A
alatartheblue42
Guest
Original poster
Discord Link! All the ooc talk/advice/help is on Discord.
Link to System Info/Extra Lore thread
IC Thread here
The Tale of An Chéad Toshi: Uruk
Link to System Info/Extra Lore thread
IC Thread here
The Tale of An Chéad Toshi: Uruk
*Sometimes, Iwaku doesn't seem to like my BBCode and will refuse to properly expand/collapse some stuff. I believe I fixed all the egregious parts in this post, but I apologize if you run into this problem.
Greetings, one and all, and welcome to this RP! However long it might be, I hope you enjoy your stay.
This club is a sci-fi/fantasy club with plentiful lore, significant emphasis on adventuring/missions/what you will, and a very detailed combat system. If that sounds fun, I'm glad. If that worries you, stick around anyway. It may be a lot to take in, especially if you aren't used to anything like this, but I promise that its fun once you're used to it.
If you've come here and we've already begun IC, I 100% mean it when I say "Always Open". We will figure out ways to incorporate you into the world/plot so you can have fun too. Don't worry, I have ways of making it work out.
For a rough summary of the RP's background, please read the following:
One fateful day in the 21st century, humanity made their first contact with an extraterrestrial group. A fleet of bizarre starships suddenly emerged near Earth and began laying siege to the planet. In every aspect, humanity found themselves failing in the bitter fight to defend their planet. The enemy ships were beyond the reach of most human technology, so they could safely lurk in orbit while their weapons carved open the planet's surface. Even their ground forces were more than the humans could handle. The smallest alien soldiers could face down an entire infantry battalion and still emerge victorious. The largest of their ground forces were more than capable of shrugging off a nuclear strike.
Faced with this seemingly insurmountable threat that was dubbed the "Lacertan Lizards", humanity pulled out all the stops in their quest for survival. They rushed forward with all manner of military research. Entire cities were drafted and instructed in the usage of weaponry. Even the ones known as Mages, they that possessed mystical powers science could not explain, came out of the shadows and revealed themselves to the world in the hopes they would be able to assist in turning the tide.
Alas, humanity's efforts seemed insufficient. The people cried out for salvation, for the gods of yore to return once more and cast out these invaders. Unfortunately, the prayers of humanity were heard and answered. Gaea, the parallel Earth infinitely close yet impossibly far from the one we know, the world beyond life, the home of spirits, gods, and demons alike; it is said that thanks to the carnage of the war and the intensity of humanity's prayers, the separation between these two disparate worlds became almost nil. Gates between Gaea and Terra formed all over, providing connections between the two either via transportation or via the two physically merging.
Just as the humans of Terra found themselves baffled by the sudden appearance of gods and demons, so too did the various spirits and beasts of Gaea marvel at this new world they had come to. The Lacertan Lizards showed no signs of discriminating against Gaeans or Terrans in their bloody conquest, turning their weaponry against these newcomers as well. The Lizards may have bitten off more than they could chew by doing so, though, as the retaliation of the ancient gods was swift and terrible. The mighty warships that had barraged Terran cities began to sink one by one in the face of foes who could surpass even their might. humans all over rejoiced at this changing of the tide, hoping that the Lizards would be destroyed once and for all.
Fate is a capricious mistress, though, as humans discovered in both the figurative and literal sense. The gods fought not to save humans, but for their own desires; the lives that they saved or destroyed in the process were inconsequential. Furthermore, the gods were hardly a united front. Most of them acted as individuals or with a small entourage of lesser beings, and battles between the gods themselves were all too frequent. Humanity could do little more than cower in terror and flee as far from their now countless foes as possible.
Yet, despite the Apocalypse surrounding them, humans did not give up. They began forming towns and cities, rebuilding what they had once lost. And despite the capriciousness of the gods reigning on high and the monsters roaming below, humans did not find themselves bereft of allies. Many of the Spirits from Gaea found themselves sympathizing with the humans and offered their support in the reconstruction. Some of the more peace-inclined gods even elected to take humans under their wings and shelter them from the chaos of war.
And eventually, the nightmare came to an end. The Lizards seemed to have exhausted much of their forces and were forced to desist in their assaults. The gods found themselves weary of their eternal battles and elected to rest. Humanity may have fallen from its pedestal as the most powerful life form on the planet, but they were not yet eradicated.
Our eyes now turn from the broad overview of the Earth's history and zero in on one of the human cities that found itself prospering after the war: "An Chéad Toshi: Uruk". Here, humanity would push themselves off the dirt of their tattered planet and reach out once more towards the sky. Here, our story begins.
Faced with this seemingly insurmountable threat that was dubbed the "Lacertan Lizards", humanity pulled out all the stops in their quest for survival. They rushed forward with all manner of military research. Entire cities were drafted and instructed in the usage of weaponry. Even the ones known as Mages, they that possessed mystical powers science could not explain, came out of the shadows and revealed themselves to the world in the hopes they would be able to assist in turning the tide.
