Thanny
The Destined Undestined
((Sign-ups are locked for the moment to those who were not previously invited off-site. Sorry, though keep your eyes peeled for an update in this department.))
((Public Announcement: The Haven is now closed until further notice. Thank you for the entertainment and storytelling, all, *bows*. It was a blast while it lasted.))
Intro:
Hi, everyone. Vaude here with a new old roleplay that I hope everyone will enjoy. Yes, I am talking about The Haven. There will be giants! There will be swashbuckling! There will be romance! Chiefly, however, there will be cooperation. Welcome to The Haven Redux.
This roleplay takes place as two partitions: within a safe haven and within a multitude of worlds. Inside the safe haven, you can discuss things with your fellows, test your unique strengths in arena matches, and purchase a myriad of things to customise your character. While wandering the multi-universal worlds, you combat creatures both sentient and animal with your fellows, advance the plot, go on spirit quests, and gain relics and items to improve upon your abilities, weapons, and other stuff.
Your purpose is unknown, but staying inside the safe haven without doing anything for too long (exactly three weeks) causes you to disappear. With every disappearance, however, there is a new appearance. Another unlucky, or lucky, person is brought to this safe haven, again with unique abilities that can help his or her comrades. The minimum number of occupants seems to settle at fifty individuals to fill the fifty living quarters. Additional Haven members were brought in every now and again as general exceptions, requested to be here for their unique skill sets and qualities.
You must fight, or at the very least assist, to survive. You are given food, shelter, robotic assistants, and ample time to be the best you can be, improving yourselves and others, but you must prove useful to your community or risk being removed. Three weeks is your allotted time before you must visit the many worlds that lay outside the gate to this sanctuary.
A job board will be provided in this RP to give people adventures and, thus, fun. They are rated along the following tier system from lowest and least difficult to highest and most difficult: Bronze (1-3 points), Silver (4-6), Gold (7-8), Platinum (9-11), Diamond (12-15), and Alexandrium (16+). Go as a group for the more difficult tiers, unless you like a challenge. Your imagination is the only limit when fighting enemies. Be as powerful as you'd like.
Points go like this: 1 point for a player in Bronze class, 2 points for a player in Silver class, 3 points for Gold class, and so on all the way to 6 points for Alexandrium class. These values denote known skill in combat, medicinal, or supportive roles. These classes and points do not mean much except as kudos for doing a good job. The point count for the job board shows the recommended number of points -- or people -- for that quest. If somebody chooses the Dragon Quest, a Gold-tier quest, and attempts to solo it, keep in mind that you might be biting off more than you can chew.
This is a new addition to the field: divine intervention. You may choose to have a powerful patron who provides a buff for a few turns or a powerful attack used through you. This can create quite the boon which can one-shot difficult enemies, but only within their sphere of influence. On different worlds, different patrons can be summoned only once per visit. Think of it as a spin-the-wheel game, where your patron will randomly be selected. Maybe yours can be invoked. If not, someone else's can. There are areas which do not allow patrons, however -- the lawless zones -- so be careful. If you choose not to have a patron, your character will have an automatic 10% boost to two active powers (if numbers matter much to you). Point these out in your character sheets.
++++++++++++++++++++++++++
Rules:
0.) Have fun.
1.) No godmodding allowed.
2.) No auto-hitting or killing each other. The only exception there is to this rule is in the arena, where you may fight to the death without repercussion. Dead characters inside the arena, or even in the sanctuary will be resurrected. Characters who die in the many worlds will stay dead unless certain exemptions are made. Phoenix feathers and elixirs of life are two such exemptions.
3.) You are welcome to be powerful but not overpowered when fighting other roleplayers.
4.) Keep what you post PG-13 and stick to the site's rules.
5.) You are recommended and welcome to participate in the main plot. However, if you decide against it, you may take on missions small and large and not worry about following the main plot.
6.) You are able to have four characters at the most. If you want another, remove another character of yours and wait until a good moment to fit your character in.
7.) Divine intervention, or the use of patrons, is limited to only once per visitation of the world.
