✹ Paradise: Lost ✹ { Closed }

Discussion in 'ROLEPLAY GRAVEYARD' started by Kes, Apr 7, 2015.

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Close or Continue the roleplay?

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  1. Overview Page


    Welcome to Paradise Lost

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    In this section an overview of the world is provided. This section is to go over the general details of the location and settings of the roleplay.

    Some music to enjoy:

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    The City of Voluptas
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    Voluptas is the main academic and commercial center of the Amplus Republic. Transforming students into soldiers, merchants, mages, alchemists, scholars, and explores. These professions are desperately needed in the republic as it propels its borders farther and farther into new lands. Conquering any nation or race that opposes the regime. There is a great need to expand the military of the empire to accustom these conditions. Making military training highly valuable, although there is also a pressing need for the other classes to support and fund the empire military. Through propaganda and the promise of a successful life the city has boomed in population recently. Filling the ranks with raw recruits to be shaped into countries’ future.

    The city of Voluptas houses a great diversity of cultures, religions, combatants, and students. The city has been fully converted into a training ground for the next generation and boasts multiple schools, shops, libraries, alchemy stations, and combat zones. For these reasons students make up a large majority of the population. The schools within the cities are highly competitive forcing many students to devote their lives towards their education and training.Students also aid in regulating the city with seniors working in the police force, junior students working in guilds, and younger groups producing goods to sell. Many older students also own small shops where they sell weaponry, equipment, supplies, and food under the supervision of a guild-master.

    Besides the overwhelming population of students there is an elite academic class in Voluptas. Masters in magic, combat, stealth, alchemy, religion, science, economics, construction, rhetoric and metallurgy are an invaluable asset for the city. This class is responsible for educating the students within the city and guiding them into towards their profession. They enjoy a variety of privileges, such as the right to own property, full access to the library for academic purposes, citizenship, and unrestricted access to advance weaponry. Becoming a master in the city is a rigorous and competitive process, many students have tried and failed often losing their life in the process. However, students embark onto this process, despite the costs both mentally and physically.

    Hierarchy


    Voluptas is split into several ranks as one ascends each rank they gain new rights and privileges. This system encourages competition since the ranks are strictly based on merit. To be promoted students must amass Class Points (CP), which are given by completing missions, performing well in academics, or buying them directly. Students use CP to access the library, training grounds, forge, shops, or any other facility within Voluptas. CP cannot be transferred to other students without permission from a master.If a student has enough CP they can exchange them for a promotion within Voluptas and gain new rights. Below is a breakdown of CP usage and ranks.


    Ranks:

    Basic Students ( 0 CP ) - No rights or privileges within Voluptas, except the right to lodge within the city. Must pay for housing, access to the library, and training ground directly. Cannot access shops.

    Minor Students ( 500 CP ) - Partial citizenship within Voluptas, can access the library, training grounds, forge for one hour daily. Access to level one shops.

    Novice Students (1000 CP ) - Partial citizenship, access to the library, raining grounds, forge for two hours. Access to level 1-2 shops.

    Intermediate Students ( 2000 CP ) - Full citizenship, and can access the library and training grounds for three hours daily. Can access level 1-4 shops freely.

    Advance Students ( 10000 CP ) - Full citizenship and access to the library and training grounds, at any time. Can access 1-5 shops freely. Limited rights to start a shop under supervision.

    Elite Students ( 50000 CP ) - Full citizenship and access to the library and training grounds. Unrestricted rights to start a shop without supervision. Can access level 1-6 shops freely.

    Masters ( 100000 CP + Test ) - Full citizenship, unrestricted access to all facilities within Voluptas. Can access level 7 shops freely.


    ✛ Facilities ✛




    Voluptas holds a number of key facilities to run the city, they include the library, forge, commercial zone, training grounds, dormitory, training schools and alchemist’s bench. Below is a breakdown of each facility their purposes, and rank systems.


    Library:


    Voluptas’ library is the largest in the Republic, containing hundreds of thousands of books carefully organized by the staff. These books possesses virtually all of the knowledge that the Republic has either written, bought, or stole from others. Covering topics such as history, magic, military strategy, art, poetry, religion, alchemy, and so on. Students are usually found in this location borrowing books from the library for assignments or insight into the world they live in. Voluptas’ library follows the ranking system, each book is assigned a rank. The more valuable or forbidden the knowledge is the higher the rank. If one tries to read a book that are not allow to access they will be exiled from the city, or even killed depending on the subject. Masters have full access to library and must pledge not to disclose any sensitive information.

    Forge

    Voluptas’ forges are well-equipped with high-quality metals and rare materials. Its blacksmiths produced weaponry, and construction materials to export to the republic. Students who specialize with metallurgy can use the forge to make their own weapons/equipment for personal use. However the are limited by the types of metal they use by rank and have to pay for the materials. Below is the types of metals and ranks that they are assigned to.

    Bronze ( Basic Students / 10g per unit) -

    The cheapest and weakest metal used. Has low durability and solidity.

    Unrefined Iron ( Basic Students / 20g per unit ) -

    Also cheap, unrefined Iron has a lower durability than bronze but higher solidity than bronze.

    Refined Iron ( Minor Students 40g per unit ) -

    More expensive than unrefined Iron, but has a higher durability and solidity. This metal is the staple of most weaponry for lower ranks.

    Low-grade Steel ( Novice Students 50g per unit ) -

    More durable and solid than refined iron. However weaker compared to High-grade steel.

    High-grade Steel ( Intermediate Students / 80g per unit ) -

    Strong, durable, and reliable material. Mainly used for mid-ranked students.

    Black-Steel ( Intermediate Students / 150g per unit ) -

    Extremely hard and brittle metal mixed in to strengthen weapons. If used purely as a weapon it will quickly break since it cannot handle shock.

    Ambrosinite ( Advance Students / 300g per unit ) -

    Similar to steel but significantly harder and more flexible. Basic component for advance weaponry. Has a bright, shiny, and crimson appearance.

    Eonite ( Advance Students / 700g per unit ) -

    Extremely sharp but fragile metal used as the edge of a weapon in small amounts.

    Thermin ( Elite Students / 5000g per unit )

    Nearly impervious to damage, magic, or temperature but extremely expensive and dull. Used as the core of a weapon to strength it.

    Voltum ( Master / 100000 g per unit )

    Extremely strong, durable, and immune to damage. Used in small amounts since it is also expensive.


