rolls...
     
    Redsun_Criminal threw 20-faced die for: Armour Total: 73 $dice $dice $dice $dice $dice $dice
    Redsun_Criminal threw 15-faced die for: Actual Armour Total: 39 $dice $dice $dice $dice $dice $dice
    Redsun_Criminal threw 16-faced die for: Enchantments Total: 31 $dice $dice $dice $dice $dice
    #14 Redsun_Criminal, Mar 9, 2016
    Last edited: Mar 10, 2016
    • Like Like x 1
  14. Is this still open? If so, it looks awesome. You really put a whole lot of detail into this and I love dice RPs (I have made a few of my own in the past and have recently just made my newest one... which has garnered no interest but somehow a shit ton of views... I have no idea how this view counter works).

    Anyway, this looks really cool and I was wondering if I could join. I am a sucker for Tabletop RPs.
     
  15. Unfortunately I only have eight spots available and quite a lot of them are reserved; however, I haven't heard back from @LoveandHate91 or @Mischief in a while and it's been four days since I posted the OOC. I'll give them two more days to get back to me and if you're still interested then and they still haven't said anything, I'll give you one of their roles :)
     
  16. Alright, cool. Ill check back then and will most likely still be interested.

    Thanks.

    And if the spots don't become available, then I wish you good luck.
     
    • Thank Thank x 1
  17. @Renose, actually, because @Dragon-Goddess only stated interested and never actually reserved a role, I'm going to go ahead and open that spot for you ^.^
     
  18. Ah, cool beans. Alright, I shall start working on my character soon then.

    That certainly beats having to wait 2 days in anticipation (with the only RP keeping me occupied being one with a glitched(???) view counter. At least... I assume its glitched, Its been a while since I was here. Things have changed).

    Hmmm... I see that we have some basic classes (Warrior, Rouge, Mage, and the not-so common Gunslinger).

    Will there be chances for Job Advancement or stuff like that? Combo Classes like Spell Knight, Magic Gunner, Assassin (Warrior X Rouge), etc?

    Or will those be the only four classes available throughout?

    I don't mind either way, its just that depending upon your answer will change my plans for my character.
     
  19. :)
     
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