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Senior Member
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<span style='font-size:42pt;line-height:100%'><span style='font-family:Edwardian Script ITC'>Forevermore</span></span>
Before I explain the gameplay, let me go over the rules for rpg playing. 1) No controlling other characters intensively without a person permission, or without doing it well. If your character was controlled by someone else during a battle, and he's an outgoing type of character that jumps into a mob of wild animals with a stick, then I don't think you'd want someone taking your character and making him run away like scared child while everyone goes into the fray. 2) No killing off other player characters without their permission. 3) No Spamming. 4) When not typing something in the rpg, please write anything else in between [ooc] and [/ooc]. This helps stop a lot of confusion between comments, etc. 5) Have Fun. 6) Try to follow-up what a person writes. 7) If you have something planned, please tell everyone ahead of time so that you can execute your plan. This also saves a lot of time and confusion between everyone. You do not have to, however, spoil surprises. You can just say you have something planned, and that you wish for people to slow down a bit while you lead everyone into the planned event. 8) If you take charge (see rule 7), then you take responsibility for the rpg. If you don't give any plot information, and you suddenly disappear for two weeks, then no one will know what to do, and will be lost. Try not to do that. 9) You cannot take charge of the RPG too many times. Let everyone have turns. 10) I don't want to hear anyone say (or read anyone write) that they dislike another person's character, or that they dislike a person. If they join, they join and that is that. The only reason why they could be kicked out, is if they're literally ruining the rpg, and it shows. 11) Have fun, and use your imagination! Rules in the gameplay Elements: ^_^ Here are all of the silly little elements that are available for now. I'll list elements that are not YET available afterwards. I'll also list which has an advantage/disadvantage over another element. You do not need magic to get an element. You also do not need to have an element in order to start; however, it is preferable that you do have an element. Auto-available elements: Wind Water Fire Earth Thunder Non-elemental elements available after some time: Ice Storm Tone (see note next to element info) Dark Light Metal Non-elemental Wood Lunar Cloud Pulse You may also create your own element. HOWEVER, you must explain what it is, and it must also have a weakness and strength (since I already placed any and all elements that could NOT have a direct weakness). If you don't have a weakness, then you must at LEAST place down elements that will not be affected by the new element; and maybe what it nullifies (and is nullified at the same time). I've created three of my own, so I'll show you at the end. You may also add status-inducements to your elements; such as studying under the wind element can increase your speed by 10%.. and as you get stronger, you can ALSO level up certain status inducements. Status inducements that can be leveled up will be denoted by a *. More will be explained about leveling up status inducements later. *** - Further explanation towards denoted ability will be told. **** - Will not work outside of a Direct Attack/Counter attack. Table of Elemental attribute weakness and strengths: Note: You must go through lvl 1 elements before you can move onto lvl 2, and then lvl 3 from 2. Wind: lvl 1 element Weakness: Fire (-100%) Strength: Earth (+100%), Cloud (+70%) Status effects: None Speed + 10%* Luck - 10 % Dexterity + 20% Water: lvl 1 element Weakness: Thunder (-100%), Ice (-100%), Wood (-64%) Strength: Fire (+100%) Nullifies: Pulse Status Effect: None Wisdom + 10%* Speed - 10% Fire: lvl 1 element Weakness: Water (-100%) Strength: Wind (+100%), Wood (+70%), Ice (+50%), Metal (+50%) Status Effect: None Strength + 10%* Defence - 20% Earth: lvl 1 element Weakness: Wind (-100%), Wood (-100%), Storm (-50%) Strength: Thunder (+100%) Nullifies: Tone Status Effect: None Defence + 10%* Strength - 10 % Speed - 20% Thunder: lvl 1 element Weakness: Earth (-100%) Strength: Water (+100%) Nullifies: Pulse Status Effect: None Spirit + 10%* Dexterity - 10% Speed + 5% Ice: lvl 2 element Weakness: Fire (-100%) Strength: Water (+100%), Wood (+50%) Status Effect: Freeze Strength + 20%* Defence + 20%* Speed - 10% Storm: lvl 3 element Note: Allows weather-related abilities. Weakness: Tone (-100%) Strength: Wood(+50%), Earth(+50%) Status Effect: Muddle Speed + 20%* Spirit + 20% Luck + 10% Wisdom + 10%* Dexterity + 30% Dark: lvl 3 element Note: Allows Death magic. Weakness: Light (-75%), Lunar (-50%) Strength: Light (+75%) Status effect: Zombie, Curse Strength + 