Alas, humanity's efforts seemed insufficient. The people cried out for salvation, for the gods of yore to return once more and cast out these invaders. Unfortunately, the prayers of humanity were heard and answered. Gaea, the parallel Earth infinitely close yet impossibly far from the one we know, the world beyond life, the home of spirits, gods, and demons alike; it is said that thanks to the carnage of the war and the intensity of humanity's prayers, the separation between these two disparate worlds became almost nil. Gates between Gaea and Terra formed all over, providing connections between the two either via transportation or via the two physically merging.
Just as the humans of Terra found themselves baffled by the sudden appearance of gods and demons, so too did the various spirits and beasts of Gaea marvel at this new world they had come to. The Lacertan Lizards showed no signs of discriminating against Gaeans or Terrans in their bloody conquest, turning their weaponry against these newcomers as well. The Lizards may have bitten off more than they could chew by doing so, though, as the retaliation of the ancient gods was swift and terrible. The mighty warships that had barraged Terran cities began to sink one by one in the face of foes who could surpass even their might. humans all over rejoiced at this changing of the tide, hoping that the Lizards would be destroyed once and for all.
Fate is a capricious mistress, though, as humans discovered in both the figurative and literal sense. The gods fought not to save humans, but for their own desires; the lives that they saved or destroyed in the process were inconsequential. Furthermore, the gods were hardly a united front. Most of them acted as individuals or with a small entourage of lesser beings, and battles between the gods themselves were all too frequent. Humanity could do little more than cower in terror and flee as far from their now countless foes as possible.
Yet, despite the Apocalypse surrounding them, humans did not give up. They began forming towns and cities, rebuilding what they had once lost. And despite the capriciousness of the gods reigning on high and the monsters roaming below, humans did not find themselves bereft of allies. Many of the Spirits from Gaea found themselves sympathizing with the humans and offered their support in the reconstruction. Some of the more peace-inclined gods even elected to take humans under their wings and shelter them from the chaos of war.
And eventually, the nightmare came to an end. The Lizards seemed to have exhausted much of their forces and were forced to desist in their assaults. The gods found themselves weary of their eternal battles and elected to rest. Humanity may have fallen from its pedestal as the most powerful life form on the planet, but they were not yet eradicated.
Our eyes now turn from the broad overview of the Earth's history and zero in on one of the human cities that found itself prospering after the war: "An Chéad Toshi: Uruk". Here, humanity would push themselves off the dirt of their tattered planet and reach out once more towards the sky. Here, our story begins.
So? What did you think? Wait, what do you mean, you skipped it? Go back and read it! How will you know what the world is like? Eh? You mean that's just background and doesn't actually tell you about what the actual plot will be? Well, sorry. Basically, its been ~200 years since the Apocalypse. You're a Mage. You make a pact with a Spirit, you're pressed into military service, and now you go hunt baddies/monsters/etc as I tell you. Obviously, there will be a lot more than that, but that's for once we get going.
Alright, now that you know the background and a vague description of what'll go down, let's move on. First off, there's a Discord. Joining the Discord is mandatory. 99% of the OOC communication will be performed there. If you aren't in the Discord, then you'll be missing most of the OOC conversation and messages from me.
Secondly, there's a separate thread that contains all the useful information about how combat works, what all the gibberish in the character sheet actually means, the lore that I didn't put in the summary, etc. It can be found over in the Roleplay Extras forum. You know that gibberish I said about who your character will be? That will hopefully make more sense after reading through this thread. Obviously, I'll post a link once I've created the thread. Ooh, pretty link. Jk, this one right here.
Alright, the most important part:
Rules
The general club rules are pretty simple.
- Obey all site rules. This really shouldn't need to be said, but another warning doesn't hurt. In particular, I draw your attention to the character age rules. This RP allows characters down to as young as 10 (because the original concept I started from was someone telling me "Go make a Magical Girl RP", and many magical girls have young characters); the age limit for being lewd on Iwaku is 13+. Keep that in mind.
- NO ERP. You can compliment someone's rockin' bod, you can notice someone's bulge, you can compare sizes, etc. But I don't need to read about your passionate kisses or hot steamy nightly activities. If they absolutely, positively must do something, do it offscreen where I don't need to read it. No offense intended to those interested in ERP, I'm just not a fan.
- This club has reasonably detailed lore and a fairly complex combat system. I don't expect you to have perfect knowledge of every tidbit of lore. Nor do I expect you to to be perfect with the combat system (and definitely not at first). But inconsistencies/contradictions must of course be avoided, for everyone's sake. Thus, if/when you are corrected on something, please don't take it as an insult or cruel act. We will be as kind/respectful as possible in corrections. Please just make the corrections and (hopefully) learn from the experience so we don't have to repeat the process.
