MythyDW
Five Thousand Club
Mythy here with another RP idea!
Ask questions if you want to know more, or are unsure about something
Premise: In the future of Deretor, the four kingdoms have become one large community, beset on all sides by mosters and other evils. The players will be sent as pioneers and adventurers to venture out and create a second homestead, to try and reclaim the world. The grandmasters will be in touch as you explore, build and hopefully thrive.
Things to Know:
Races
Humans - Are human. Not much to say. Age range: 19-45
Drakes - Humanoid dragon-esque beings with Large draconic wings, a scaled body, large reptilian tail, Slit pupiled eyes, claws, and Draconic horns on head. They have not changed much since ancient Deretor. They have lost their wilder abilities, due to the influx of technology, but their breath abilities are as strong as ever, the domain of which still depending on scale color:
Red - Fire
Blue - Water
Silver-Cyan - Ice and Frost
Green - Air / Wind
Yellow - Lightning
Black - Shadows & Darkness
Purple - Acid & Poison
Orange - Animal / Plant
Beige / Light Brown - Earth / Stone
White - Body / Spirit [Healing]
Age Range: 25-125
Kit 1-5
Drakeling 6 -15
Juvenile 16-25
Young Adult 25-100
Adult 100-150
Elder 150~250
Cybers - A race of humanoids descended from the Fey of ancient Deretor. The many different types of Fey have coalesced into one cyber. They have pointed ears and glowing eyes, averaging taller and leaner than most humans. They have kept their close bond to nature, pioneering the natural powers of Technomancy. Age Range: 19 - 45
Full-Blood --> Half-Breed
Cyber-Children (Cyber+ Human)
Pointed ears, Glowing eyes --> Human ears, glowing eyes.
Drake-Kin (Drake + Human)
Fully Scaled --> Scaled arms and legs
Large Reptilian Tail --> No tail
Fully Functional Wings --> Smaller Wings that can Glide
Elemental Breath --> No Breath
Half-Cyber Drakes
Glowing Eyes
Scale color determined by Drake Parent
Tail, Small vestigial wings
Breath Ability (Strengthened)
Classes
There are no “classes” as you may think of them from normal RPGs. Your class is a mixture of your station, how you fight or act, ETC. So, you can come up with something you know, or something new.
Equipment
Most medieval and fantasy type weapons, but scienced. You will begin with relatively weak weapons and armor. Also, there are mechs. Because mechs.
Magick
There are two types of "magick": Technomancy and Magitek.
Technomancy
Technomancers use focuses to bring in natural energies, and release them in projectiles and other forms. Each focus is attuned to one affinity, and each technomancer is attuned to one focus crystal. The focus crystal is the essence of technomancy, and can be transferred between focuses.
Types of Technomancy
Pyromancy [Fire, Lava]
Cryomancy [Cold, Ice]
Geomancy [Earth, Stone]
Hydromancy [Water]
Aeromancy [Wind, Air]
Astromancy [Void, Stars]
Electromancy [Lightning]
Solarmancy [Light, Plasma]
Kinesis [Gravity, Force]
Plantae [Plants]
MAGITEK
Magtek is the melding of mechanism and mystical. It is not used by people, but rather their equipment.. A sword that can split and fire a blast of plasma has been created by a Magi-Tech. All respectable battle-mechs, weapons and armors have been brought to a Magi-Tech's workshop at least once in their lifetime, if not built there. The mechanical is grand, but the mystical grants it the power it needs combat the dark.
OTHER THINGS:
Rewards will be given in the form of money, and possibly legendary items. You can use the money to buy new items. You will also gain traits and personal upgrades at the end of each mission.
Money:
Credits
Mechanics
I am planning on a story/logic-driven RP. During all direct combat scenarios and actions against the enemy will have overall structure from me but the details will be up to the players (i.e. I'll write something like "you can kill three guys, or two and strike at the mini boss" or the such, and allow the player to improvise how he kills them). If players would like to take some sort of direct action not offered, simply run it through me in PM or on this thread and I'll give you the possible results of that action. Wounds will work the same way in my other RP, with light, medium and heavy.
In addition, [Elites ; Minibosses ; Bosses ; Superbosses ] Are all enemies that you must post strikes for, rather than outright killing them.
Light wounds are superficial, they won't affect a character's ability, but the player must acknowledge that they occur during the post. Players may also have the liberty of doing this on their own, though during some situation I will require this to happen to characters. Medium wounds will affect the combat capability of a character, either through a disability that prevents using certain equipment or just a decrease in effectiveness. Heavy wounds completely incapacitates the character; he becomes vulnerable to an execution move by an enemy if not aided by a comrade.
POSTING
I will ask that people post at least once a day. I would personally prefer more, but I realize that RL and timezones prohibit that in plenty of cases. I will post a full moving update once a day. In addition, I will post more often during downtime (Probably once two or three people post) in order to allow some greater character development. In combat, unless it will cause problems at that time, I will post a combat group update once the entire group posts, or a good amount of time has passed.
OTHER
This RP I hope will involve a player leader, love interest, apprentices, children, and a homestead, all through multiple generations. The choices made by the players will influence both the present and the future.