8.) Keep your characters original. In other words, no official characters from any piece of fiction or non-fiction except of your own imagination. You can, however, stick to a certain fictional universe.
9.) Please post regularly, if not semi-regularly. Posting within three days (three weeks maximum) is recommended to keep things flowing, and within two or three days for arena fights. Take too long and I will a.) send a private message to either ask you to continue posting, b.) take control of your character, or c.) remove them temporarily or in whole from the roleplay.
Character Creation:
Creating a character unique to you is as much of a joy as it is an age-old idea. Some of you might go with a purely physical fighter or a straight magic user. The majority use a hybrid of these two, which is just as grandiose and potent. Pick from the traits below and make your character A-class material.
Good-to-know Information: Instead of gaining new active powers, you can stack an existing active power with an increase in strength of up to 25% of the original value. For instance, four stacks of fire magic will be 175% (100% + 25% + 25% + 25%) the effectiveness. If you refuse a patron, there is a multiplier of 1.1 or 1.2 if you put them on a power, so if you put one into the four stacks of fire magic the result will be 175% x 1.1, resulting in 193% the effectiveness.
Passive powers can be chosen too, and offer unique boons if stacked in layers as well.
Really Good-to-know Information: Here is a word to those seeking good things. If you increase your active and passive powers beyond four stacks (or the equivalent of 175% or more), something good may happen.
Active Powers (interesting powers you may accept, otherwise you can create your own within reason) (choose 4):
Elemental control of magic: (dark, light, fire, ice/water, earth, lightning, and air);
Non-elemental control of magic: [void (physical non-elemental magic), gravity, healing, shield (physical red energy that blocks attacks to a degree), slow burn (continuous damage to a target lasting up to a minute), and death/unhealing (purely injurious magic)];
Physical enhancing: [strength up, dexterity/maneuverability up, magic aura (10% increase to all magic output), damage resistance (magic and strength), debuff resistance, regeneration (restores 10% health per hour, but does not cure status ailments), piercing weapon (pierces better and better defenses without refusal with each charge; up to three charges), shattering weapon (shatters weak defenses at first and strong defenses later; up to three charges)];
Status ailments and debuffs: (strength down, magic deprivation (10% decrease to all magic output to others), lower defense, lower regeneration (-25% regeneration per casting of hex)
Passive Powers (latent abilities of your character, otherwise you can create your own within reason) (choose 2):
Mind reading (invading other people's minds to find out attacks or thoughts after two seconds of lag time; can be prevented), status debuff immunity, invisibility, damage resistance+ (25% decrease to physical damage), magic resistance+ (25% decrease to magic damage), double speed, flying, self-cloning (up to three), and heightened sense (your choice of sight, hearing, touch, or smell)
Weapons (you know you want something to defend yourself with) (choose 2; can be switched at the sanctuary):
Bladed: Sword (of any length; can be a dagger if you like), axe, mace, spear, scythe;
Non-bladed: Club, quarterstaff, padded gloves (for hand-to-hand combat), hammer, warhammer (sledgehammer);
Marksmanship (infinite ammo): bow and arrows, crossbow and bolts, throwing axes, ninja stars, darts, and throwing knives (can be used as regular knives).
-- -- -- -- --
Please use the following template for creating characters. You may tweak it if some information blends together, like a character's biography, personality, and/or appearance.
Character Sheet:
Name: Put thy character's nom de plume here.
Age (optional): Put thy celestial revolutions ye have witnessed as thy age.
Race (optional): Put thy species on this glorified white/black space.
Appearance: You can post a picture of your character here, or write out what he or she looks like.
Personality: What makes your character interesting? What do they like or dislike? Do they have strengths of character? Faults?
Biography: Tell at least something about the character. Maybe include their history before or during their visit to this place. This can include things like age, height, weight, and so on, if you want.
Passive Attributes: Pick two passive powers from the list above that your character will have.
Active Abilities: Pick four active powers from the list above that your character will have.
Weapon: Pick two weapons from the list above that your character will use. Please change your profile if you change your mind and use another weapon.