- I/any other GMs I add always have the final say. I/we will be as open to suggestions as possible, but if we say a discussion is over, its over. Drop it so we can all move on.
Oh hey, you made it this far? Good sign! Or you're really bored. Well, either way, you've almost got to the fun part. There's just one more thing. The following will be important for making character skills.
Skill Value Guide:
This Guide is intended to be used alongside the Character Skill Primer.
If you read the Primer, you probably said "Well that's great, but what the hell do all these numbers mean?" Here, we answer that question. Simply put, everything has a value. Damage is worth value, buffs are worth value, limitations are worth value, etc. While you could just ask someone "Make me a skill that does X", this guide will help you make your own skills or know what you can and can't do.
Do note that these values are not absolute and can be subject to change.
Skill Value:
(See Attribute Buffs and Debuffs for an explanation of the following 3 entries)
Summons:
General Notes:
If you read the Primer, you probably said "Well that's great, but what the hell do all these numbers mean?" Here, we answer that question. Simply put, everything has a value. Damage is worth value, buffs are worth value, limitations are worth value, etc. While you could just ask someone "Make me a skill that does X", this guide will help you make your own skills or know what you can and can't do.
Do note that these values are not absolute and can be subject to change.
Statistics Value:
Determines how much value you gain when listed as cost.
- Aura: 1.5 Value
- Prana: 1
- Stamina: 0.5 Value
Prerequisite Value:
Determines how much value you gain when listed as prerequisites.
- Charge Phase: +33% Average Value Output per Phase
- Below 50% Health: +33% Average Value Output
- Below 25% Health: +66% Average Value Output
Limitation Value:
Determines how much value you gain when listed as limitations.
- Once per Battle: +66% Average Value Output
- Twice per Battle: +33% Average Value Output
Active, Active Continuous, and Passive
The three categories of skills. Active = action is willingly taken and all effects are immediate. Active Continuous = action is willingly taken, but effects are not completely immediate. Passive = the effect happens when conditions (if any) are met; the user has no control over their activation.
Actives and Active Continuous skills are easy; just use the numbers below.
Passive effects are balanced based off of their effect over the course of 3 Turns. (Example: You want a passive increase of +1 Normal level of Vitality. Each Phase of Normal Buff = 5 value. 2 Phases per turn means 6 Phases for 3 Turns. 5 value per phase * 6 phases = 30 value. Assuming no base value or limitations are provided, you must have costs so that your 30 value output would be paid within 3 turns. ie, a cost of 10 Prana per turn).
Skill Value:
- Damage: 1 Value per Damage Point
- Damage over Time (DoT): 1.5 Value per Damage Point, -10% cost per turn it takes to reach full effect (up to 50% reduction). Deals plain/true damage
- Base Damage+: 1 Value per 1 Damage Point per Phase, No Damage Modifier
- Restore: 1.5 Value per Aura Point, 1 Value per Prana Point, 1 Value per Durability Point, 0.5 Value per Stamina Point
- Restore %: 5 Value per Aura %, 4 Value per Prana %, 3 Value per Durability %, 2 Value per Stamina %
- Aura Reactivation: 50 Value + 1.5 Value per Aura Point
- Resurrection: 100 Value + 1.5 Value per Health Point
- Ranged (Projectile): 5 Value
- Ranged (not Projectile): > 5 Value, will be determined on case - to - case basis until clear precedent is established
- Homing: 1.5x your skill's Value
- Knockback: 1x Distance (in metres)
- Teleport: 10 + 2x Distance (in metres)
- Invisibility: 20 Value per Phase (+10 per Perception Rank above default), Perception required for full Visibility = Skill Grade +1
- Inaudibility: 15 Value per Phase (+7.5 per Perception Rank above default), Perception required for full Audibility = Skill Grade +1
- Defense Bypass: 2x Damage (Your attack will penetrate most Guards and magic barriers; Aura manifestation and things related to it are not bypassed)
- Free Action: -1 Spell Grade
- AoE Multipliers:
- (<2.5m Radius): 1.5x Total Value (excl. Speed Cost for all AoEs, Radius = Height)
- (<5m Radius): 2x Total Value
- (<10m Radius): 2.5x Total Value
- (<20m Radius): 3x Total Value
- (<30m Radius): 3.5x Total Value
- (<50m Radius): 4x Total Value
(See Attribute Buffs and Debuffs for an explanation of the following 3 entries)
- Normal Attribute Buff/Debuff: 5 Value per Level per Phase
- Great Attribute Buff/Debuff: 10 Value per Level per Phase
- Mega Attribute Buff/Debuff: 20 Value per Level per Phase
(Note: if a buff only lasts for a single action rather than an entire Phase, divide the buff's cost by 2.)