    Commercial Zone:

    Home to numerous shops, businesses, and trade, Voluptas’ commercial zone is the second largest area of the city. It is connected to the republic through a series of roads and waterways. Valuable items are brought into the location and sold off within a day. Merchants and customers flood the area throughout the day and night. Each shop is assigned a level and refuses service to customers who do not qualify to access them. The commercial zone is the only location where a student is able to establish a shop, masters can set up shops at any location they desire however.


    Training Grounds:

    The third largest area within Voluptas this location is to aid students practice and learn new techniques. The area is supplied with equipment and supervised by either elite students or masters. The training grounds is divided into multiple sectors with ranks assigned to them. The higher the rank to more vigorous and difficult the training is. Students can host sparring matches and bet class points or gelds. The victor receives the award later.


    Dormitory:

    The main living quarters for students. Students who do not have the rights to stay must pay class points each month to pay. Each student is given a key to their dorm, and shares it with another student. Or the student can purchase a dorm for themselves and not share it. Dorms are also divided into ranks, which each ascending dorm having better conditions than the other.


    Alchemist’s Bench

    The alchemist’s bench is reserved for students who study magic. In this location students are able to create points and magical items for their use. It similar to the forge, as the material must be paid for and divided by rank. However, alchemy is more dangerous since alchemists can be severely injured if they are not careful handling the material.

    ➜ Town Map ➜


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    Voluptas is divided into several districts with contains each facility and location. Below is a map with all of the locations broken down for use.

    District One [ Vol River ] - Located in the north of Voluptas, the Vol River connects the city to the republic’s waterways. Shipments of grain, metal, food, and other goods are imported and traded here.

    District Two [ Aqua Dam ] - Provides the local water supply for the city and waterways. Makes up the center section of the walls outside the city.

    District Three [ Fortis Murum ] - The outside walls of the city. Protects it from bandits and other opposing forces. The border guards are responsible for managing the wall.

    District Four [ Charta ] - The library within the city. The largest section of Voluptas and connect through the city rooms.

    District Five [ Conflo ] - The forge in Voluptas, also connect through the roads.

    District Six [ Numus Kardo ] - Located near the the Vol River, markets flood the location. Also the heart of the road system despite the overcrowding.

    District Seven [ Expertus Sona ] - The training ground in the city. Equipped with heavy weapons, magic weapons, armor, and other equipment

    District Eight [ Hospitio ] - The living quarters of Voluptas, masters and students live in these area. However, the master live in areas separate from the students.

    District Nine [ Alchimia ] - The alchemist bench with the city, only mages are allowed into this area.

    World Map & Cities

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    The republic is located at the peninsula named Novus. Its borders ends at the south of the Sinum Mountains. Where several defensive lines have been constructed to guard the republic from invasion or raids near the borders. This zone is named Fort Aelius, after a successful general to managed to repel several attacks on the walls. Although soldiers call it the “Fool’s Grave” , since soldiers stationed in this location usually perish after a few months. Usually being replaced by raw recruits, or students, putting a drain the republic’s military forces. Beyond the republic’s borders lays several countries and tribes that are all opposed to the empire but, have limited political and economic interactions with the republic. Many invasions have been launched against the borders but, none can t get through the well-defended and thick lines of defense. Below is a breakdown of the world, and locations.

    Regions

    [1] Fort Aelius - The main defensive line south of the republic’s borders. Made up of several walls which stretch over hundreds of miles. An army of around 30,000 soldiers defend the area.

    [2] Waste Lands - Located at the top of the Sinum Mountain, the climate is extremely cold and harsh. Few are able to traverse the region due to the harsh conditions. Ice Mages usually dwell within this region and they are extremely hostile towards outsiders.

    [3] Narrow Plains - Below the Sinum Mountain, this region is home to the main trading route which connects the republic to foreign products and resources not in the empire. This route is heavily militarized since bandits raid routes.

    [4] Eastern Basin - South-Western of republic, most ports are located in this area. Explorers, researchers, merchants, and soldiers travel across the sea to reach new lands. These ports are also valuable for trade.

    [5] Sarton Desert - Cover the flanks of the Sinum Mountain and spans towards the east. Vast, hot and unforgiving location and home of Fire Mages, nomads, and bandits. Like the waste lands this area is difficult to traverse to so travelers usually sail to find an alternative route instead of traveling by foot.

    [6] Basking Plains - The northern tip of the republic and breadbasket. Provides most of the food within the empire and protected by the navy from invasion. Connected through a series of paved roadways to ensure seasonal trade and protection from mud.

    [7] Ioni Beach - Located westwards from the city. This region is rich in salt so it is heavily mined by workers. It is also home to earth mages.

    [8] Shell Islands - Located in the far west of the republic, it is a collection of colonies that the republic owns. It the home of water mages and exports fish to the republic. Also protected by the navy.

    [9] Castona - Located south-east of the Sinum Mountains. It is a large country that is also located in the Sarton Desert. Home of the Wind Mages.

    [10] Middle Plains - Located directly west to the republic and inhibited by several countries. The republic mainly trades with this region. However, in the north there is a large wall guarding the region from invasion. Few have traveled beyond the Middle Plains.

    [X] Dreadful Forest - Only masters, elite students, and trusted advance students can access the area and therefore information cannot be disclosed.

    [X] Noxious Swamps - Only masters and elite students can access this area no information can be disclosed.

    [X] Hell’s Peak - Only masters can access this area no information can be disclosed.

    Cities

    [1] Ardinia - The capital of the republic located in the center of the empire and guarded by walls that are even stronger than Fort Aelius. It is garrisoned by 50,000 soldiers and 2,000 mages. The city also boasts an army of 5,000 mercenaries. Which makes it one of the most militarized areas within the republic.

    [2] Voluptas - The largest city in the republic, it also the main commercial and academic area. Located south of Ardinia but north of the border cities. The city is protected by the border guard which is 5,000 strong.

    [3] Rena - The main port city of the Eastern Basin. Protected by the navy, large amounts of goods are export and imported daily from the Middle Plains.


    [4] Moltum - One of the border cities, relatively small with little economic activity involved. Held by a garrison of 5,000 inexperienced soldiers.

    [5] Totum - Another of the border cities, garrisoned by 10,000 regular soldiers. Trades minerals from the Sarton Desert.

    [6] Gar- The “capital” of the border cities, it is the main trading center for minerals. Most soldiers are stationed here so its garrison is around 30,000 soldiers.

    [X] N/A - Additional maps must be bought.