Powerful Patron: Choose your powerful, summonable ally and what kind of gracious boon they can bestow. If you don't choose, add an asterisk ( * ) to two active powers to augment their strength by 10%. This can be very beneficial for a number of reasons.
Signature Move: A signature move can only be performed by your character. It is a move that you think up using your abilities and/or weapon(s) in a creative way. Signature moves are optional, but can be added to your character at any time. You may have up to four signature moves before discarding one for another, just like Pokemon.
The Shops:
Shops and vendors of various kinds exist inside and outside of The Haven, some providing discounts to favoured items. The Haven provides the going market value of items throughout the world, but travel and you may find shops offering great bargains. Every now and again you may see The Merchant, who can provide discount services for exotic items not often, if ever, seen in stores.
((Public Announcement: The Haven is now closed until further notice. Thank you for the entertainment and storytelling, all, *bows*. It was a blast while it lasted.))
Intro:
Hi, everyone. Vaude here with a new old roleplay that I hope everyone will enjoy. Yes, I am talking about The Haven. There will be giants! There will be swashbuckling! There will be romance! Chiefly, however, there will be cooperation. Welcome to The Haven Redux.
This roleplay takes place as two partitions: within a safe haven and within a multitude of worlds. Inside the safe haven, you can discuss things with your fellows, test your unique strengths in arena matches, and purchase a myriad of things to customise your character. While wandering the multi-universal worlds, you combat creatures both sentient and animal with your fellows, advance the plot, go on spirit quests, and gain relics and items to improve upon your abilities, weapons, and other stuff.
Your purpose is unknown, but staying inside the safe haven without doing anything for too long (exactly three weeks) causes you to disappear. With every disappearance, however, there is a new appearance. Another unlucky, or lucky, person is brought to this safe haven, again with unique abilities that can help his or her comrades. The minimum number of occupants seems to settle at fifty individuals to fill the fifty living quarters. Additional Haven members were brought in every now and again as general exceptions, requested to be here for their unique skill sets and qualities.
You must fight, or at the very least assist, to survive. You are given food, shelter, robotic assistants, and ample time to be the best you can be, improving yourselves and others, but you must prove useful to your community or risk being removed. Three weeks is your allotted time before you must visit the many worlds that lay outside the gate to this sanctuary.
A job board will be provided in this RP to give people adventures and, thus, fun. They are rated along the following tier system from lowest and least difficult to highest and most difficult: Bronze (1-3 points), Silver (4-6), Gold (7-8), Platinum (9-11), Diamond (12-15), and Alexandrium (16+). Go as a group for the more difficult tiers, unless you like a challenge. Your imagination is the only limit when fighting enemies. Be as powerful as you'd like.
Points go like this: 1 point for a player in Bronze class, 2 points for a player in Silver class, 3 points for Gold class, and so on all the way to 6 points for Alexandrium class. These values denote known skill in combat, medicinal, or supportive roles. These classes and points do not mean much except as kudos for doing a good job. The point count for the job board shows the recommended number of points -- or people -- for that quest. If somebody chooses the Dragon Quest, a Gold-tier quest, and attempts to solo it, keep in mind that you might be biting off more than you can chew.
This is a new addition to the field: divine intervention. You may choose to have a powerful patron who provides a buff for a few turns or a powerful attack used through you. This can create quite the boon which can one-shot difficult enemies, but only within their sphere of influence. On different worlds, different patrons can be summoned only once per visit. Think of it as a spin-the-wheel game, where your patron will randomly be selected. Maybe yours can be invoked. If not, someone else's can. There are areas which do not allow patrons, however -- the lawless zones -- so be careful. If you choose not to have a patron, your character will have an automatic 10% boost to two active powers (if numbers matter much to you). Point these out in your character sheets.
++++++++++++++++++++++++++
Rules:
0.) Have fun.
1.) No godmodding allowed.
2.) No auto-hitting or killing each other. The only exception there is to this rule is in the arena, where you may fight to the death without repercussion. Dead characters inside the arena, or even in the sanctuary will be resurrected. Characters who die in the many worlds will stay dead unless certain exemptions are made. Phoenix feathers and elixirs of life are two such exemptions.