Summons:
General Notes:
- All Summons have a base of 1 Aura, 5 Prana, and 10 Stamina, and E Rank in all Attributes. All summons intended for combat purposes also undergo Aura Extension, allowing them to deal full damage with their standard choice of melee weapon. For summons intended for ranged combat, they may either have a certain number of projectiles created upon summon, or may have the ability to create a standard projectile for their weapon. If said projectiles are not defined under "Wands and Weapons" in this thread, they cost 5 Prana to create and deals 10 Damage.
- Summons are destroyed/unsummoned when their Aura is depleted; they cannot exist with 0 Aura.
- If a summoner enters Aurashock, so do their summons. If a summoner is killed/reduced to a Soul, then all of their summons are unsummoned immediately.
- All summons created by a specific spell can be unsummoned by spending a Phase consciously willing them to be unsummoned. Summon spells cannot be recast while any summon from the prior cast is still present. If there are multiple summon spells in effect, only one spell can be unsummoned at a time.
- The base cost per summon is based around each summon having a certain set of criteria. If one or more is left out, then the base cost will be reduced (reduce Base Cost by 25% for each feature missing).
- Independent Action (does not require strict instructions from summoner in order to act)
- Reasonable level of intelligence (capable of simple problem solving/independent thought)
- Reasonable level of power (Aura > 1 and/or at least one attribute of rank > skill rank and/or possesses a Skill of Grade >= the summoning skill's Grade)
- Stamina Regen at Start of Turn/Standby
- Higher grade summon spells have increased cost per entity to reflect the increased individual power of the summon(s).
- Standard Summon: Base cost = 15 value per Entity. Final cost formula = (Base cost * Skill Grade) + additional features. Cost of additional Statistics calculated based on Statistic restoration costs. 10 CP provided per Spell Grade. Max Attribute Rank = Spell Grade + 2 Ranks. Skills are permitted; can possess skills up to the same Grade as the Summoning Spell.
- Multi Summon: Base cost = 15 value per Entity. Final cost formula = Base cost + (Base cost * Skill Grade * 33%) + additional features. Cost of additional Statistics calculated based on Statistic restoration costs. 10 CP provided per Spell Grade. CP is split evenly among each of the multi-summons (rounded down). Max Attribute Rank = Spell Grade + 2 Ranks. Skills are permitted; can possess skills up to the same Grade as the Summoning Spell. All summons created by a single spell must be effectively identical.
- Linked Summon: Base Cost = 30 value per Entity. Final cost formula = (Base cost * Skill Grade) + additional features. Statistics are shared with Summoner (damage or healing to one is damage or healing to both). Receives 10 CP per Spell Grade. Max Attribute Rank = Spell Grade + 2 Ranks. Skills are permitted; can possess skills up to the same Grade as the Summoning Spell. Multiple Linked Summon spells can be cast at once, but Multi Summons cannot be Linked.
HOORAY! YOU MADE IT! Everything make sense? No? Good. Well, anyway, ask for help if you need it. Talk more with me on Discord. I look forward to RPing with you!
Character Sheet Template (With Explanations):
- Name: *You'd better know what a Name is*
- Age: *Preferably between 10-20, as magical talent is supposed to usually appear in response to changing bodies/increased hormonal activity that often accompanies puberty/the teenage years. Higher is permitted, but if everyone starts making 30 somethings, I'll be annoyed. Lower than 10 is NOT permitted (unless its like 9 and their birthday is tomorrow IC). The only reason I'm allowing down to 10 in the first place is because this RP is loosely based off of magical girl concepts, and many magical girl shows have late elementary/middle school characters. Less than 10 is just too weird, both for RPing and for fitting into the setting. Geriatrics likewise not permitted unless you have a super convincing argument.*
Iwaku rules clearly state that if you want to do anything lewd, characters involved must be 13+. Keep that in mind. Even though there is NOT going to be any full-on ERP here, I don't want to have trouble because a 12 year old was admiring da booty - Gender: *Male, Female, Non-binary (describe if you want. Or don't. As long as people can understand you.)*
- AMB Module: Will be selected IC at a later date, though you are welcome to plan ahead of course.
- Total Character Points: *count all points you have spent and list it here (ex. 7, 10, etc)*
*You start with up to 10 CP. 4 of that 10 will be spent on Bonding a Spirit (unless you discussed that with me somehow). The remaining 6 is yours to spend as you please. Or you can choose not to spend it. But you dont get to keep it for later. Use it or lose it.* - Overall Statistics:
- *100 in each Statistic is the default for all new characters. Changes to the initial values require explicit mod consent and a good IC reason.