    ₪ Character Sheet [ One Allowed ] / Other ₪

    Apperance:(anime preferred )
    Name:
    Age:
    Personality: ( 3-5 Paragraphs )
    Weight:
    Height:
    Class: ( Include Sub-Class )
    Stats:
    Moves: ( 3-5 moves )
    Abilities: ( 3-5 Abilites )
    Beliefs: ( Neutral , Doubter, Believer )
    Biography: ( 3-5 Paragraphs )


    Relations:

    Read Through the Combat Page before posting a CS.

    Feel free to ask any question if you are confused about something.

    Stay Classy~.

    Demotions / Uniforms

    Demotions occur when a student has violated any of the rules below are subject to demotion, exile punishment, or even death master and elite students have the opition of stepping down however:

    1. Marking Rules - Students must show their marking to reveal their rank. If a student is caught imperssioning a higher rank they will be heavily demoted and punished.

    2. Facility Rules - Any student accessing materials out of their level with be heavily punished, exiled, or even killed depending on the subject matter.

    3. Discipline Rules - Any student that disrepects staff risks demotion.

    4. Military Rules - If a student is caught disobeying any military orders they can potentially face execution.

    Markings are used to show the rank of a student. They are found on each of the students card. Each one is color coded, for each rank. They are coated in a special material which allows staff to see if it is real or fake. Below is each of the colors with their ranks.

    Basic Students - White
    Minor Students - Beige
    Novice Students - Blue
    Intermediate Students - Yellow
    Advance Students - Red
    Elite Students - Green
    Masters - Black

     
    #1 Kes, Apr 7, 2015
    Last edited by a moderator: Apr 14, 2015
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  2. Combat Page

    The combat system is one of the main focuses of this roleplay. Therefore I provided a breakdown of it so it’s easier to understand. Below is summary of the mechanics that make up the system and how they affect your character’s abilities. If there is any questions on bounds of a class please contact me.

    ◕ Stats ◔

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    Stats determine the effectiveness of a particular move or actions. At level one students have a total of 25 points in stats. When a character levels up they receive ten points to invest in, but they can also gain additional stats by accessing the training ground.


    Vitality - Determines the amount of health points your character has. When your character has zero health points they die. Health points can be recovered by potions, healing magic, or resting.

    Stamina - Determines the length of your character’s attacks and movements. High stamina is essential for using heavy armor and weapons since they consume a large amount of it. If the character’s stamina is used up they will gain the exhausted status.

    Physical Attack - Determines the potency of an attack. It applies towards physical weapons such swords, spears, and bows but not magical weapons such as staffs, scrolls, or spell tags.

    Physical Defense - Determines resistance to physical attacks. Physical Defense doesn’t not affect armor

    Magical Attack - Determines the potency of an offensive spell. It also affects magical weapons, but not physical weapons.

    Magical Defense - Determines resistance to magic attacks and the potency of healing spells. Does not affect armor however.

    Speed - Determines who goes first during a turn. Speed also affects a limited number of physical attacks.

    Alertness - Determines the chance of your character discovering a hidden enemy. Alertness can also be used to detect lies told by someone else.

    Faith - Determines how effective faith moves are. If the faith stat is reduced to zero, the character receives the neutral status. If faith goes down further the character receives the doubtful status.

    Stealth - Determines how effective your character is at hiding from enemies.


    ☁Status☁

    Status affect the stats and the actions of your characters. Additional stats are found in the description of moves.

    Exhausted- User’s physical attack, magical attack, and speed are reduced by 50%. User losses the exhausted status by regaining sufficient stamina.

    Excited! - User receives a 1.25x modifier for physical attack and magical attack but also receives a 0.50x modifier for alertness and stealth. User losses this stat after a set amount of turns.

    Frantic!!! - User’s receives a 2x modifier for speed and a 0.50x modifier for physical and magical defense. User losses this stat after a set amount of turns.

    Relaxed - User receives a 1.5x modifier for alertness and a 0.90x modifier for speed.

    Casting - User is unable to perform any action until the spell is complete. If the user is hit they loss the casting status and fail to perform a move.


    Neutral- User has a 1x modifier when receiving faith moves since they are not aligned to any particular faith.

    Believer - User is able to faith moves, they have a 1.5x modifier when receiving faith moves. Since they posses faith.

    Doubtful - User has a 0.5x modifier when receiving faith moves. Since they lack faith, they are unable to use faith moves.

    Stunned! - The user is unable to move for one turn.


    △ Moves / Levels ▽

    A character can have a total of five moves. Moves are divided into three general class, attacking moves, status moves, and healing moves. Attacking moves are divided into a subclass of either magical or physical attacks.While status moves, inflict a condition upon the opponent or gives the user a buff. Healing moves remove negative statuses and recover health. Moves are labeled by levels which range through 1-6. Some moves can have priority which bypasses the speed check. Moves are gained by accessing the training ground and having a sufficient level to learn it.

    Outside of moves characters are able to perform basic actions which modifies their stats temporary. Below is list of these actions:

    • Guard! - User’s defense and magic defense are increased by 50%. The user cannot perform any moves in this state. Guard can be used to protect an ally from harm at the expense of the user receiving all the damage. Guard can also be enhanced by using a shield which further increases the defensive bonuses.
    • Hide! - The user can only perform this action outside of combat. The user becomes hidden. The effectiveness of this action is based on the user’s stealth stat. If the user attacks the enemy while hidden, the enemy will receive the stunned status.
    • Rest! - Can be used during or outside of combat. The user is unable to perform any moves but they slowly regain stamina, mana, and health. Rest is interrupted if the user is hit or receives the frantic status.
    • Assualt! - The user’s attack and magical attack is increase by 50%. However their defense and magical defense decreases by 50%. The user also uses more stamina than normal.
    • Bypass! - If the user is quick enough they are able to ignore other enemies guarding their target. However, if the user fails to get through they will receive damage.
    • Retreat! - User flees the battle the probability is based on their speed stat. If the user fails they waste a turn.
    • Dodge! - User attempts to avoid damage. If they fail they waste a turn.



    Levels divide moves based on their strength. The more potent a move is the higher the level. Students gain levels based on experience points (XP) . If students collect a certain amount they move up another level. Level 1-3 moves are considered low-tier while level 4-6 moves are high-tier. Below is the required XP for each level.

    Level 1 [0 XP] -The starting level for each character. The majority of level one moves are weak or even useless.

    Level 2 [5000 XP] - Slightly better than level one, some of the moves are quite useful despite being low-tier.

    Level 3 [10,000 XP] - Contains basic status spells, and buffs for users. Superior to level one and two moves.

    Level 4 [ 15,000 XP] - High-tier moves begin here. Contains enhanced attacks, spells, and status moves.

