Pandacorn
Just a potato with legs
I am just going to lay everything bare right here and right now. Sorry if it seems overwhelming. I just have so many questions and UGH. I needs all the helps.
Here is what I have created for the roleplay, so far:
• Is this enough to post for an Interest check and Overview?
• What does a Co-GM do? Are they just someone who keeps the GM on task, so that the GM does not turn out to be the one who lets the RP die? Are they there to bounce ideas off of, and help with the expansion of the world? If so, I probably need one.
• I am having trouble creating the character sheet. Not the coding, actually, I am horrendous at coding, I need help with that too, but later. I am conflicted on what to add to the sheet. The basics of course. Since the characters are supposed to be students who are graduating soon, they all know each other from years of school together. I understand that some roleplayers are turned off by writing histories and personalities. Personally, I love them. I was thinking that maybe I should have the roleplayers write only the very basic of both. The essentials that their peers are expected to know. Then, in private after the characters are established, they can plot relationships together. Giving each other more details on their character. Does that sound reasonable?
• Are relationship threads a thing here?
• I am so sorry this is so ugly and disorganized! Cries
• Someone should probably look over my coding and fix those two weird little white lines under the first accordion thingy. AND put the rules under a little accordion.
• Are my rules easy to understand? Am I asking too much? Did they sound harsh? I always feel like people perceive me as austere over the internet. I swear I am not. I am the most skittish 16 yr old in real life.
• I need help fleshing out the combat system since there is going to be a lot of fighting. There will not be a lot of fighting each other, but common enemies. Unless of course, your characters just can not stand each other. I was thinking about doing collaborated posts. I have no idea about the dice system.
• Is asking for a mainly even gender ratio, asking for a lot? Does it sound rude? I mean I do not really need it I guess. I could totally deal with a group of 15 girls going to war. That reminds me of an anime.
• I feel like I need to establish the plot in a more concrete manner. I have a few ideas for the direction of the roleplay, but I am not totally sure.
• Should a GM finalize everything about said universe that they have created and put it all in the thread in the beginning? Like, all of the NPCs, settings, lore, etc... Would that make it easier for the roleplayers? Should I sprinkle it in over the course of the roleplay?
• I definitely had more questions. I just can not remember them at the moment.
• If I label my roleplay as Detailed, what is the criteria I should be looking for in an average post? 'Cause I have seen an awful lot of posts of various levels in so called, Detailed, roleplays.
• Is it wrong to reject someone based on their writing ability and quality if you feel like they will bring down the rest of the roleplay? Or, was it rude of them to join when they know they are not up to par? I remember that when I was just beginning to roleplay I used to be terrified to join roleplays for that exact reason, maybe it was just me. Should they be able to join, and work to increase their abilities during the roleplay?
Here is what I have created for the roleplay, so far:
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Beasts of Our Own Creation
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Hunters are tasked with protecting our world from the constant threat of Daemons they are considered super-powered, something of a commodity among normal humans, but still a minority in the bigger picture. Where Daemons hail from is unknown, and for the most part their plans for humanity are yet to be revealed as they continue to threaten our livelihood. Some centuries ago, an Academy was established in the utopia known as Anthemia, a titanic, technological metropolis that is seen as the very pinnacle of human achievement, this academy would cater to the humans who have found themselves imbued with the energy known as magic, or skilled in physical combat. As time moved forward, and the Daemons grew in strength with their presence, warriors were needed more than ever. After the fall of the great metropolis known as Aeralis some years ago, a child wanting to become a Hunter was the norm. Despite all of our differences, there was one thing humanity would unite together for; the prevention of our own extinction.
Though, you can't always trust the ways in which leaders decide to be rid of a problem, especially not something as complex as Daemons. Hunters are seemingly manipulated into believing that the that the leaders of their cities are simply putting their best interests forth, of course tantalizing information and classified secrets seem abound, and as Hunters turn more and more into pawns of their supposedly trustworthy generals and politicians, it becomes evident that things are not always what they appear to be. You are a young student of Anthemia, no matter your skills you will be taken on a journey far beyond that of the pristine school grounds.