3.) You are welcome to be powerful but not overpowered when fighting other roleplayers.
4.) Keep what you post PG-13 and stick to the site's rules.
5.) You are recommended and welcome to participate in the main plot. However, if you decide against it, you may take on missions small and large and not worry about following the main plot.
6.) You are able to have four characters at the most. If you want another, remove another character of yours and wait until a good moment to fit your character in.
7.) Divine intervention, or the use of patrons, is limited to only once per visitation of the world.
8.) Keep your characters original. In other words, no official characters from any piece of fiction or non-fiction except of your own imagination. You can, however, stick to a certain fictional universe.
9.) Please post regularly, if not semi-regularly. Posting within three days (three weeks maximum) is recommended to keep things flowing, and within two or three days for arena fights. Take too long and I will a.) send a private message to either ask you to continue posting, b.) take control of your character, or c.) remove them temporarily or in whole from the roleplay.
Character Creation:
Creating a character unique to you is as much of a joy as it is an age-old idea. Some of you might go with a purely physical fighter or a straight magic user. The majority use a hybrid of these two, which is just as grandiose and potent. Pick from the traits below and make your character A-class material.
Good-to-know Information: Instead of gaining new active powers, you can stack an existing active power with an increase in strength of up to 25% of the original value. For instance, four stacks of fire magic will be 175% (100% + 25% + 25% + 25%) the effectiveness. If you refuse a patron, there is a multiplier of 1.1 or 1.2 if you put them on a power, so if you put one into the four stacks of fire magic the result will be 175% x 1.1, resulting in 193% the effectiveness.
Passive powers can be chosen too, and offer unique boons if stacked in layers as well.
Really Good-to-know Information: Here is a word to those seeking good things. If you increase your active and passive powers beyond four stacks (or the equivalent of 175% or more), something good may happen.
Active Powers (interesting powers you may accept, otherwise you can create your own within reason) (choose 4):
Elemental control of magic: (dark, light, fire, ice/water, earth, lightning, and air);
Non-elemental control of magic: [void (physical non-elemental magic), gravity, healing, shield (physical red energy that blocks attacks to a degree), slow burn (continuous damage to a target lasting up to a minute), and death/unhealing (purely injurious magic)];
Physical enhancing: [strength up, dexterity/maneuverability up, magic aura (10% increase to all magic output), damage resistance (magic and strength), debuff resistance, regeneration (restores 10% health per hour, but does not cure status ailments), piercing weapon (pierces better and better defenses without refusal with each charge; up to three charges), shattering weapon (shatters weak defenses at first and strong defenses later; up to three charges)];
Status ailments and debuffs: (strength down, magic deprivation (10% decrease to all magic output to others), lower defense, lower regeneration (-25% regeneration per casting of hex)
Passive Powers (latent abilities of your character, otherwise you can create your own within reason) (choose 2):
Mind reading (invading other people's minds to find out attacks or thoughts after two seconds of lag time; can be prevented), status debuff immunity, invisibility, damage resistance+ (25% decrease to physical damage), magic resistance+ (25% decrease to magic damage), double speed, flying, self-cloning (up to three), and heightened sense (your choice of sight, hearing, touch, or smell)
Weapons (you know you want something to defend yourself with) (choose 2; can be switched at the sanctuary):
Bladed: Sword (of any length; can be a dagger if you like), axe, mace, spear, scythe;
Non-bladed: Club, quarterstaff, padded gloves (for hand-to-hand combat), hammer, warhammer (sledgehammer);
Marksmanship (infinite ammo): bow and arrows, crossbow and bolts, throwing axes, ninja stars, darts, and throwing knives (can be used as regular knives).
-- -- -- -- --
Please use the following template for creating characters. You may tweak it if some information blends together, like a character's biography, personality, and/or appearance.
Character Sheet:
Name: Put thy character's nom de plume here.
Age (optional): Put thy celestial revolutions ye have witnessed as thy age.