    Level 5 [ 30,000 XP ]- Also high tier, superior to level four moves.


    Level 6 [ 100,000 XP ] - The highest tier, the true nature of the character’s attacks are decided here.



    ϟ Equipment / Abilities ϟ

    Equipment acts as a modifier for a character’s stats. Equipment can be obtained by buying, crafting, or finding it from quests.Equipment is divided into three catogories: armor, weapons, and consumables. Below is a breakdown of their attributes.


    Weapons - Generally boast attack stats, some weapons can increase speed. Weapons can also have secondary effects, such as inflicting a status upon the enemy or debuffing them.

    Armor - Generally boast defense stats, but armor can also affect attack stats and speed. Armor also has drawbacks, they heavier the armor the more stamina is used. In addition some moves can ignore armor bonuses, making armor an imperfect defense.Some moves can boast the effectiveness of armor or even debuff it. Users have the option to discard their armor mid battle, which reduces stamina costs but also removes any bonuses from the armor.

    Consumables - Includes potions, spell tags, and supplies. These items provide temporary buffs, inflict damage upon enemies, or heals the user.


    A character can have a total of four abilities. They are passive and do not take up space for moves. Abilities can be obtained either by leveling up or training. Abilities can be applied outside of battle also and generally aid a team in a difficult environment.

    ♤Mage Class♤

    Each character is given a class which affect their combat style and moveset. Classes are further broken into sub-classes which specific your character’s abilities and moveset.

    The mage class contains a variety of different play styles based on what sub-class your character uses. Mages are generally physical weak with a few exception, however they accel in magical capacity.Mages cannot use physical weapons nor heavy armor. With the exception of magical attackers, mages who can use magic and physical moves. Magical attackers can only progress to level four since they are not specialized. But they can enchant their weapons to give additional effects. Below is each sub-class with their moves provided.

    Elemental Mages
    Elemental mages are divided into two categories. The first encompassing the basic elements, which is fire, earth, wind, and water. The basic elements have clearly defined play styles and attributes. The second is complex elements, which includes ice and poison. Below is a outline of each elements capabilities and attributes.

    Fire - Mainly offensive, fire mages can be magical attacker. Meaning they can use a combination of physical and magical attacks. Fire mages have relatively weak defenses since they are focused on strong offensive abilities. Because of this the stereotype of Fire Mages is that they are hot-headed, and arrogant of their abilities.
    Water - Mainly defensive, water mages can cast a variety of spells to protect themselves and their allies from status and physical attack. Water mages are physically weak compared to fire mages. Having a negligible amount of physical attack and defense. However, water mages have a high magical defense. They mainly play the supporter role in a team, but have access to a limited amount of offensive moves.
    Earth - Earth mages have the ability to terraform their environment to their advantage. Their moveset is a mix of status moves and magical attacks. Earth mages have some physical defense but they lack any physical attack. However earth mages can cast powerful magical attacks along with status moves to hinder their enemy’s movement.
    Wind - Wind mages like fire mages are magical attackers. They have a naturally high speed stat and access to stat moves and physical moves. Wind mages have high physical attack but extremely weak physical and magical defense. Their role can vary as a scout or to harass the enemy.
    Ice - Ice mages parallel water mages in their magical defense. But they are even physically weaker than water. Few ice mages can take more than a couple of physical hits. However Ice mages have access to powerful status moves which can cripple certain classes.
    Poison - Poison mages are focused on stat moves to weak their enemies. They are physically weak like most mages. But they can cast spells to inflict status conditions when they hit them. Poison mages can also cast offensive spells and have average magical defense.

    Substitution Mages
    Mages can create idols to aid them in combat. However idols are difficult to create and require lifeforce, or health points to create. In addition they require a large amount of mana to effectively control leaving the user unable to cast any powerful moves. Substitution Mages therefore specialize in creating and using idols to solve this problem. Like most mages, they are also physically weak. Substitution Mages often feel tired since the idols they create slowly drain their life-force they are also limited to certain types of idol. However, there a great diversity of idols which each have their own unique abilities. Substitution Mages can use two idols if their level is four or higher, but beginners can only use one idol.
    Weapon Idols - Weapon Idols come in two forms they are either magical or physical. A Substitution mage who specializes in weapon idols can use both forms with enough training. Giving the mage an advantage against mages and physical attackers.The main drawback, is that this type uses life force faster than other idols and learning both forms requires time and practice. But it makes up in its versatility and abilities.
    Defensive Idols - Defensive idols consume lifeforce than other dolls. But they also require more mana to use. Defensive Idols are used to shield the user or its allies from harm. Making the user assume a supporting role. Defensive Idols can use a small amount of attacks however. Some defensive idols can absorb mana or redirect status moves.
    Cursed Idols - Cursed Idols inflict status conditions onto their enemies. Cursed Idols also affect their users. Sometimes they cast spells against their own users if they are not pleased.. This is one of the main drawbacks of this type. Making it unattractive for students to use.
    Transfer Idols - Transfer Idols as the name suggest, allow the user to give mana and health points to their allies and vice-versa. Transfer Idols do not consume much life-force from their users. However they lack any physical or magical abilities.
    Storage Idols - Storage Idols are used to keep items. They can be summoned for a certain amount of health points and mana. These are used as a back-up to supply the user and their allies. They lack any combat abilities however.
    Enchantment Idols - These idols give buffs to the user and their allies for life-force. These play a supporting role for the team and can be useful in certain situations. They can also be used a temporary shield.