- Aura: 100
- Prana: 100
- Stamina: 100
- Spirits:
*Spirits are the foundation of Bonded Magic. It is essential for all Mages to have at least one Spirit. Additional Spirits may be Bonded later. Each Bonded Spirit is worth 4 CP*
- *Insert Spirit name here*
Spirit Description: *All Spirits have three core traits: their Classification (Fairy/Artificial/etc), Subject (usually an Element or a concept such as "Swords" or "Honor"), and their Method (how the Subject is typically manifested, eg increasing the Mage's physical prowess, creating large explosions, etc).*- Classification: *Put the Spirit's current Classification as it pertains to you. Even if you have an Artificial demon sword, if the sword is only offering you the power of a Fairy, it is of the Fairy Class for this purpose.*
*All player characters start with a "Fairy" amount of power (to preserve balance), even if their spirit would normally be more powerful* - Subject: *Put an Element or Concept*
- Method: *Describe the Method*
- Bonded Magic List: *The spells that correspond to the Bond with this particular Spirit. Each Military Grade spell reuires 2 CP to learn.*
[Rank E] *Enter Spell Name here, Reminder: 2 CP per E rank Spell* (*SPELL*)- - Description:
*In the Spell Description you should explain about the general outline of the spell as well as how your character uses it. Is it a combo attack where he charges at the opponent from a distance and slashes him 7 times? Is it a powerful punch that knocks the enemy back? Or perhaps a special gun shot that can light the target ablaze? Choose what you desire.*
- Effect: *Here you should put only sentences such as "Deals 10 Physical Damage." or "Renders target immobile for 1 Turn" or "Heals 25 Health". Note that if you are using an offensive spell, you should either state whether or not the damage inflicted is physical or magical. Please make the effect description as short and as concise as possible.*
- Attribute Modifier: *Choose among any of the available attributes as long as they are reasonable. You can also put in None.*
- Cost: *Put cost of the Spell here (like "10 Prana + 5 Prana per person, 10 Prana & 5 Stamina per Turn etc."). Spells can also have no cost.*
- Type: *Active, Active Continuous or Passive. A spell that delivers its entire effect and is done is an Active spell. If it has a lasting effect after activation, it is Active Continuous. If it requires zero conscious effort to trigger the effect, it is a Passive.*
- Duration: *Either in Phases or Turns. If your spell has a continuous effect, please put the duration here. If not, delete this section. If its permanent (often in case of passive spell), put in Permanent*
- Affinity: *Offensive, Defensive, Buffing, Debuffing or Recovery.*
- Prerequisites:- *Any conditions your character needs satisfy before activation of the spell. More/difficult conditions can increase the power of your spell. Note that after effects of spell usage (such as loss of Health) need to be listed in the Effect section. (Copy
- if you want to use more Prerequisites)*
- - Limitations:
- *Any restrictions your character has when or after using the spell. More/severe restrictions can increase the power of your spell. Note that this only concerns restrictions placed on your character, not penalties (such as reduced attributes). (Copy
- if you want to use more Limitations)*
- - Description:
- Personality: As Spirits are sentient beings, they must have some degree of personality. You don't have to be detailed, but something general would be nice to know. The more you expect your Spirit to interact/be involved with your character's activities, the more detailed their Personality should be.
- Biography: Somewhat optional. You don't need a life story (unless you want one), but you should put the reason your Spirit made its Bond (or at least the reason it gave, if it has a secret motive to be revealed later).
- Appearance: Describe or provide a picture of their appearance
- Classification: *Put the Spirit's current Classification as it pertains to you. Even if you have an Artificial demon sword, if the sword is only offering you the power of a Fairy, it is of the Fairy Class for this purpose.*
- *Insert Spirit name here*
- Personal Abilities: *There are three types of Personal Abilities: Cantrips, Techniques, and Blessings.*
- Cantrips: *Cantrips are spells you can cast without the help of a Bonded Spirit, either because it is a weak enough spell compared to your qualifications, or because you have practiced it considerably. The entire thaumaturgy must be contained in your mind or a Focus, and your Spirits cannot lend their assistance. You only have 5 Cantrip Slots available in your mind, but your Wand or an additional Focus can allow you to store more. Each Civilian Grade Cantrip takes 1 slot; each Military Grade Cantrip consumes its Grade worth of Cantrip slots (Grade E = 1 slot, Grade D = 2, etc)*
*Cantrips that are of Civilian Grades generally require 1 CP to create (exceptions may occur by mod judgement); Cantrips of Military Grades require 2 CP for every Grade* - Cantrip List:
[*Civilian/Military* Grade *Letter*] *Enter Cantrip Name here* (*SPELL*)- - Description:
*In the Skill Description you should explain about the general outline of the skill as we as how your character uses it. Is it a combo attack where he charges at the opponent from a distance and slashes him 7 times? Is it a powerful punch that knocks the enemy back? Or perhaps a special gun shot that can light the target ablaze? Choose what you desire.*
- Effect: *Here you should put only sentences such as "Deals 10 Physical Damage." or "Renders target immobile for 1 Turn" or "Heals 25 Health". Note that if you are using an offensive skill, you should either state whether or not the damage inflicted is physical or magical. Please make the effect description as short and as concise as possible.*
- Attribute Modifier: *Choose among any of the available attributes as long as they are reasonable. You can also put in None.*
- Cost: *Put cost of the skill here (like "10 Prana + 5 Prana per person, 10 Prana & 5 Stamina per Turn etc."). Your character will mainly use Stamina if he is using Techniques and Prana if using Spells. Skills can also have no cost.*
- Storage Location: *(Character's) Mind or (Name of Focus).