Again, if you have any questions, comments or suggestions, let me know
Character Sheet (I will need to approve)
Name:
Gender:
Race:
Class:
Equipment:
Looks:
Personality:
History:
Premise: In the future of Deretor, the four kingdoms have become one large community, beset on all sides by mosters and other evils. The players will be sent as pioneers and adventurers to venture out and create a second homestead, to try and reclaim the world. The grandmasters will be in touch as you explore, build and hopefully thrive.
Things to Know:
Races
Humans - Are human. Not much to say. Age range: 19-45
Drakes - Humanoid dragon-esque beings with Large draconic wings, a scaled body, large reptilian tail, Slit pupiled eyes, claws, and Draconic horns on head. They have not changed much since ancient Deretor. They have lost their wilder abilities, due to the influx of technology, but their breath abilities are as strong as ever, the domain of which still depending on scale color:
Red - Fire
Blue - Water
Silver-Cyan - Ice and Frost
Green - Air / Wind
Yellow - Lightning
Black - Shadows & Darkness
Purple - Acid & Poison
Orange - Animal / Plant
Beige / Light Brown - Earth / Stone
White - Body / Spirit [Healing]
Age Range: 25-125
Kit 1-5
Drakeling 6 -15
Juvenile 16-25
Young Adult 25-100
Adult 100-150
Elder 150~250
Cybers - A race of humanoids descended from the Fey of ancient Deretor. The many different types of Fey have coalesced into one cyber. They have pointed ears and glowing eyes, averaging taller and leaner than most humans. They have kept their close bond to nature, pioneering the natural powers of Technomancy. Age Range: 19 - 45
Full-Blood --> Half-Breed
Cyber-Children (Cyber+ Human)
Pointed ears, Glowing eyes --> Human ears, glowing eyes.
Drake-Kin (Drake + Human)
Fully Scaled --> Scaled arms and legs
Large Reptilian Tail --> No tail
Fully Functional Wings --> Smaller Wings that can Glide
Elemental Breath --> No Breath
Half-Cyber Drakes
Glowing Eyes
Scale color determined by Drake Parent
Tail, Small vestigial wings
Breath Ability (Strengthened)
Classes
There are no “classes” as you may think of them from normal RPGs. Your class is a mixture of your station, how you fight or act, ETC. So, you can come up with something you know, or something new.
Equipment
Most medieval and fantasy type weapons, but scienced. You will begin with relatively weak weapons and armor. Also, there are mechs. Because mechs.
Magick
There are two types of "magick": Technomancy and Magitek.
Technomancy
Technomancers use focuses to bring in natural energies, and release them in projectiles and other forms. Each focus is attuned to one affinity, and each technomancer is attuned to one focus crystal. The focus crystal is the essence of technomancy, and can be transferred between focuses.
Types of Technomancy
Pyromancy [Fire, Lava]
Cryomancy [Cold, Ice]
Geomancy [Earth, Stone]
Hydromancy [Water]
Aeromancy [Wind, Air]
Astromancy [Void, Stars]
Electromancy [Lightning]
Solarmancy [Light, Plasma]
Kinesis [Gravity, Force]
Plantae [Plants]
MAGITEK
Magtek is the melding of mechanism and mystical. It is not used by people, but rather their equipment.. A sword that can split and fire a blast of plasma has been created by a Magi-Tech. All respectable battle-mechs, weapons and armors have been brought to a Magi-Tech's workshop at least once in their lifetime, if not built there. The mechanical is grand, but the mystical grants it the power it needs combat the dark.
OTHER THINGS:
Rewards will be given in the form of money, and possibly legendary items. You can use the money to buy new items. You will also gain traits and personal upgrades at the end of each mission.
Money:
Credits
Mechanics
I am planning on a story/logic-driven RP. During all direct combat scenarios and actions against the enemy will have overall structure from me but the details will be up to the players (i.e. I'll write something like "you can kill three guys, or two and strike at the mini boss" or the such, and allow the player to improvise how he kills them). If players would like to take some sort of direct action not offered, simply run it through me in PM or on this thread and I'll give you the possible results of that action. Wounds will work the same way in my other RP, with light, medium and heavy.
In addition, [Elites ; Minibosses ; Bosses ; Superbosses ] Are all enemies that you must post strikes for, rather than outright killing them.
Light wounds are superficial, they won't affect a character's ability, but the player must acknowledge that they occur during the post. Players may also have the liberty of doing this on their own, though during some situation I will require this to happen to characters. Medium wounds will affect the combat capability of a character, either through a disability that prevents using certain equipment or just a decrease in effectiveness. Heavy wounds completely incapacitates the character; he becomes vulnerable to an execution move by an enemy if not aided by a comrade.
POSTING
I will ask that people post at least once a day. I would personally prefer more, but I realize that RL and timezones prohibit that in plenty of cases. I will post a full moving update once a day. In addition, I will post more often during downtime (Probably once two or three people post) in order to allow some greater character development. In combat, unless it will cause problems at that time, I will post a combat group update once the entire group posts, or a good amount of time has passed.
OTHER
This RP I hope will involve a player leader, love interest, apprentices, children, and a homestead, all through multiple generations. The choices made by the players will influence both the present and the future.
Again, if you have any questions, comments or suggestions, let me know
Character Sheet (I will need to approve)
Name:
Gender:
Race:
Class:
Equipment:
Looks:
Personality:
History: