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Fantasy The 360 Degree Adventure

Suzumaki Arakai

ロロノア・ゾロ
P L O T


Everything started out like normal, our characters were average teens who go to school, attend club activities, work small part-time jobs, do chores and homework, etc. Each of our characters own a fantasy game called Arugold, in which you create your own character by choosing between the available races and classes, then enjoy all of the crazy adventures and quests given by NPCs. There are dungeons and monsters that looked highly realistic when playing the game. Little did you know that Arugold is actually a planet in another universe, another dimension; and this planets queen was growing irritated due to being depicted as a video-game to other realms. Eventually, Queen Goldstein found a way to use her powers for something other than managing a royal kingdom. She opened up a whole in time and forced as many children (who play Arugold) into the "real" world of Arugold. Now the teens are confused and must find a way through many dangers and challenges in order to make it to the royal kingdom and finally get returned home. Upon being transferred to the new realm, our characters were equipped with the full understanding of the powers in which they used for their chosen character.
 
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R A C E S





B L O O D + E L F




<p><a href="<fileStore.core_Attachment>/monthly_2015_08/57a8c42db6f5b_BloodElf.jpg.f90e09a105413faf554f0402ae0d70b9.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="70894" src="<fileStore.core_Attachment>/monthly_2015_08/57a8c42db6f5b_BloodElf.jpg.f90e09a105413faf554f0402ae0d70b9.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

Blood Elves are tall creatures with glowing, green eyes and long ears in which most people look up to in Arugold. Most Elven blood runs through the veins of everyone inhabiting Arugold, which is why they're the only one's allowed to be royals. Blood Elves have the ability to train in the arts of a Hunter, Warrior, Paladin, Rogue, Mage, Warlock, Priest, and a Monk. The racial mount for this race would be a Hawkstrider, and Blood Elves have their own racial traits; such as:



ARCANE ACUITY


Blood elves possess a preternatural talent for precision and gain a bonus to critical strikes. (+2)





ARCANE TORRENT


Blood elves can disrupt magic, briefly silencing all enemy casters around them and restoring some of their own resources such as mana, energy, and rage depending on their trained class. (+1 Only once during a fight.)





ARCANE AFFINITY


Blood elves are skilled in the mystical arts and receive a skill bonus to enchanting.



MAGIC RESISTANCE


Blood elves have a natural resistance to magic spells. (+1)








N I G H T + E L F




<p><a href="<fileStore.core_Attachment>/monthly_2015_08/57a8c42dd098d_NightElf.jpg.31b1e7bb4ef34547d86a617385c834da.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="70899" src="<fileStore.core_Attachment>/monthly_2015_08/57a8c42dd098d_NightElf.jpg.31b1e7bb4ef34547d86a617385c834da.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

Night Elves are also tall creatures with colored skin, glowing eyes and long ears. Except their eyes glow a bluish white, and their ears are much thicker and longer. Night Elves are usually looked down upon and in the game, they are enemies to Blood Elves, but in the true realm of Arugold, they are allies who fight together in combat, but aren't allowed to be royals. Night Elves have the ability to train in the arts of a Hunter, Priest, Warrior, Monk, Druid, Mage, and a Rogue. Their racial mount is a Nightsaber. They also have their own racial abilities such as:






SHADOWMELD


Slipping into the shadows and waiting for the right moment to strike is second nature to the elusive night elves.





WISP SPIRIT


Fallen night elves assume the form of wisp spirits, which navigate the spirit world much faster than normal spirits. This has to do with one of the perks of Arugold. Queen Goldstein gave each of our characters three lives to survive on, in which when they die, they must find their way back to their body before it fully disappears.