no slide no slide no slide no slide
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Planet of Kreonia
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Available Classes
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Hunter Classes
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PRIMARY CLASS
Slayers use physical prowess when it comes to their natural abilities
They can use nearly any weapon, but sacrifice this for the ability to cast energy or elemental magicks like Exorcists do, though they can cast the magicks associated with the secondary classes. The variety of weapons that Slayers are capable of using is enormous and constantly growing year by year, day by day. From swords, to spears, to bow and arrows, to automatic weapons, Slayers use whatever weapon convenient to get the job done. They outnumber the rest of the primary classes by far, since it is the easiest to be trained in. Most Slayers are bonded to one specific weapon for the rest of their lives, and when it comes to defending their cities, they are usually at the front lines. They are typically physically overwhelming in comparison to the other primaries, and even if it is technically the easiest to be trained in, it takes the longest to become a master in the field and recognized. Slayers are comprised of all types of archetypes of combatant. Snipers, rouges, swordsmen, mercenary, martial artists, and long rangers. Anyone who uses a weapon is welcome here. -
PRIMARYCLASS
Exorcists are what some may call mages, they are naturally imbued with the ability to use magicks . Exorcist Magick is split between elemental, and basic energy attacks, the elements that most mages are able to utilize are Water, Fire, Air, and Earth, although some people depending on where they are from are more adept in certain elements than others (refer to the previous section). Energy on the other hand is much more difficult to master as it requires using energy captured from the soul, and it is far more exhausting than elemental magic. Usually energy can be used as a Projectile or 'bolted' towards the target, it can also protect the user as well. Exorcists may use staffs, runes, and tomes to cast spells that require energy that is far beyond what their mortal bodies can handle, in fact those items are typically used by master exorcists. Magic is a difficult class to get into, yet it is the second highest registered class at the Academy. Mastery takes decades, though most stop at some point before being required to use a staff or anything. They are usually on par with the Slayers as far as power goes, and there happens to be a large competitive streak between the two groups in the school's history. -
PRIMARY CLASS
Medics are exactly how they sound, technically a sub-division of Magic, the field became large enough to become a Primary as it is an essential part to any team, unfortunately it is sometimes not seen that way, as Medics only have one way to defend themselves, Holy Magic. Holy magic is known to repel Daemons and protect others, though it is rather defensive and has little application as an offense power. Other than this, their magic or abilities, allow them to heal others, and to cast shields around the area. Most Medics start out only being able to heal minor wounds, while high level Medics are able to regenerate entire limbs, and cure deadly diseases and poisons. They can even remove hexes and curses placed on individuals. The Medic class is often an unappreciated class due to it's important yet often ignored defensive capabilities. It is the least registered primary in the Academy, but even if young, naive students believe that their is no worth in the Medic class, there is always prominent Medics of note to disprove such notions. -
SECONDARY CLASS
Scholars are those who are especially gifted with Intelligence and have the ability to hack, control, and create technology of any kind. There are typically the innovators of their Classes, creating new weapons for the other classes to utilize. Not to mention their most important asset: intelligence; they make up some of the greatest tacticians of all time, and are usually the ones planning their group's next attack. They have the power of Technomancy under their fingertips, a specialized type of magic that allows them to control machinery, and electrical currents. As a secondary class it can boost the powers of any primary exponentially like any of the secondaries. They are most likely to end up in political positions in the Anthemian Government, and most of the recent valedictorians of the Academy have had their secondary as a Scholar. -
SECONDARY CLASS
Mediums are those that use magic to access their mental fortitudes. Mediums use the powers of telepathy, clairvoyance, precognition, possession, psychometry, illusions, and the underdeveloped and weak force of Telekinesis. In addition to this, Mediums specialize in the magic field of Curses which includes Hexes, Charms, Potions, and Poisons. Which in a sense, makes Mediums somewhat in opposition to Medics (Although one can easily be both a Medic and a Medium), these students are usually skilled at either being stealthy or used as easy communication. They also provide quite a unique flavor to teams by having rather advanced analytic and critical thinking skills with their mental powers, at the same time being offensive with their Curse Magic. Telekinesis on the other hand is a rather underdeveloped and obscure power that is not magic, but is procured from the energies abound in and around the human soul, unfortunately, it is quite weak and the most talented user can only really levitate a few items at a time, and push others only a few feet away from them. Most people avoid it due to it being such a mental strain on the body that one may find themselves unconscious, or in the worst cases in a coma. Students with Mediums as their secondaries usually become detectives in the city , it is quite popular among the students anyways. Anyone with this secondary is as skilled as any, even if it may be considered the weaker of the 3 secondaries. Regardless, it's uses are easily seen and understood by many. -
SECONDARY CLASS
Summoners are a relatively new branch of magic, the explanations as to how they can summon the beings known as Fae is a bit long for this brief description, what is generally known is that Fae come from a different dimension from us humans, and that they have willingly given permission for us to use them as companions. Summoners use tomes, scrolls, parchments and staffs to summon what they call their Familiars. Usually familiars are passed down in the family from the offspring of another Familiar meaning that this secondary class is mainly bonded to lineage. The Fae's physical appearances can range from humanoid, beastly, monster-like, and even otherworldly (basically anything), Their sizes also vary greatly, but when first paired with their masters they are always miniature in stature, and naturally grow as their master's power does. The Fae are usually not contained in written form and are usually right by the side of their masters, as such a simple thing doesn't siphon any energy from the Summoner. Summoning is more of a lineage based ability as summoners usually receive their Fae from the offspring of a Fae that belonged to one of their ancestors or even immediate family. The master and the Fae are typically life long allies, as long as the master treats their Fae with respect. As the master grows in power so does the Fae, and their sizes range greatly as they grow, some are reported to be as large as skyscrapers and mountains, but those Fae were most likely under the control of an experienced master. Most summoners go their entire lives with only three Fae under their control, but there are legends of some having far more than that. Any intermediate Summoner has at least two for reference. Summoners also have the unique magic known as Conjuring, which allows them to summon blades and shields shaped out of pure magical energy in case they find themselves in a situation where they can no longer use their Fae.