Race (optional): Put thy species on this glorified white/black space.
Appearance: You can post a picture of your character here, or write out what he or she looks like.
Personality: What makes your character interesting? What do they like or dislike? Do they have strengths of character? Faults?
Biography: Tell at least something about the character. Maybe include their history before or during their visit to this place. This can include things like age, height, weight, and so on, if you want.
Passive Attributes: Pick two passive powers from the list above that your character will have.
Active Abilities: Pick four active powers from the list above that your character will have.
Weapon: Pick two weapons from the list above that your character will use. Please change your profile if you change your mind and use another weapon.
Powerful Patron: Choose your powerful, summonable ally and what kind of gracious boon they can bestow. If you don't choose, add an asterisk ( * ) to two active powers to augment their strength by 10%. This can be very beneficial for a number of reasons.
Signature Move: A signature move can only be performed by your character. It is a move that you think up using your abilities and/or weapon(s) in a creative way. Signature moves are optional, but can be added to your character at any time. You may have up to four signature moves before discarding one for another, just like Pokemon.
The Shops:
Shops and vendors of various kinds exist inside and outside of The Haven, some providing discounts to favoured items. The Haven provides the going market value of items throughout the world, but travel and you may find shops offering great bargains. Every now and again you may see The Merchant, who can provide discount services for exotic items not often, if ever, seen in stores.
Items:
Grease (weaponised grease can be thrown inside a thin, easily destructible clay pot to cause elemental weakness to one enemy if striking true. Causes weakness to light, dark, fire, ice/water, lightning, earth ['cause why not?] and air magic) - 200 coins
Hourglass (stops the clock for all but the one who activates it for what feels like three seconds; the user cannot move, but can plan ahead and counter flawlessly) - 200 coins
Bomb (big ba-da-boom with a moderate explosion of a certain elemental affinity chosen by the wielder; can be used for all elemental magics and even healing magic) - 50 coins
Phoenix Feather (revives a dead ally, or one's self upon death) - 500 coins
Elixir of Life (revives a dead ally, but cannot revive one's self upon death; has two [2] uses) - 500 coins
Self-Improvements:
Additional Weapon Slot - 3000 coins
Additional Active Power - 2000 coins
Additional Passive Power - 2000 coins
Upgraded Weapons:
Adamant Weave (bless the weapon with mercury, making the weapon indestructible by normal means) - 1000 coins
Arcane Weave (bless the weapon with crystal, adding a permanent elemental enchantment) - 1500 coins
Shadow Weave (bless the weapon with sulphur, adding a permanent non-elemental enchantment) - 1500 coins
Odd Weave (bless the weapon with grand gems, adding a weaker but permanent physical enhancement (passive power) - 2500 coins
Grease (weaponised grease can be thrown inside a thin, easily destructible clay pot to cause elemental weakness to one enemy if striking true. Causes weakness to light, dark, fire, ice/water, lightning, earth ['cause why not?] and air magic) - 200 coins
Hourglass (stops the clock for all but the one who activates it for what feels like three seconds; the user cannot move, but can plan ahead and counter flawlessly) - 200 coins
Bomb (big ba-da-boom with a moderate explosion of a certain elemental affinity chosen by the wielder; can be used for all elemental magics and even healing magic) - 50 coins
Phoenix Feather (revives a dead ally, or one's self upon death) - 500 coins
Elixir of Life (revives a dead ally, but cannot revive one's self upon death; has two [2] uses) - 500 coins
Self-Improvements:
Additional Weapon Slot - 3000 coins
Additional Active Power - 2000 coins
Additional Passive Power - 2000 coins
Upgraded Weapons:
Adamant Weave (bless the weapon with mercury, making the weapon indestructible by normal means) - 1000 coins
Arcane Weave (bless the weapon with crystal, adding a permanent elemental enchantment) - 1500 coins
Shadow Weave (bless the weapon with sulphur, adding a permanent non-elemental enchantment) - 1500 coins
Odd Weave (bless the weapon with grand gems, adding a weaker but permanent physical enhancement (passive power) - 2500 coins
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