- Type: *Active, Active Continous or Passive.*
- Duration: *Either in Phases or Turns. If your skill has a continuous effect, please put the duration here. If not, delete this section. If its permanent (often in case of passive skills), put in Permanent*
- Affinity: *Offensive, Defensive, Buffing, Debuffing, or Recovery.*
- Prerequisites:- *Any conditions your character needs satisfy before activation of the skill. More/difficult conditions can increase the power of your skill. Note that after effects of skill usage (such as loss of Health) need to be listed in the Effect section.*
- - Limitations:
- *Any restrictions your character has when or after using the skill. More/severe restrictions can increase the power of your skill. Note that this only concerns restrictions placed on your character, not penalties (such as reduced attributes).*
- - Description:
- Techniques: *Techniques are abilities where the result created is because of your body's physical actions, rather than thaumaturgy. They are often specific martial arts or skills you have learned, perhaps . They are classified like Military Grade Spells for ease; any technique that would be considered Civilian Grade is not difficult to warrant being called a technique.*
*Techniques require 2 CP for every Grade* - Technique List:
[Grade *Letter*] *Enter Technique Name here* (*TECHNIQUE*)- - Description:
*In the Skill Description you should explain about the general outline of the skill as we as how your character uses it. Is it a combo attack where he charges at the opponent from a distance and slashes him 7 times? Is it a powerful punch that knocks the enemy back? Or perhaps a special gun shot that can light the target ablaze? Choose what you desire.*
- Effect: *Here you should put only sentences such as "Deals 10 Physical Damage." or "Renders target immobile for 1 Turn" or "Heals 25 Health". Note that if you are using an offensive skill, you should either state whether or not the damage inflicted is physical or magical. Please make the effect description as short and as concise as possible.*
- Attribute Modifier: *Choose among any of the available attributes as long as they are reasonable. You can also put in None.*
- Cost: *Put cost of the skill here (like "10 Prana + 5 Prana per person, 10 Prana & 5 Stamina per Turn etc."). Your character will mainly use Stamina if he is using Techniques and Prana if using Spells. Skills can also have no cost.*
- Type: *Active, Active Continous or Passive.*
- Duration: *Either in Phases or Turns. If your skill has a continuous effect, please put the duration here. If not, delete this section. If its permanent (often in case of passive skills), put in Permanent*
- Affinity: *Offensive, Defensive, Buffing, Debuffing, or Recovery.*
- Prerequisites:- *Any conditions your character needs satisfy before activation of the skill. More/difficult conditions can increase the power of your skill. Note that after effects of skill usage (such as loss of Health) need to be listed in the Effect section.*
- - Limitations:
- *Any restrictions your character has when or after using the skill. More/severe restrictions can increase the power of your skill. Note that this only concerns restrictions placed on your character, not penalties (such as reduced attributes).*
- - Description:
- Blessings: *Blessings are divine gifts of power from Spirits who have been elevated to the status of God. They can take almost any form or shape, and can vary dramatically in the amount of power they grant. However, one must of course meet whatever conditions the God has before you can obtain the Blessing.*
*As Blessings can vary enormously in power and scale, CP cost will be determined on a case-to-case basis. Furthermore, because Blessings can be so powerful and Gods are so important to the lore, the more powerful the Blessing or influential the God that granted it, the less likely it is to be approved. Good ways to get a Blessing of your own creation: impress me with creativity, or be completely memeworthy.*
*Blessings use the standard skill template, but unlike other skills, they do not necessarily need to follow it perfectly. Blessings are also partially exempt from the Skill Value System and will be evaluated based on overall balance, not precise numbers. Go wild.*
- Blessing List:
[Blessing] *Enter Blessing Name here* (*BLESSING*)- - Description:
*In the Skill Description you should explain about the general outline of the skill as we as how your character uses it. Is it a combo attack where he charges at the opponent from a distance and slashes him 7 times? Is it a powerful punch that knocks the enemy back? Or perhaps a special gun shot that can light the target ablaze? Choose what you desire.*