    Weapon Mage
    Weapon Mages use spell tags, reserve spells, and scrolls. Although some of these items are available for other classes, Weapon Mages can utilize more effectively. They also have access to different types of weapons that can be used offensively or defensively. Weapon Mages are physically weaker but they are fairly quick. The role of a Weapon Mage varies based on which type they use. As a beginner Weapon Mages can use only one type. At level three they can use two types and At level 5 they can use three types.
    Spell Tags - These item can be used set up area traps, which debuffs, damages, or locks off areas to the opponent. The user must set up the tags before or during a battle to function however. Spell tags are generally used as a secondary skill, accompanied by a more offensive type of weapon. However some mages use spell tags as a primary skill.
    Reserve Spells - These items are pre-made spells which can be activated whenever the user pleases. To create a spell the user must find another mage to cast a spell onto a template. If the spell is too powerful for the template to hold it will break and become useless. If successful the user will able to cast it later on. However the user must use the same amount of mana that the other mage used to cast their spell. A weapon mage can also create a permanent template, so that the user can reuse it. However this requires the user to be level four or higher. Weapon mages can carry a maximum of six reserve spells as a beginner, twelve reserve spells at level four, and reserve twenty spells at level six.
    Scrolls - Scrolls are a form of making temporary contracts with an idol. Scrolls come in different variety each corresponding with the type of idol the user will cast. When the user summons an idol they are able to use for five turns before the contract is spent. Scrolls come with a mana and health cost which depends on the idol they are using. Once a scroll is cast they cannot be used again. Weapon mages can carry a maximum of one scroll as a beginner, three scrolls at level three, and five scrolls at level six.
    Command Spells - Command Spells are spells with priority. They are generally weaker than most spells but they are able to strike first. Making them useful for finishing off faster opponents. Weapon mages can carry a maximum of two command spells as a beginner, three spells at level three, and five spells at level six.
    Mock Spells - Mock Spells allow the user to impersonate another class. The user copies a version of the enemies or allies abilities and moves. Mock Spells’ durability varies which each level. As the level increase the effectiveness of copy increases. Weapon mages can carry a maximum of four mock spells as a beginner, ten at level four, and fifteenth at level six.


    Anti-Mages
    Anti-Mages are trained in defeating or nullifying the abilities of other mages. They are generally stigmatized by other mages as traitors to the ways of magic. However, they are incorporated into many units as a countermeasure for mages. Anti-Mages are extremely weak physically, but they possess high magic defense. Anti-Mages are able to deploy a variety of spells and abilities to render the enemies’ mages useless or turn the enemies spells against them. Anti-Mages are a highly specialized class, so support is must for this class. Below is each skill that an Anti-Mage can have. As a beginner an Anti-Mage can have one ability, at level four two, and at level six three.

    Trickster - This ability allows the user to cast spells that hinder other mages. They have access to moves that can redirect magic attacks, interrupt spells, disable magic attacks, or inflict status moves against the enemy. Tricksters are usually targeted early on since their moves are a severe annoyance to other mages.
    Nullifier - This ability allows the user to cancel and debuff magical attacks. It also allows the user to protect their allies from magic attacks by casting shields which can cancel out attacks. This ability can be used in an offensive manner, user can dispel magical defenses while their allies attack the now exposed mage. Defensively, they provide important cover from attack and check mages who rely on buffs to strengthen their attacks.

    Destroyer - This ability is focused on eliminating mages. Anti-Mages with this ability gain buffs when fighting against mages. They also receive special moves that can only affect the mage class, but not other classes. Destroyers are dangerous for mages, but they can be checked by other classes.
    Speaker - This ability gives defensive buffs towards the user. The user also receives moves that allow them to district other mages and force them to attack the user. Since the user receives bonuses in magic defense, speakers act as wall between the mage and their target.

    ✗ Soldier Class ✗

    Rangers

    Rangers used ranged weapons to wear down opponents are give support to their allies. Rangers are fast but have low magic and physical defense. But they have high speed and stealth to escape counter-attacks. Rangers use bows, throwing knifes, and other weapons. Rangers also have skills to increase their stealth drastically. A ranger can use one weapon as a beginner and two weapons at level four.

    Bows - Bows inflict high damage upon the enemy but they cannot be used as a close-range weapon. Bows can be enhanced by using different types of arrows and improve the bow that is used. Bows are used as a primary weapon while ranger can equip a secondary weapon such as a small knife.

    Throwing Knives - Knives inflict moderate to weak damage against opponents. But rangers can use multiple knives at the same time. Knives are disposable so rangers must keep a large supply with them to use it as a primary weapon. Knives can also be poisoned to inflict status conditions against opponents.`

    Slingshots - Slingshots use stones as their primary weapon. They can used either close-range or mid-range against enemies. Although the inflict moderate damage against opponents they can counter them at close-range.

    Scout - Scouts have high alertness and moderate physcial defense. They also have access to sensory moves which allow them to detect hidden enemies. The main drawback of this subclass is the lack of offensive moves placing it as a supporter.




    Warrior

    Warriors specialize in close-combat. Some warriors use heavy armor to protect to protect themselves from physical attack. Warriors are generally slow since their armor slows them down substantially. However, warriors can inflict heavy damage against their opponents. Below is a breakdown of each type.

    Berserker - Berserkers are lightly armored but they have extremely high attack and moderate speed. Berserkers can deal shattering amounts of damage against their opponents. Berserks neglect their defense and especially magic defense. But if they are unchecked they can be deadly.

    Knight - Knights wear heavy armor which protects them from injury or harm. They are also equipped with powerful weapons which can greatly main opponents. However, Knights are slow since they use heavy armor. However they have great physical attack and defense.

    Spearman- Spears inflict high damage against opponents when thrown. However a spearman can only carry two spears.Spearman have medium to light armor and they are fairly quick. Spears can be used as a physical weapon against their enemies. When thrown the spear can be recovered after a battle.

    Crusader - The crusader class is similar to the knight class. Their armor is weaker however but they have access to heavy weapons. Crusaders use faith to enhance their attacks and armor. Crusaders can also destroy their armor to gain faith and speed. They also need to destroy their armor in exchange for powerful moves.


    Dancer - Dancers are swift but physically weak. They provide a variety of buff to their allies and serve a support role in genreally. Dancers can also avoid damge from other opponents they are equipped with a small dagger for protection. But against heavier weapons it is practically useless.

    Horseman - Horseman are heavily armored and equipped with short-ranged weapons. They use horses for mobility. They can fight when they are not on horseback. But they are significantly slower than others classes.


    Assassin - Assassins have high speed and stealth. But moderate attack and extremely low defense and health. They use stealth to overcome their weakness however. Assassins loss this advantage when they are engaged in combat. Meaning that they rely on powerful opening moves to stun their enemies.

    Battle Cycle

    Battle Cycles are divided into several phases below is each phase explained.

    Prepatory Phase [1] - Characters are only able to cast buffs, flee, use items, or chose an action. Characters can also buff their allies during this phase.

    Engagement Phase [2] - Characters are now able to select attacks or cast defensive spells against their opponents.

    Interuption Phase [3] - Character are able to counter an attack they face, either by using an attack or attempt to dodge. If a character uses this phase they cannot attack or use an action.

    Final Phase [4] - Characters confirm their actions and end the cycle.

    Examples

    __________________________________________________________________________
    1st Phase - Character A uses Potion of Strength! ( 20 % boost in Physical / Magical Attack )

    2nd Phase - Character A uses Smash!

    3rd Phase - Character A passes Phase.

    4th Phase - Character A confirms their choices.
    ______________________________________________________________________________

    1st Phase - Character B casts Rock-Skin! ( 30% boost in Physical Defense )

    2nd Phase - Character B passes Phase.

    3rd Phase - Character B uses Smash!

    4th Phase - Character N confirms their choices.
    _______________________________________________________________________________


    Character A attacks Character B.
    Character B counters with Smash!
    Damage reduced by 80%
    Character B suffers 5 damage.


     
    #2 Kes, Apr 7, 2015
    Last edited by a moderator: May 2, 2015
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  3. Welcome to the Community Page!

    This section is dedicated to updates, roster, FAQs and news concerning the roleplay. This page will be frequently updated so that you guys can catch up with everything.

    Character Roster

    [​IMG]
    Name : Cantalian Valois
    Class : Knife Thrower


    [​IMG]
    Name : Abscisum "Absci" Cogitationes
    Class : Bowman

    [​IMG]
    Name : Willow Tela' Thiel
    Class: Dancer


    [​IMG]
    Name: Toshiro Zanzen
    Class: Trickster


    [​IMG]
    Name: Trinket Littleheart
    Class: Assassin


    [​IMG]

    Name: Remi Thwaite
    Class: Earth Mage


    [​IMG]
    Name: Aiko Yasha
    Class: Berserker


    [​IMG]
    Name: Nicola Barzetti
    Class: Water Mage

    [​IMG]

    Name: Amber Rose
    Class: Fire Mage






    Updates

    - A new subclass has been added : Dancer. The new subclass is under the soldier class.

    - Uniforms / Demotions have been added, they can be found in the general section.

    - The assassin / scout subclass has been added, it can be found under the ranger class / warrior class.

    - Combat Cycles have been added.

    - Actions have been added.



    FAQs
    1. "For the Ranks, do all students start out as 'Basics' or do we get the privilege to become a higher rank if we ask with reasons? Unless only the GM and Mods are allowed with higher ranks at the beginning? (Which is logical)"

    Students start as basic students. I'm debating either to allow GMs and Mods start off with higher levels.

    2. "Do you have a specific age range you would like for the characters to be in?"

    I would strongly perfer your character starts as a teenager so 15-18 is okay. But i'll allow adult character if you really want to.

    3. "How much gold are students allowed to have at the beginning or do we start at 0g?"

    Students start with 100g.

    4. "Can you explain to me more about the stats and moves? What do we do with the 25 points we have in stats and what's the max of stat points? How much do each stats cost? Do we make up our own moves or do you control that?"

    You distribute the 25 points given according to which class you chose. You start with one free point of health. You also make your own moves since I don't want to limit the player's creativity. The maximum points you can have in stats is 75.

    5.

    "For Equipments and Abilities, how much can an individual carry on them? In my opinion, if we do have a certain amount, we should have a bar dedicated only to inventory so we can keep track of the stuff the characters carry on them and have a number next to how much there is they have like for example; Healing Potions (x2) and also what kind of equipment do we start off with at the beginning or can we make it up? Do we make up the abilities -- as long as it follows the level/ rank you are on -- we obtain or do you control that?"

    An individual can carry a set of clothing or armor. A set consists of headgear, body armor, and boots. I'll keep track of all of the equipment and gear avaliable. For items they can carry fifteen items without using a bag. Bags are avaliable in stores. Abilites will also be up to the player.

    6. "What kind of missions are there? Are there monsters involved? Bosses?"

    Yes there will be bosses some are combat and others will be escourt missions, delivering items, etc.

    7. "What do you mean when you say 'Master' in the Summary? "

    A master is the highest level someone can achieve. They are responsible for aiding students.

    8. "Are we able to control some NPCs and make up our own NPCs as well? "

    You can submit NPC to me if you want.


    Music Submissions

    I believe music plays an important with roleplaying since it helps roleplayers become immersed. Music also adds another layer of enjoyement when writing a post up. That's why I decided to dedicate a section for you guys to share any music you have. There's no particular rules about what kind of music you can submit. If you're lucky it will show up on one of my posts.

    N/A

    Mods / Artists Needed!

    I'm not a great artist, or even an artist. So having one would be great for the roleplay banner. If you are an artist please PM me so we can discuss the details. I am also one person, so I absolutely need moderates to help me manage the roleplay and calculations. Moderators must be commited and fair, so PM me to sort out the details.

    Expectations for Moderators:


    1. Consistency - I do not expect you to present for everyday especially if you are busy. However, I need some form of shedule so I can ask for help if it is needed.

    2. Professionalism - Be objective with handling your position. If you have any problems with another roleplayer personally please keep it out of the forums. You have any issues with a roleplayer's behavior PM instead of handling it yourself.