NATURE RESISTANCE


Night elves have a natural resistance to Nature magic. (+1)



QUICKNESS


The nimble night elves have a slight chance to completely avoid being hit by melee and ranged attacks. (+1)



TOUCH OF ELUNE


Night elves are especially attuned to the cycles of the sun and moon and are empowered with a unique benefit at day and night time. (+1)






W O R G E N




<p><a href="<fileStore.core_Attachment>/monthly_2015_08/Worgen.jpg.4386013ecc37f80ec9c20d0840ab6401.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="70903" src="<fileStore.core_Attachment>/monthly_2015_08/Worgen.jpg.4386013ecc37f80ec9c20d0840ab6401.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

Worgen are basically humans with a secondary form in which they tend to stick to. The secondary form being a large wolf/human hybrid...but more wolf. These creatures were once looked down upon and people of Arugold held them captive, treating them as slaves and dogs. (Pun intended) That is, until Queen Goldstein came along and stopped all of the nonsense. These creatures have the ability to train in the arts of a Hunter, Priest, Warlock, Druid, Mage, Rogue, and Warrior. Their racial mount is something called Running Wild, in which they drop down on all fours and call upon their bestial fervor to travel great distances. A Worgen can sprint at speeds rivaling the swiftest horses, nightsabers, and mechanostriders. Their racial traits would be:






RUNNING WILD


Drop to all fours to run as fast as a wild animal. Who needs a mount when you can run?





ABERRATION


The duration of all curses and diseases used against worgen is slightly reduced. (+1)



DARKFLIGHT


Worgen can shift from human to their true form, drastically increasing movement speed for a short time.



TWO FORMS


Worgen can shift into their inactive form.



ALTERED FORM


When not in combat, Worgen can switch between human and worgen form at will. Their worgen form is automatically taken when in combat; they cannot fight in human form.



FLAYER


Worgen claws are extremely sharp and can skin a slain beast rapidly.



VICIOUSNESS


Worgen fight with the ferocity of an apex predator and gain a bonus to critical strikes. (+2)






D R A E N E I




<p><a href="<fileStore.core_Attachment>/monthly_2015_08/Draenei.jpg.983c6c621ad88bad6743b96fb31dc952.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="70908" src="<fileStore.core_Attachment>/monthly_2015_08/Draenei.jpg.983c6c621ad88bad6743b96fb31dc952.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

Draenei are much taller than most creatures in the land of Arugold, their heights rival the Worgen's. The have blue tinted skin, some darker than others, and hooves for feet with long, horse-like legs. Their trained classes can be a Hunter, Paladin, Shaman, Mage, Priest, and Warrior. Their racial mount would be an Elekk, and their traits being:






GIFT OF THE NAARU



The draenei are blessed with a healing ability that can restore their health and that of their allies. (+2 Only once during a fight.)





SHADOW RESISTANCE


Draenei have a natural resistance to Shadow magic. (+1)



HEROIC PRESENCE


Confident and strong, draenei receive a slight bonus to their main stat. (+1)



GEMCUTTING


The talented draenei receive a natural talent to jewelcrafting.






U N D E A D




<p><a href="<fileStore.core_Attachment>/monthly_2015_08/Undead.jpg.498d2e52ea652743deaa1641e46d5928.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="70909" src="<fileStore.core_Attachment>/monthly_2015_08/Undead.jpg.498d2e52ea652743deaa1641e46d5928.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

The Undead are basically walking ghouls in which their flesh can be seen missing from their bodies, bones show and some of them might not even have jaws. The racial mount for an Undead is a Skeletal Horse, and their racial traits being:






WILL OF THE FORSAKEN


The Forsaken can shake off any charm, fear and sleep effects at will. (+1 Only once in a fight.)





SHADOW RESISTANCE


The Forsaken have a natural resistance to Shadow magic. (+1 When fighting against shadow magic)



CANNIBALIZE


One rather grisly means for the Forsaken to replenish their health is by consuming dead bodies.



UNDERWATER BREATHING


The Forsaken’s undead bodies need less air than those of the living, allowing them to hold their breath longer.



TOUCH OF THE GRAVE


The Forsaken can sometimes drain the life from their enemies and use it to repair their own bodies. (+2 Only once in a fight.)