50% Luck - 20% Light: lvl 3 element Note: Allows Life restoration magic and defense against Death spell. Weakness: Dark (-75%), Metal (-20%) Strength: Dark (+75%), Status effect: Blind, Bless Defence + 50% Luck + 20% Metal: lvl 2 element Weakness: Tone (-20%), Fire (-50%) Strength: Light (+20%) Status effects: Stop Defence + 10%* Strength + 10%* Speed - 30% Non-elemental: lvl 1 & 2 element Weakness: None Strength: None Status Effect: None Note: If this becomes a characters 2nd element, then the ability gains in the previous element stays. Wood: lvl 2 element Weakness: Fire (-70%), Ice (-50%), Lunar (-45%), Tone (-20%), Storm (-50%) Strength: Water (+64%), Earth (+100%) Nullifies: Thunder Status Effect: Muddle, Sleep, Poison, Blind, Silence, Stop, Slow, Zombie, Berserk, Drain + 20%**** Dexterity + 40% Lunar: lvl 2 element Weakness: Cloud (-100%), Tone (-20%) Strength: Wood (+45%) Status Effect: Vitality +/-***, Mirage, Transform*** Luck + 50%*** Now... the elements I have made up on my own. Tone: Lvl ? element Note: This will only belong to one character, unless permission is granted by me, ok? Weakness: Pulse (-25%) Strength: Storm (+100%), Metal (+20%), Wood (+20%), Lunar (+20%), Inaffective against: Light, Dark, Cloud Nullifies: Earth Status effect: Silence, Aura, Dispel, Esuna Wisdom + 10%* Spirit + 20%* Defence + 10% Luck + 20%*** Pulse: Lvl 2 element Weakness: None Strength: Tone (+25%) Inaffective against: Metal, Wood, Lunar Nullifies: Thunder, Water Status Effect: Curse Strength + 10%* Defence + 20%* Spirit + 10% Luck - 20%*** Cloud: Lvl 3 Element Weakness: Wind (-70%) Strength: Lunar (+100%) Status Effect: Amnesia***, Blind Luck - 10%*** Defense + 10%* Wisdom + 20% Spirit - 30% Speed - 10 % Hit % - 20% Evade + 30% Dexterity + 10%* Luck: In this case, Luck tells how often you will be affected by status effect-magic and attacks. If you are affected, it also tells how long it will last. This goes for good status effects, and bad status effects. This also affects your limit break ability. Luck changes the rate that you can gain a limit break in. Amnesia: If this works, you will forget your abilities for a while. This includes special attacks, magic, etc. This may also mess with your memories. Magic-induced only. Vitality+/-: This either lowers or raises the target's maximum hp-levels. Magic and Cloud-based attacks only. Transfom: This is only available to people who have a clan that requires or enables them to transform in order to become a stronger version. For instance, say.... a Werewolf. They need to see the moon in order to transform. With Lunar, they can gain the spell to allow them to transform themselves at anytime. ------------------ Physical Attacks: As always, attacking physically is based on your character strength, and their weapon(s). If you have a high attack strength, then you'll cause more damage, and the opposite if you have a low attack strength. If your character can use more than one weapon at once, then you can have up to two attacks in one physical attack that involves the use of weapons. Rules with attacking physically: 1: Yes, your character is alive. They CAN become fatigued, and lose strength, etc. 2: Your characters weapons can dull (blade weapons only), or break 3: Please be realistic when attacking. Not one character should be able to do damage to an enemy with a physical attack, if the enemy can defend themselves well enough. 4: Your character can and will be hurt during a battle, unless they're able to evade well, they weren't in the battle, they avoided fighting, they defended the entire time, etc. No character can always avoid damage. Ever. 5: If you're using a weapon that involves a lot of dexterity to handle (for instance, a Razor Fan), then your character will have a tendency to hurt themself. This cannot be avoided, even with a high dexterity rate. However, your dexterity will help you not hurt yourself. 6: Physical attacks cannot reflect magic, or split the world in two. 7: Please be real. Real means, think about how a battle would really happen. In a real battle, people cannot just slice through others with a single physical attack. People can also dodge, defend, deflect, clash, tie, or become engaged in a hold. No one just stands still and watches with a blank mind. 8: No Instant death physical attacks or weapons. ------------- Magic: Yes, MAGIC! Can ya believe it? Magic, in this rpg, can mean attack, defend, heal, support, or attribute magic. There are also special magics, that can summon, and do other things. Magic is highly dependant on your Wisdom and Spirit levels. If you have a high Wisdom level, your magic will be stronger, and the opposite will happen for a lesser Wisdom level. Spirit is the ability to defend against spells. Oh, and yes, there is "MP". I will explain that in another section. Basic rules: 1: Target-all magic will generally be weak. 2: Magic MUST be of a specified element. Non-elemental is an element in this case. 3: Magic effectiveness is ruled by your Wisdom and Spirit levels, as well as the target(s). 