- Effect: *Here you should put only sentences such as "Deals 10 Physical Damage." or "Renders target immobile for 1 Turn" or "Heals 25 Health". Note that if you are using an offensive skill, you should either state whether or not the damage inflicted is physical or magical. Please make the effect description as short and as concise as possible.*
- Attribute Modifier: *Choose among any of the available attributes as long as they are reasonable. You can also put in None.*
- Cost: *Put cost of the skill here (like "10 Prana + 5 Prana per person, 10 Prana & 5 Stamina per Turn etc."). Your character will mainly use Stamina if he is using Techniques and Prana if using Spells. Skills can also have no cost.*
- Type: *Active, Active Continous or Passive.*
- Duration: *Either in Phases or Turns. If your skill has a continuous effect, please put the duration here. If not, delete this section. If its permanent (often in case of passive skills), put in Permanent*
- Affinity: *Offensive, Defensive, Buffing, Debuffing, or Recovery.*
- Prerequisites:- *Any conditions your character needs satisfy before activation of the skill. More/difficult conditions can increase the power of your skill. Note that after effects of skill usage (such as loss of Health) need to be listed in the Effect section.*
- - Limitations:
- *Any restrictions your character has when or after using the skill. More/severe restrictions can increase the power of your skill. Note that this only concerns restrictions placed on your character, not penalties (such as reduced attributes).*
- - Description:
- Cantrips: *Cantrips are spells you can cast without the help of a Bonded Spirit, either because it is a weak enough spell compared to your qualifications, or because you have practiced it considerably. The entire thaumaturgy must be contained in your mind or a Focus, and your Spirits cannot lend their assistance. You only have 5 Cantrip Slots available in your mind, but your Wand or an additional Focus can allow you to store more. Each Civilian Grade Cantrip takes 1 slot; each Military Grade Cantrip consumes its Grade worth of Cantrip slots (Grade E = 1 slot, Grade D = 2, etc)*
- Attributes:
- *E is the default. E->D = 2 CP. E->C = 4 CP. E->B = 6 CP. E->A = 10 CP. E->A+ = 14 CP. E->A++ 20 CP. S rank cannot be obtained without prior mod consent.*
- STRENGTH:
- VITALITY:
- WILLPOWER:
- RESISTANCE:
- SPEED:
- DEXTERITY:
- PERCEPTION:
- RECOVERY:
*By default, a Wand will be provided by the Academy IC at some point. You may provide a simple Wand of your own, if it fits your background. Additional or more powerful starting equipment will cost your character CP (to prevent someone from being a billionaire or starting with freaking Excalibur). If you want your character to be provided multiple Wands from the Academy initially, you should save some CP for that.*
- Equipment: *Enter name here if applicable* (in the event of multiple equipments, duplicate this section)
Type: *Sword, Shield, Bow, Staff, etc.*
Durability: *Material objects can only take so much of a beating before they break/are deformed. You can restore Durability through repairs, or some spells may be able to magically restore Durability. Default Wands possess 75 Durability.*
Number of Core Slots: *insert number here. Default for a Wand is 1, default for all others is 0*
Spirit Cores: *Name the Spirits whose Cores are in this Equipment. Obviously, if there are no Core Slots, there can be no Spirit Cores*
Additional Properties: *Extra Cantrip Storage, Spell Enhancing, etc. Default Wands do not have any properties.*
Description: *Describe the Equipment, keep it simple. Your description will not have any direct effect on the actual power of the equipment, so don't even try to slip something in here.*
- Biography:
***All characters must include/obey the following: They must be an actual human. You don't get to have your character be a Spirit, an extraterrestrial, a demi-human, etc, no matter how much you ask. They must be from Uruk or part of Uruk's lands. They must be an appropriate age. They must have basic origin details (rich, poor, wife + 3 kids, etc.) They must have discovered or have been discovered to have at least Military Grade E magic talent (maybe they trained their magic, maybe they were in a dangerous/emotional situation and it just sorta exploded unconsciously). They must have formed a Bond with a Spirit within the last two weeks IC (you must describe this scene). They must have been approached and collected by the Specters (can run/fight, go peacefully, doesn't matter how) so they can be brought to the Academy.*
*If you don't understand what X part of these requirements means, either ask for help or refresh your knowledge of the RP's lore.*