C L A S S E S





W A R R I O R (+8 Spending points)


For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons. Warrior features are:


DEFENSE


Mighty warriors depend on their heavy armor, shields, and battle prowess to defend themselves and ensure enemies don’t focus on their softer-skinned allies.





MELEE DAMAGE


Weapon mastery is a staple of warrior training, and they are capable of delivering high damage with enormous two-handed weapons or by wielding two weapons.





RAGE


As warriors deal or take damage, their rage grows, allowing them to deliver truly crushing attacks in the heat of battle.





STANCES


By changing their stance during battle, warriors can adjust their focus in combat, dealing greater damage, defending more carefully against enemy attacks, or striking a balance between the two.


Warriors equip themselves carefully for combat and engage their enemies head-on, letting attacks glance off their heavy armor. They use diverse combat tactics and a wide variety of weapon types to protect their more vulnerable allies. Warriors must carefully master their rage – the power behind their strongest attacks – in order to maximize their effectiveness in combat.






TYPE


Tank, Melee Damage Dealer





STANDARD BARS


Health, Rage





AVAILABLE ARMOR


Cloth, Leather, Mail, Plate, Shields





AVAILABLE WEAPONS


Daggers, Fist Weapons, One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Staves, Two-Handed Axes, Two-Handed Maces, Two-Handed Swords








P A L A D I N (+10 Spending points)


This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead. Paladin features are:


DEFENSE


Stalwart paladins are trained to use the heaviest armor and shields, and can utilize their skill to ensure that enemies focus on them, defending weaker members of their group.





MELEE DAMAGE


Paladins charge their weapons with holy might, allowing them to deal additional damage with their strikes.





BLESSINGS AND SEALS


As champions of order, paladins are extremely potent in a group – their blessings and seals can improve damage and survivability for both themselves and their party.





HEALING


Paladins’ potent healing abilities can ensure that they and their allies remain in fighting shape.


Paladins stand directly in front of their enemies, relying on heavy armor and healing in order to survive incoming attacks. Whether with massive shields or crushing two-handed weapons, Paladins are able to keep claws and swords from their weaker fellows – or they use healing magic to ensure that they remain on their feet.






TYPE


Tank, Healer, Melee Damage Dealer





STANDARD BARS


Health, Mana





AVAILABLE ARMOR


Cloth, Mail, Leather, Plate, Shields





AVAILABLE WEAPONS


One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Two-Handed Axes, Two-Handed Maces, Two-Handed Swords








H U N T E R (+9 Spending points)


From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies. Hunter features are:


PETS


Hunters tame the beasts of the wild, and those beasts serve in return by assaulting their enemies and shielding them from harm.





RANGED DAMAGE


Whether wielding bows, guns, or crossbows, hunters are deadly with ranged weapons. They are capable of dishing out consistently high damage.





TRAPS


Hunters are consummate survivalists, able to set traps to burn, freeze, and disable potential prey.





SOLOING


Thanks to their pets and damage output, hunters are effective at completing quests and leveling quickly, even when they’re alone.


Hunters battle their foes at a distance, commanding their pets to attack while they nock their arrows and fire their guns. Though their missile weapons are effective at short and long ranges, hunters are also highly mobile. They can evade or restrain their foes to control the arena of battle.






TYPE


Ranged Physical Damage Dealer





STANDARD BARS


Health, Focus





AVAILABLE ARMOR


Cloth, Leather, Mail





AVAILABLE WEAPONS


Bows, Crossbows, Guns








R O G U E (+10 Spending points)


For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics. Lethal assassins and masters of stealth, they will approach their marks from behind, piercing a vital organ and vanishing into the shadows before the victim hits the ground. Rogue features are:


STEALTH


Rogues sneak about the battlefield, hiding from enemies and delivering surprise attacks to the unwary when opportunity arises.





MELEE DAMAGE


By coating their dual-wielded blades with deadly poisons, rogues can deliver catastrophic damage to their targets.





EVASION


When endangered, rogues have many tools at their disposal to avoid their enemies’ gaze and, if necessary, their attacks.