4: Early level characters cannot have many spells. 5: Be real. You cannot go into all magic types and become very powerful in all of them. You can only become very powerful with magic if you choose a few types to learn into. 6: Learning magic takes time. 7: You may only get elemental magic if you are of an element. 8: Elemental attributes will always apply. 9. Spells DO take time to cast. You cannot instantly cast a spell, never. Be realistic. 10. All characters, even enemies can cast spells. 11. You can only target so many people, or so big of an area at once. At lower level spells, or lower levels in general, Magic cannot target large amounts of area or people. Only magic that is supposed to target all can hit more than one target at any time. 12. All magic can affect your surroundings. If you cast a flame spell that has a large range, and you're around a forest or grassy area, most likely you'll burn it all away. Now, an explanation on the first five magics mentioned. Attack magic- Magic that is used in an attack form. Rules: 1: No Auto-death, unless you go into the specific elemental magic. 2: Attack magics can collide, and nullify/defeat each other. 3: No one is not allowed to do attack magic. However, you need to go into the study of this area in order to do so. Defend Magic- Magic that is used in a defensive form. Rules: 1: Defense magic can defend against magic and physical attacks. 2. Defense magic can completely defend against magic (at higher levels and strengths), but not physical attacks. 3. Defense magic can be broken. 4. If the defensive magic is very strong, it will require that you use a lot of concentration and power in order to use it. This means you cannot do anything else, unless you take down the defense. 5. Defensive magic can also be used to reflect other magic, but only at high levels. Healing magic- Magic used to heal characters Rules: 1. You can't heal TOO MUCH at a time. Healing magic takes time to be completely effective. 2. You cannot fully heal someone until later on in the rpg. 3. Elemental attributes do NOT apply, unless your healing magic is based upon an element. 4. You cannot recover lost MP with Healing magic. Support Magic- Magic that is used to support characters. Rules: 1. Support magic can go anywhere, from raising strength, or raising speed/evade. 2. Support magic also includes magic that lowers stats. 3. Support magic can not cause a high raise in stats without affecting the character being targeted. If you try and layer the effect, the character can become weaker in other areas. 4. Support magic will have a higher percentage of not working. The usual percentage for support spells is 65%. It becomes more or less possible with a higher luck. 5. Support magic CAN be dispelled or blocked. Attribute magic- Magic that enables elemental attributes. This is probably the most versatile of the magics, since you can basically attribute any element to any given area or target. For instance, if I attributed wood to a specific spot, a tree might grow there and become a little environmental hazard (or a natural shield). Or, if I was strong against water, I might cast a water attribute spell on an enemy to disable them from hurting me much or at all. Rules: 1. Magic cannot affect more than one target character. If it's a target area, then you may target only a small portion of area. 2. Attribute magic can be dispelled. 3. ANY element can be attributed to any character, no matter what their element is. 4. Elemental attributes ONLY affect physical attacks if targeted onto a fighter/character. 5. Elemental attributes do apply elemental effectiveness (strengths and weaknesses), but not stat changes. 6. Attribute magic wears off quickly. 7. You may learn attribute magic of any element, no matter if you have a specific element of your own. Now, for summon Magic, and special magic: Summon Magic- Magic that is used to summon other creatures/beings. This may mean special beings, or just regular beings; or perhaps random animals. rules: 1. Summon magic may only summon as much as the person's ability allows. 2. Summon magic can bring in creatures with either magic or physical attacks. -If the summoned creature uses a spell, they may use any of the 5 types of magic listed above. 3. Summon Magic does not need a specific element. However, if you are going to have elemental summons, then elemental effectiveness DOES weaken/strengthen the help you get. 4. Summoned creatures can stay for as long as you want, but they do have limited power. ^-^; 5. Summoned creatures can also damage the summoner if the attack in question is very powerful and is in close range. 6. Summoned creatures can target as many targets as wished. However, effectiveness of the action lessens with each target added. Other Special Magic: You may create your own type of magic. Just make sure it follows the rules, and makes sure there are weaknesses and strengths. I'm all for creativity, but all-powerfulness is something that can be saved for your fantasies. ^-^ But, please, don't hesitate to create your OWN magic. Um... Here, I'll even make my own up (that I may or may not use, for all I know..). Dream Magic: Magic that is accessed through the use of sleeping people in a nearby area. + It's strong with more sleeping people + You may actually place a person into a dream, if you're powerful enough + You may use this magic if YOU'RE asleep! - If there's no one sleeping nearby, the magic becomes useless. - If the nearby sleepers are somewhat far away, it may take a long time to activate / The magic can become elemental depending on the dreams taken. / The magic can be defensive or offensive depending on the dream taken. See? Some pros and cons, and then some random information that don't fall in either category. --------------- Limit breaks: Yes, there ARE limit breaks. However, here are some rules: 1: Limit Breaks are only desperation moves. They can only be used in the following situations: A: If your character is near-death B: If your character is alone, and is in a bad spot C: If your character is the last one standing in a group for ANY reason. D: If your character has "Aura" effect. E: If your character has a deep seeded hatred against the enemy in question. However, this cannot be all enemies. There has to be one (or a few, maybe) specific enemies that we will face through out the RPG that you will and do hate. 2. If your character is very weak Vitality wise, and is almost always near death, your limit break must be either a healing limit break, or a weak limit break. It's not fair if you take your limit break and make it super powerful, and then be able to use it all the time. 3. Use your judgement. Limit Breaks will NOT always be available when in desperation 4. The Limit breaks will still use your elemental attribute that you go into. 5. If you are fighting against another player, you must OK your limit break's effect with them. Be smart when doing this: If the other character is strong, and yours has the Vitality problem, you won't damage them too badly unless they have a weakness. If they're strong, and you're strong too (but obviously not as strong as them at that point), then maybe they can take more than one hit? 6. You may only use a limit break up to three times in one battle. But unless you have a high luck, you cannot use them one after another. Exceptions to this rule may be made if you have a vitality problem. 7. You may not have an instant death Limit break. Nope. If you even try that, either that part will be ignored, or the entire post. It will be up to the discretion of the next writer. However, Limit breaks that remove enemies from battle, or allies from the battle are acceptable, as long as the enemies or allies are not placed in very far away areas (unless its a strong limit break) or are dead. 8. You may gain new limit breaks when: A: You gain enough experience. B: You go into another element. C: You change your class (if ever). D: If you change to a different type of weapon. However, this means that the limit break in question has to be a limit break that needs the specific weapon; thus, it dispels your last limit break from existance until you re-equip that other weapon type. 9. You may combine your limit breaks with other characters, if and ONLY if they give their consent to you. However, this means that you must have information about the limit break you are trying to create. These types of limit breaks can be stronger than usual; but if you make bad combinations, you can actually weaken the limit strengths. Bad combinations are defined by: A: Element B: Character moods and compatability (how well they like each other and can work together) C: Limit break types (Defensive and Offensive limit breaks will usually not create a good combination) D: Status effects - If a character is cursed, blinded, silenced, etc., they may not be able to make a good combination unless the status effect does not affect their limit break's effectiveness. 