    3. Respectfulness -
    You are also a roleplayer. Do not agitate or offend anyone in the forums while roleplaying.

    4. Competence - Make sure you are able to understand the combat system and later help with the calculations.



    Academic Schedule

    Monday

    5:00AM-5:30AM
    Assembly/Breakfast

    5:30AM-1:00PM
    Combat School

    1:00PM-1:15PM
    Lunch

    1:15PM-5:30PM
    Academics

    5:30PM-6:30PM
    Dinner

    6:30PM-9:30PM
    Free Time
    Curfew @ 5AM

    Tuesday

    5:00AM-5:30AM
    Assembly/Breakfast

    5:30AM-1:00PM
    Combat School

    1:00PM-1:15PM
    Lunch

    1:15PM-5:30PM
    Academics

    5:30PM-6:30PM
    Dinner

    6:30PM-9:30PM
    Free Time
    Curfew @ 5AM

    Wednesday

    5:00AM-5:30AM
    Assembly/Breakfast

    5:30AM-1:00PM
    Combat School

    1:00PM-1:15PM
    Lunch

    1:15PM-5:30PM
    Academics

    5:30PM-6:30PM
    Dinner

    6:30PM-9:30PM
    Free Time
    Curfew @ 5AM

    Thursday

    5:00AM-5:30AM
    Assembly/Breakfast

    5:30AM-1:00PM
    Combat School

    1:00PM-1:15PM
    Lunch

    1:15PM-5:30PM
    Academics

    5:30PM-6:30PM
    Dinner

    6:30PM-9:30PM
    Free Time
    Curfew @ 5AM

    Friday

    5:00AM-5:30AM
    Assembly/Breakfast

    5:30AM-1:00PM
    Arena

    1:00PM-1:15PM
    Lunch

    1:15PM-5:30PM
    Academics

    5:30PM-6:30PM
    Dinner

    6:30PM-9:30PM
    Free Time
    Curfew @ 5AM

    Saturday

    5:00AM-5:30AM
    Assembly/Breakfast

    5:30AM-1:00PM Arena

    1:00PM-1:30PM
    Lunch

    1:30PM-5:30PM
    Academics

    5:30PM-10:30PM
    Free Time

    10:30PM-5:00AM
    Curfew

    Sunday

    5:00AM-5:30AM
    Assembly/Breakfast

    5:30AM-1:00PM Arena

    1:00PM-1:30PM
    Lunch

    1:30PM-4:30PM
    Academics

    5:30PM-10:30PM
    Free Time

    10:30PM-5:00AM
    Non Academic Schedule

    Monday
         
    6:30PM-9:30PM
    Free Time
    Curfew @ 5AM

    Tuesday
         
    6:30PM-9:30PM
    Free Time
    Curfew @ 5AM

    Wednesday
         
    6:30PM-9:30PM
    Free Time
    Curfew @ 5AM

    Thursday
         
    6:30PM-9:30PM
    Free Time
    Curfew @ 5AM

    Friday
         
    6:30PM-9:30PM
    Free Time
    Curfew @ 5AM

    Saturday
         
    11:30PM-5:00AM
    Curfew

    Sunday
         
    11:30PM-5:00AM
    Curfew
     
    #3 Kes, Apr 7, 2015
    Last edited by a moderator: May 8, 2015
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  4. Cantalian Valois
    [​IMG]


    " Do not oppose me, unless you want holes punched into your body. "
    ~ Cantalian



    Age: Seventeen

    Personality:

    Cantalian is prideful of her noblility from her family. She is unkind and harsh towards her fellow peers often patronizing them in the process. However, she is capable of acting kind towards teachers and staff to get ahead. Despite her boastful attitude, Cantalian is aware of her weaknesses. Cantalian is cautious not to get into fights that she can't win. She also tries to end a battle quickly to minimize the amount of damage she will take. When Cantalian makes a decision she is exceedingly confident in her abilities to succed. Giving her an air of superiority over her peers.

    Cantalian takes her status seriously, she always dresses neatly and stays organized. She also takes the most difficult missions to impress her peers and teachers as well to challenge her abilities. Cantalian is oppurtunistic of others weaknesses and strengths exploiting them when it is neccesary. Although she would rather not risk failing to persuade her allies.

    Although Cantalian often annoys her peers, she is loyal and dedicated when her trust is gained. If Cantalian's trust is gained she is kinder towards her allies. Although she will always try to outclass her peers when the chance comes. Her drive to better herself comes from her family. Cantalian wants to show her familty that she is capable of taking care of herself away from the house. She often feels embrassed when receiving gifts from her family usually giving them to someone else or just destroying the item. The only gift Cantalian had kept was a set of throwing knives, which she tediously takes care off.


    Weight: 54kg

    Height: 168cm

    Class: Lv. 1 Ranger

    Stats:

    Vitality : 3
    Stamina : 3
    Physical Attack : 8
    Magical Attack : 0
    Physical Defense : 2
    Magical Defense : 2
    Alertness : 1
    Faith : 0

    Stealth : 0
    Speed : 6



    « »
    Moves
    Throw [ Physical Move/ Base Power = 7 Sta. Cost 2] Lv.1 - User throws one knife at the opponent, no secondary effects.
    Sharpen [ Status Move ] Lv.1 - User's next attack receives a modifer of 1.5x .
    Focus Fire Lv.1 [ Physical Move/ Base Power = 7 Sta Cost 5]- User throws three knifes at the opponent, uses more stamina than throw.

    Beliefs: Neutral

    Biography:

    Cantalian was born in Basking Plains to a wealthy family. She was away from the crowded cities and instead lived in the rural areas of the republic. Since her parents were wealthy and she was an only child, Cantalian was given many gifts and luxuries. She showed obedience to her parents in return, although she became tired of the gifts eventually. However, she kept a set of ornate knives that her father had given for her birthday.

    Cantalian's parents instilled a sense of pride onto her. They did not allow her to leave to house and interact with anyone who was not in the same class. Cantalian was left to study or read books for entertainment. Her parents made it clear that she was seperate from the others who lived in the rural areas. She didn't oppose her parents and continued to attend her studies. As Catalian grew older her curiousity with the outside world grew. She looked through the windows to see the vast tracks of farmland across the Basking Plains and peasants working the land.

    As Cantalian neared adulthood she decided to leave her family and go to Voluptas to explore the world. She managed to escape the house carrying money, clothes and the set of knives that her father had given. Cantalian practiced with her knives until still was confident with using them as a weapon. She had tried other weapons and even magic, but failed miserably. Because of her fustration, Cantalian refused to use any weapons other than throwing knives. After her journey she arrived in Voluptas as an immigrant and now seeks to become a citizen.


    Abilities
    Noble Blood - User can enchant thier knives by coating it with their own blood. The knives will ignore any armor and deal 20% more damage. However, they will loss 10% of their health each time a knife is coated.

    Quick Guard - If the user fails to bypass an opponent they will receive 1/4 of the damage when they are counter-attacked.

    Paper Armor - If the user is hit physically their physical defense will drop by 10% while their speed increases by 15%.

    Great Pride - User is unable to use any weapons or magic except throwing knives. However the user receives a 20% boast for knife attacks.



    [​IMG]








     
    #4 Kes, Apr 7, 2015
    Last edited by a moderator: May 3, 2015
    • Love Love x 2
  5. Hello! I have't gotten around to reading everything but can I reserve a spot if that's possible?
     
  6. Yup that's fine :D
     
  7. I will be joining the beautiful piece of amazingness. I will read through everything tomorrow and have char up tomorrow too.
     
    • Like Like x 1
    • Thank Thank x 1
  8. @Iallcsz

    I was wondering if I could make a character that begins as a Magical Attacker but then later specializes as a Wind Mage? I'm going to be focusing on more magically enhanced weaponry for the most part in the beginning before I start getting into the actual magical based attacks.
     
  9. That's fine.
     
    • Thank Thank x 1
  10. I haven't read everything either, but t looks fun.
     
  11. That's fine. The sign-ups will probably take some time to fill up.
     
  12. Was this based off of Kill la Kill?
    I'm getting that kind of vibe, since you took the time to make this game. I am interested in being a mod, or something like that.
     
  13. Not exactly. I just did the typical fantasy setting* and worked from there for it.

    Send me a PM, like I said in the community section.
     
    #13 Kes, Apr 9, 2015
    Last edited by a moderator: Apr 27, 2015
  14. It's pretty awesome; good work.
    I'll probably look into a character soon, so long as I am aware of what to do, as far as spells.
     
  15. Could I please reserve a spot in this? It looks amazing! I can also help with some simple banners ^^
    Remi Thwaite
    [​IMG]


    Remi Thwaite
    •Theme•
    Age: 16

    Personality:
    Remi is a quiet creature, poised, with a tendency of keeping her own counsel. She takes time to understand the nature of her surroundings, to listen, to observe. Some might say she is morose or despondent - to which she silently disagrees. There is an unseen order to the world, she thinks, one in which humans play the most minuscule of parts, one that she could spend an eternity coming to understand. To fight or not to fight, to laugh or not to laugh - who is to say which action holds more weight than another? Remi cannot understand why people make big fusses over seemingly inane things, but then, there are many things she accepts she doesn't know. She hopes only to learn.

    Remi is, however, a good listener and confidante. By nature she is not an emotionally charged person, and it is rare for her to take a dislike to something. She is generally calm, collected, and not one to judge. For this reason, she tends to 'get along' with a wide variety of personalities fairly easily, though 'getting along' in this case means quietly experiencing their company. As such, it is rare for her to make meaningful connections with other people, but such is the transient nature of life.

    Remi is, in most cases, likely to take the path of least resistance, since it's just a waste of energy to get worked up over meaningless things. However, she adheres to her own inner morals with a frank disregard for the outside world - if the circumstances should call for it, Remi would follow the beat of her own drummer off the edge of the earth without batting an eyelid.

    Weight: 140lbs
    Height: 5"9
    Class: Earth Mage

    Stats:
    Vitality : 4
    Stamina : 2
    Physical Attack : 0
    Magical Attack : 9
    Physical Defense : 3
    Magical Defense : 2
    Alertness : 3
    Faith : 0
    Stealth : 0
    Speed : 3

    « »
    Moves
    Ensnare // Level 1:

    Roots coil around the Target and stun them for a turn. Upon recovery, their speed is reduced by 50% for the following turn. Remi cannot stun the same target again for another 3 turns from the end of the last effect.
    Moves
    Primitive but Effective // Level 1:

    Remi drops a rock on her target. If the target is stunned, this ability does bonus damage.
    Moves
    Nature Provides // Level 1:

    A spell requiring alot of focus and channelling time, Remi can heal her allies and rejuvenate them, giving a 50% chance to give them the 'Excited!' trait or 50% chance to boost a random stat temporarily (based around their personality). When Remi is lower levels, using this ability causes her to be 'Exhausted' for the turn following.
    Moves
    A Thorn in your Side // Level 1:

    Remi quickfires thorns at her target. This attack stacks on top of each other for bonus damage up to five stacks, but resets when Remi is hit.



    Abilities
    Spiritwalk - Once daily, Remi may separate her consciousness from her body and observe the world around her up to a limited distance. During such time, her body is entirely vulnerable as if she was asleep, but unlike sleep she will not awaken until her consciousness returns from its journey. Similarly, her consciousness does not receive signals from her body while it is roaming, so she is unable to tell if her body is in danger during this time. The distance she can roam improves with practice.

    Nostalgic Magic - Remi receives a +20% resistance against Ice Mages/Ice-based Spells. Similarly, she is quite at home in cold climates.

    Observant - Remi gets a bonus +1 to Alert upon leveling up.

    Steadfast, it is Nature's Way - Upon receiving a crit, Remi can resist the next attack that would do damage.


    Beliefs: Neutral

    Biography:
    Unusually, Remi grew up under the care of her uncle's family in a shack up Sinum Mountains, closer to the Waste Lands then the Narrow Plains. It was an inhospitable place to live, but Remi knew no better, and the lack of contact she had with the outside world there had definitely helped shaped her personality. She knew little beyond her family and what they taught her, and she developed a fierce awe for Mother Nature - it was hard not to, when one's very survival was tested daily. From a young age, Remi knew that all that stood between her and death was a few minutes of exposure. The world was not a cruel place; it simply did as it always had, regardless of what she or any other person had to say about it. With this understanding, she came to be at peace with the harsh environment, and grew up as a generally normal - though somewhat quiet and pensive - child.

    In time one of her cousins - to her, like brothers - grew tired of their mountain home and longed to see the world. His protests grew louder until one day, Remi's uncle gave him his blessing to travel. But this talk about the world beyond the mountains had brought with it change - and Remi was taken aside by her uncle to be told about her frivolous mother, about how she may have a natural aptitude for earth magic, and about her true roots in Ioni Beach. It was with this new information Remi came to insist that she travel with her brother Sarn, and while she was young, eventually her Uncle relented. He reminded her to be wise in her ventures and set the two of them on their way.

    And so for a number of years Remi travelled with Sarn, running errands and helping with his duties. Travelling opened her eyes to the world - she had known nothing beyond those frozen wastelands, and now she knew the warmth of the sun, the sight of flowers and trees and grass. The world was far more breath-taking then she had ever suspected before, and she developed a natural rapport with the world, and her magical abilities flourished.

    Their work finally brought them to Ioni Beach, but with little information to go on Remi could not find her mother or father. Old enough now to make her own way, she and Sarn parted, and for a while she stayed in Ioni Beach in the hopes of learning about her heritage. But time did not reveal much to her, though her powers were developing through continued practice, and she found herself wishing to better her abilities. And so Remi made her way to Voluptas, where she enrolled.

    Relations:


     
    #15 Angora - Queen of Flops, Apr 10, 2015
    Last edited: Apr 29, 2015
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  16. I've JUST come back to Iwaku today after a pretty long break, so I don't think I'm going to have an actual character in this roleplay (although it looks brilliant), but if you need me too I can NPC for you if you ever need that in the roleplay.

    EDIT: On second thoughts, I might join up if the rp hasn't already started, I'll make a character sheet when I have more time spare.
     
    #16 Headastator, Apr 10, 2015
    Last edited: Apr 10, 2015
    • Like Like x 1
  17. Yup, if you've done a banner just pm with the file attached.​
     
  18. Alright. There's still plenty of time for the sign-ups.
     
  19. This looks very intrigueing indeed. I might very well join if I can come up with an interesting character concept!
    (My initial thoughts of making an archer based wind mage was sadly taken XD)


    Perhaps a water mage, with a focus on defensive dolls?

    Or maybe even a blacksmith type character with low combat specialization... hmmmm...
     
  20. Thanks. ^.^

    You can go with that concept but if you're mixing classes your character can only progress to level 4.
     
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