COMBOS


By planning and combining successive melee attacks, rogues can build up combo points that allow them to deliver devastating finishing blows in combat.


Rogues often initiate combat with a surprise attack from the shadows, leading with vicious melee strikes. When in protracted battles, they utilize a successive combination of carefully chosen attacks to soften the enemy up for a killing blow. Rogues must take special care when selecting targets so that their combo attacks are not wasted, and they must be conscious of when to hide or flee if a battle turns against them.






TYPE


Melee Damage Dealer


STANDARD BARS


Health, Energy


AVAILABLE ARMOR


Cloth, Leather


AVAILABLE WEAPONS


Daggers, Fist Weapons, One-Handed Axes, One-Handed Maces, One-Handed Swords





P R I E S T (+12 Spending points)


Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders. Priest features are:


HEALING


Priests utilize their holy powers to restore their health and that of their comrades.





RANGED DAMAGE


Priestly Shadow magic can deliver great amounts of immediate damage, or wracking pains that punish foes over longer periods of time.





POWER WORDS


By calling on mystic shielding and holy empowerment, priests can prevent incoming damage and improve their defenses and those of their allies.





MIND CONTROL


Priests’ connection with the minds and spirits of living beings allows them to control and manipulate others.


Priests use powerful healing magic to fortify themselves and their allies. They also wield powerful offensive spells from a distance, but can be overwhelmed by enemies due to their physical frailty and minimal armor. Experienced priests carefully balance the use of their offensive powers when tasked with keeping their party alive.






TYPE


Healer, Ranged Magic Damage Dealer



STANDARD BARS


Health, Mana



AVAILABLE ARMOR


Cloth



AVAILABLE WEAPONS


Daggers, One-Handed Maces, Staves, Wands






S H A M A N (+10 Spending points)


Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them. Shaman features are:



HEALING


By calling on their spiritual power, shaman can restore health to injured allies.



MELEE DAMAGE


Shaman enhance their weapons with elemental effects, empowering their blows with the power of fire, wind, or ice.



RANGED DAMAGE


The elemental force of the shaman can be used to damage enemies from afar with lightning strikes, earthquakes, and lava bursts.



TOTEMS


Shaman can choose to deploy a wide array of different totems, each providing allies with a unique effect, including improved restoration, greater damage, faster attacks, and more.



During combat, shaman place damaging and controlling totems on the ground to maximize their effectiveness while hindering their enemies. Shaman are versatile enough to battle foes up close or at range, but wise shaman choose their avenue of attack based on their enemies’ strengths and weaknesses.



TYPE


Healer, Ranged Magic Damage Dealer, Melee Damage Dealer



STANDARD BARS


Health, Mana



AVAILABLE ARMOR


Cloth, Leather, Mail, Shields



AVAILABLE WEAPONS


Daggers, Fist Weapons, One-Handed Axes, One-Handed Maces, Staves, Two-Handed Axes, Two-Handed Maces






M A G E (+11 Spending points)


Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze. Mage features are:





RANGED DAMAGE


Mages can expend mana in order to deal high amounts of damage with amazing speed, though they must be wary of exhausting themselves.





AREA OF EFFECT SPELLS


By calling upon sheets of ice, columns of flame, and waves of arcane power, mages can effectively attack multiple foes at the same time.





CONTROL


A mage has many options for controlling the battlefield, from freezing enemies in place to transforming them into helpless critters.





TELEPORTATION


Mages possess the ability to transport themselves and their allies between cities and can summon replenishing food and water.


Mages demolish their foes with arcane incantations. Although they wield powerful offensive spells, mages are fragile and lightly armored, making them particularly vulnerable to close-range attacks. Wise mages make careful use of their spells to keep their foes at a distance or hold them in place.






TYPE


Ranged Magic Damage Dealer



STANDARD BARS


Health, Mana



AVAILABLE ARMOR


Cloth



AVAILABLE WEAPONS


Wands, Daggers, One-Handed Swords, Staves






W A R L O C K (+9 Spending points)


In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way. Warlock features are:





PETS


Warlocks bind demons to their will; these infernal denizens defend their masters with their lives or rain death upon their enemies.