10. Limit breaks, if you could not already tell, may be magic or physical attacks. It can also be a supportive thing, like a combination of defensive spells, or maybe item creations when two items are mixed together. ----------------- Explanation of the Clans: Clans are probably the MAIN focus, and probably one of the most fun parts of this rpg. Clans decide your species, your belief (perhaps), your kingdom, where you came from, your god/deity/super being (if you have any), and even your character specific abilities! Because of everything it decides, you are allowed to create your very own clan. Just make sure to remember its name, and what its laws are for later on in the rpg; we may be visiting. Be as creative as you would like to be for this part. As for naming the clans.. For example... um... here's a clan name: The Black-Backs Mind you, it doesn't have to be named like this. hmm.. the "black-backs". o.o; Again, you don't have to name it like this. I'm just really bad at creating names for group things like this. ^_^; ------------------- Creating your character: Ah, yes, so you want to create a character. What type of character do you want? Do you want a character who can fight well, and is fast? Or perhaps the magical being with a strong will for spell casting is your forte? Well, with this, you should be able to know how to choose your character, and create him well enough so that he's capable of doing what he's supposed to do. ....so for this part, that means I need a scale for the numbers and stuff... >.c; More thinking for me. Ok.. well it's pretty obvious that EVERYONE will start at level 1, no matter when they join. (Unless it's REALLY far into the rpg.. if it survives that long...)So, no matter what, we'll keep our stats a little low for now. Here's the breakdown of the stats that you will need to supply, and think carefully about. Vitality MP Strength Dexterity Defence Wisdom Spirit Luck Speed Evade Hit % Stamina Vitality - Your hp rating. How high is your health going to be? MP - Your MP. You're magic power. How long you can cast your spells depends on this, since every spell uses some MP. Strength - Your strength. Your raw power, without your weapon. Dexterity - Your ability to use weapons, or just be good with your hands. A higher dexterity also allows for good technique. Defence - Your defensive strength. You well can you withstand physical attacks? Wisdom - Your Magical prowess. How strong is your spell? It all depends on this. Spirit - Your ability to defend against magic. A higher stat will weaken a spell cast on you. Luck - Explained already during the elemental tutorial. Speed - Your fastness. Evade - Your chance of evading characters physical attacks. Hit % - Your chance of not missing against an enemy. If you're blinded, obviously this becomes worthless. Stamina - Your ability to stay up and at 'em. In fact, if you have a high stamina, and you're supposed to be KO'ed, you could probably just grit your teeth and continue. Things to keep in mind when choosing what stats to power up: 1. Defence and Spirit are opposites of Strength and Wisdom. If you have a character that has a high stat in the Defence and Spirit department, your Strength and Wisdom must be lowered to contrast that effect. 2. Evade is also pushed up with your speed rating. A High speed must create a high evade rating. 3. Stamina has nothing to do with Vitality. ^-^; 4. Mp has nothing to do with Wisdom or Spirit. ^-^; 5. If you're creating a character that is supposed to be a warrior of physical types (a swordsman? Or a hunter? Or perhaps a big sweaty guy that wants to choke people to death...), then you must contrast them correctly. A character trained to be proficiant in the arts of physical attacks will probably excel at it; while, at the same time, they'll be horrible with magic. This goes the same for a person that's trained for just the use of magic: They'll be physically weaker, but magically stronger (and perhaps smarter?). Basically, now that I've written that, I've finally decided to just say that the highest stat point possible is 255. ^-^; So, because of that, we start with lower numbers here, like... 14, or 7. etc. Exceptions rise for Hp (vitality) and Mp. Now, here's some examples of balanced characters of different types: A turtle character (a defensive character..): Vitality: 350 Mp: 28 Str: 7 Dex: 5 Def: 16 Wis: 5 Spr: 18 Luck: 12 Speed: 4 Evade: 6 hit %: 97 (out of 255, people..) Stamina: 22 A speed-type character: Vitality: 389 Mp: 34 Str: 10 Dex: 12 Def: 15 Wis: 7 Spr: 7 Luck: 6 Speed: 18 Evade: 22 Hit %: 90 Stamina: 13 A Health-ful character: Vitality: 403 Mp: 48 Str: 7 Dex:8 Def: 10 Wis: 6 Spr: 9 Luck: 34 Speed: 12 Evade: 13 Hit %: 92 Stamina: 19 A Fighter character: Vitality: 435 Mp: 13 Str: 19 Dex: 17 Def: 15 Wis: 5 Spr: 7 Luck: 12 Speed: 14 Evade: 15 Hit %: 104 Stamina: 17 A Magician: Vitality: 306 MP: 78 Str: 6 Dex: 10 Def: 7 Wis: 20 Spr: 24 Luck: 24 Speed: 10 Evade: 13 Hit %: 82 Stamina: 8 See? But the choices are up to you to make. You decide the numbers. Just balance it out between your characters. Please be fair to those who are fair! ^-^ ----------------- ..Just to be sure; this RPG takes place in a wierd time: There is plumbing in existance, houses are well built, and there are villages (but mostly lots of land!); yet there is no electricity, or advanced machinery. That means, no guns, no electric stuff, no explosives, no TNT, no Atom bombs, and no rockets of any kind. Just thought I should make that clear now. ^-^ Edited By Roll on Mar. 24 2004 at 03:06 |
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