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Rules
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• Hope you got the gist of it! Some important things, when you make a character and you start to choose their weapons, familiars, and magick, a Primary class is what your character is mainly talented in, while a secondary is something to add on top of it. Instead of the two being completely separate entities, So you can have a Medic as your Primary, but your Secondary as a Summoner. You can mix and match all of these to create a balance or specialize your character and choose only one. Choosing only one Primary, or one Secondary to specialize in is usually a marker for someone who wants to be focused, or just isn't adept enough at other classes. It's really all at your discretion when it comes to creation.
• I kept some things vague for the sake of plot, also the locations used above for the world of Kreonia will expand as the plot goes on to give you a hint as to what might happen.
• I'm looking for literate players, people who can write at least a paragraph, and has some decent grammar.
• Of course, we can't forget one of the golden rules of roleplaying. No Metagaming, Powerplaying, or Godmodding (Only I can really do that, but only for plot purposes.). Also if someone's character is going to be killed by your(s) please ask the owner's permission.
• The other golden rule is that I will not be accepting overpowered characters of any kind, though mind you that our characters will likely be more powerful than any normal students, though I welcome those who decide to handicap their characters in some way.
• The age limit will be set at 18-20 for our characters since we're of the graduating class.
• Romance, rivalries, allying and the like are greatly encouraged, and I hope this is frequent enough to spice up the roleplay. I might open a relationship sheet thread if there is interest. Is that a thing on this website?
• Players are only allowed to have a maximum of 3 characters. I don't think that will be the norm though.
• Let's try to keep the gender ratios at least somewhat even, not so good to have this be filled with one gender and lacking in the other.
• Later on, we will be collaborating on posts together. Mainly during the battle scenes and and such, but I am not against collaboration on other posts as well.
• Reservations for characters should note the gender of the character and their Class type, it's not required that you announce or reserve anything but if you want to let others know what you're going for it is suggested.
• Please, if you choose to join, try to have some dedication to what we're doing here, if you cannot continue, please alert me and don't settle on being absent or just plain unresponsive, if I send you a message asking you where you've been or if you plan to post or finish your character(s), and you do not answer, I WILL kick your character(s) from the roleplay. I'd suggest that taking one character is preferable, since two might be detrimental to the plot of this roleplay if you decide to leave.
• Most of all, enjoy yourself, this is a roleplay, relax, take it easy, and remember that you do this for fun! I only ask that you post at least twice a week especially if your presence is needed plot wise.
• Is this enough to post for an Interest check and Overview?
• What does a Co-GM do? Are they just someone who keeps the GM on task, so that the GM does not turn out to be the one who lets the RP die? Are they there to bounce ideas off of, and help with the expansion of the world? If so, I probably need one.
• I am having trouble creating the character sheet. Not the coding, actually, I am horrendous at coding, I need help with that too, but later. I am conflicted on what to add to the sheet. The basics of course. Since the characters are supposed to be students who are graduating soon, they all know each other from years of school together. I understand that some roleplayers are turned off by writing histories and personalities. Personally, I love them. I was thinking that maybe I should have the roleplayers write only the very basic of both. The essentials that their peers are expected to know. Then, in private after the characters are established, they can plot relationships together. Giving each other more details on their character. Does that sound reasonable?
• Are relationship threads a thing here?
• I am so sorry this is so ugly and disorganized! Cries
• Someone should probably look over my coding and fix those two weird little white lines under the first accordion thingy. AND put the rules under a little accordion.
• Are my rules easy to understand? Am I asking too much? Did they sound harsh? I always feel like people perceive me as austere over the internet. I swear I am not. I am the most skittish 16 yr old in real life.
• I need help fleshing out the combat system since there is going to be a lot of fighting. There will not be a lot of fighting each other, but common enemies. Unless of course, your characters just can not stand each other. I was thinking about doing collaborated posts. I have no idea about the dice system.
• Is asking for a mainly even gender ratio, asking for a lot? Does it sound rude? I mean I do not really need it I guess. I could totally deal with a group of 15 girls going to war. That reminds me of an anime.
• I feel like I need to establish the plot in a more concrete manner. I have a few ideas for the direction of the roleplay, but I am not totally sure.
• Should a GM finalize everything about said universe that they have created and put it all in the thread in the beginning? Like, all of the NPCs, settings, lore, etc... Would that make it easier for the roleplayers? Should I sprinkle it in over the course of the roleplay?
• I definitely had more questions. I just can not remember them at the moment.
• If I label my roleplay as Detailed, what is the criteria I should be looking for in an average post? 'Cause I have seen an awful lot of posts of various levels in so called, Detailed, roleplays.
• Is it wrong to reject someone based on their writing ability and quality if you feel like they will bring down the rest of the roleplay? Or, was it rude of them to join when they know they are not up to par? I remember that when I was just beginning to roleplay I used to be terrified to join roleplays for that exact reason, maybe it was just me. Should they be able to join, and work to increase their abilities during the roleplay?
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