SUMMONING


Warlocks are adept at summoning their allies to their presence, whether said allies are other heroes or bloodthirsty demons.





RANGED DAMAGE


Warlocks deliver fire and shadow damage with their spells, and they’re able to hurt others both instantly and with ongoing afflictions.





DEMONIC RESOURCES


Warlocks make use of burning embers, demonic fury or soul shards to empower their own spells, making them swifter or more deadly.


Warlocks burn and destroy weakened foes with a combination of crippling illnesses and dark magic. While their demon pets protect and enhance them, warlocks strike at their enemies from a distance. As physically weak spellcasters bereft of heavy armor, cunning warlocks allow their minions to take the brunt of enemy attacks in order to save their own skin.






TYPE


Ranged Magic Damage Dealer



STANDARD BARS


Health, Mana



AVAILABLE ARMOR


Cloth



AVAILABLE WEAPONS


Daggers, One-Handed Swords, Staves, Wands






M O N K (+5 Spending points)


Masters of bare-handed combat, monks never rely solely on the need to have a weapon in their hands to defend against their enemies. Although most widely known to the outside world for their fearsome jabs and flying kicks, they refuse to limit themselves to a single method of combat. Many monks prefer instead to “soak it up” and seem to revel in the intoxicating effect of absorbing blow after blow while their companions press the attack. Other monks specialize in calling upon the restorative power of the mists to balance the good and bad energy within people, returning them to good health and fortune. Monk features are:



CHI


All monks harness their potent "chi" energy to enhance their abilities or deliver devastating attacks to their foes.



ENERGY OR MANA


Both the stalwart Brewmaster and the fierce Windwalker utilize energy as their primary resource, while the steady Mistweaver relies on the use of mana.



FIGHTING STYLE


By changing the type of weapon being wielded, the Monk changes the behavior of certain attacks, perhaps causing them to attack faster or inflict more damage.



VERSATILITY


Monks are a true hybrid class, able to serve equally well as tank, healer, or melee-damage dealer.



Whatever their combat role, monks rely mainly on their hands and feet to do the talking, and on strong connection with their inner chi to power their abilities. Abilities such as Expel Harm and Chi Wave both heal their allies while at the same time damaging their enemies.



TYPE


Tank, Healer, Melee Damage Dealer



STANDARD BARS


Health, Chi, Energy, Mana



AVAILABLE ARMOR


Cloth, Leather



AVAILABLE WEAPONS


Fist Weapons, One-Handed Axes, One-Handed Maces, One-Handed Swords, Polearms, Staves






D R U I D (+10 Spending points)


Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. Druids can also direct this power to heal wounds and restore life to fallen allies. They are deeply in tune with the animal spirits of Arugold. As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, storm crow, or sea lion with ease. This flexibility allows them to fill different roles during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next. Druid features are:


VERSATILITY


Druids’ changing forms let them assume different roles and focus on either tanking, healing, or damage. They can also shapeshift to travel faster on land, sea, and air.





HEALING


By calling upon the powers of nature, druids are able to swiftly restore health to their injured allies.





DEFENSE


When shapeshifted into their bear form, druids possess a thick skin and imposing presence that makes them ideal front-line protectors of weaker party members.





MELEE AND RANGED DAMAGE


Druids can take on the form of a savage cat in order to claw and bite their enemies up close, or that of a wild moonkin to blast enemies from afar.


Druids are versatile combatants, in that they can fulfill nearly every role – healing, tanking, and damage dealing. It’s critical that druids tailor the form they choose to the situation, as each form bears a specific purpose.






TYPE


Tank, Healer, Ranged Magic Damage Dealer, Melee Damage Dealer



STANDARD BARS


Health, Mana, Rage, Energy



AVAILABLE ARMOR


Cloth, Leather



AVAILABLE WEAPONS


Daggers, Fist Weapons, One-Handed Maces, Polearms, Staves, Two-Handed Maces










 

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