*Don't try any of the "Will be explained IC" bullshit. You're in an RP, for crying out loud. If you aren't even creative enough to make up a little bit of bio, then why are you trying to RP?*
- Personality:
*Should complement your biography. Let your character show his/her individuality.* - Appearance:
*Put your picture or description here. If possible, also describe/put what your Transformed appearance is, since that's what you'll look like in combat and such*
- Small Picture:
*If possible, please put a 100x100px (or 150x150) picture here. Small pictures are useful to have. You can use the picture to start your post to make it easier to know who is acting. Also, it is preferred if you focus on the face.*
Character Sheet Template (without explanations/ fill in your info only)
Code:
[list][*][b]Name:[/b]
[*][b]Age:[/b]
[*][b]Gender:[/b]
[*][b]AMB Module:[/b]
[*][color=#0000A0][b]Total Character Points:[/b][/color]
[*][b][color=#808080]Overall Statistics:[/color][/b][list]
[*][b][color=#C11B17]Aura:[/color][/b] 100
[*][b][color=#2554C7]Prana:[/color][/b] 100
[*][b][color=#4CC417]Stamina:[/color][/b] 100[/list]
[*][b][color=#990012]Spirits:[/color][/b]
[spoiler="Spirit List"]
[list][*][b][color=#990012]*Insert Spirit name here*[/color]
[color=#4CC417]Spirit Description:[/color][/b]
[list][*][b]Classification[/b]:
[*][b]Subject[/b]:
[*][b]Method[/b]:
[b][color=#4CC417]Bonded Magic List:[/color][/b]
[spoiler="Bonded Magic List"]
[size=110][b][center][Rank E] *Enter Spell Name here, Reminder: 2 CP per E rank Spell* (*SPELL*)[/center][/b][/size]
[list]- [b]Description:[/b]
- [b]Effect:[/b]
- [b]Attribute Modifier:[/b]
- [b]Cost:[/b]
- [b]Type:[/b]
- [b]Duration:[/b]
- [b]Affinity:[/b]
- [b]Prerequisites:[/b][list][*]
[/list]- [b]Limitations:[/b][list][*]
[/list][/list]
[/spoiler]
[*][b]Personality:[/b]
[*][b]Biography:[/b]
[*][b]Appearance:[/b]
[/list]
[/list][/spoiler]
[*][b][color=#990012]Personal Abilities:[/color][/b]
[list][*][b][color=#990012]Cantrips:[/color][/b]
[b][color=#4CC417]Cantrip List:[/color][/b]
[spoiler="Skill List"]
[size=110][b][center][*Civilian/Military* Grade *Letter*] *Enter Cantrip Name here* (*SPELL*)[/center][/b][/size]
[list]- [b]Description:[/b]
- [b]Effect:[/b]
- [b]Attribute Modifier:[/b]
- [b]Cost:[/b]
- [b]Storage Location:[/b]
- [b]Type:[/b]
- [b]Duration:[/b]
- [b]Affinity:[/b]
- [b]Prerequisites:[/b][list][*]
[/list]- [b]Limitations:[/b][list][*]
[/list][/list]
[/spoiler][/list]
[list][*][b][color=#990012]Techniques:[/color][/b]
[b][color=#4CC417]Technique List:[/color][/b]
[spoiler="Skill List"]
[size=110][b][center][Grade *Letter*] *Enter Technique Name here* (*TECHNIQUE*)[/center][/b][/size]
[list]- [b]Description:[/b]
- [b]Effect:[/b]
- [b]Attribute Modifier:[/b]
- [b]Cost:[/b]
- [b]Type:[/b]
- [b]Duration:[/b]
- [b]Affinity:[/b]
- [b]Prerequisites:[/b][list][*]
[/list]- [b]Limitations:[/b][list][*]
[/list][/list]
[/spoiler][/list]
[list][*][b][color=#990012]Blessings:[/color][/b]
[b][color=#4CC417]Blessing List:[/color][/b]
[spoiler="Blessing List"]
[size=110][b][center][Blessing] *Enter Blessing Name here* (*BLESSING*)[/center][/b][/size]
[list]- [b]Description:[/b]
- [b]Effect:[/b]
- [b]Attribute Modifier:[/b]
- [b]Cost:[/b]
- [b]Type:[/b]
- [b]Duration:[/b]
- [b]Affinity:[/b]
- [b]Prerequisites:[/b][list][*]
[/list]- [b]Limitations:[/b][list][*]
[/list][/list]
[/spoiler][/list]
[*][b][color=#348017]Attributes:[/color][/b][list]
[*][b]STRENGTH:[/b]
[*][b]VITALITY:[/b]
[*][b]WILLPOWER:[/b]
[*][b]RESISTANCE:[/b]
[*][b]SPEED:[/b]
[*][b]DEXTERITY:[/b]
[*][b]PERCEPTION:[/b]
[*][b]RECOVERY:[/b]
[/list]
[*][b][color=#FDD017]Equipment:[/color][/b]
[u]Type:
Durability:[/u] [b][color=#2554C7] [/color][/b]
[u]Number of Core Slots:
Spirit Cores:
Additional Properties:
Description:[/u]
[*][b]Biography:[/b]
[*][b]Personality:[/b]
[*][b]Appearance:[/b]
[spoiler="Appearance"][img]**[/img][/spoiler]
[*][b]Small Picture:[/b]
[spoiler="Small Picture"][img]**[/img][/spoiler]
[/list]
Oh yes, one final thing I must mention. Much of the combat and character system of this RP is based off of another RP club (from a different site) I was part of/ a mod of previously: Aeternia Story. Aeternia Story was originally made by a person I know as Minarei, who in turn acquired some of the basis from someone I know as Rozen. Aeternia has long since fallen (multiple times over), and ever since it finally kicked the bucket, I have contemplated ways to take one of the stronger aspects of the club (its combat/character system) and bring it new life. Credit where credit is due, this new RP probably never would've come about without their work, and for that, at least, I am grateful to them both.
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