DogEye
07-30-2006, 05:51 PM
Okay this thread shall be for making character and sorting out /ooc issues
here I'll list all current spell trees, creation system and basic rules on acquiring skills and spells... so yeah this'll be a long post... how chartures should be listed (yes you can make more then one)
Name:
Race:
Gender/age:
Strength: (overall) weapon mastery____ Archery____ Hand to Hand____
Agility: (overall) dodge____ Deflexion____ Running ____
Magic: (overall) (spell tree if any) ____ (spell tree if any) ____
List of spells known: _____________________
Equipment: __________________
Personal history/ back-round: ______________________
Point System for character creation…
We have 3 categories
Strength-hitting
Agility-avoidance
Magic-self explanatory
We get 10 points to divide up between them…
If you invest 6+ points in a category we can assume some things about you…
Strength- warrior or someone who like hitting things
Agility- Rogue or hybrid that doesn’t like getting hit as much as someone that chose strength
Magic- someone that prefers to help out by blowing stuff up or helping the guy with the big stick or pointy sword that likes to smash stuff.
So if I should make Dema and since I know she is a warrior…
S- 6
A- 4
M-0
Okay now what do those points mean…. /happy music
Okay now take all the points and double them…
S-12
A-8
M-0
These are spending points… you spend them in trees… the magic trees are more complex but the melee and agility trees look like
Strength…
Weapon Mastery- 1 weak -10 awesome
Hand to Hand (un-armed combat) - 1 weak -10 awesome
Archery – 1 weak – 10 awesome
Agility…
Dodge- 1-10
Deflection (hitting those that hit you) - 1- 10
Fleeing aka run – 1-10
So continuing on Dema…
Strength
W- 10
H- 2
A- 0
Agility
Do-3
De-0
F- 5
Simple =P
Anyway the way magic works is a bit different…
1-3 = minor skill (spells cost 1 point)
4-6= average skill (spells cost 2 points)
7-9= advanced skill (spells cost 3 points)
10= Mastery of that line (spells cost 4 points)
you invest in different spell trees, and you get to start you can use the points to purchase the spells… you can have up to 10 spells per tree if all are from the minor tier or have a mastery spell and 2 advance spells… remember the spells you choose do not have to be listed so long as the fall on the correct category.. At lest for starter spells… there are other ways to acquire spell scrolls, you can role play getting a scroll or convince someone to teach you as long as you’re competent enough to learn it.
So if Dema was a mage and had 6 points in magic…
She would have 12 points to invest in spell lines so she could then invest for a mastery line like Illiousion and pick up a minor line like healing
So illiousion spells known would be…. Master blind, master image, average group hallucinations
Healing spells known… minor healing, minor cure
Armor?
Warriors/Melee start out with the plate option and below
Hybrids/rouges can go with mail and lighter
Casters can start with cloth/robes
All others that have no class because the chips fell where they where… leather or cloth…
You can have 5 points to upgrade your armaments and stuff…
Making your staff magical- 2 for a minor spell… 4 for advanced
Upping your armor class to the next level 1 point
Or mystic trinkets- quiver that has infinite arrows- 3 points ect.
And more…
Spell Trees
Light spell line… primarily used by the Angles of FarAir
Dark spell line… primarily use by the demons of Crimson Way
Healing- ability like first aid only you get more immediate results
Minor- small cuts, scrapes… curing mile poison
Average- deeper cuts, minor fraters… curing better poison
Advanced- broken bones, major wounds… curing strong poison
Light Mastery- (light skill) resurrection
Conjuring- skill that brings in existence objects out of nothing…
Minor- Food, drink…
Average-small disposable weapons such as arrows, throwing knifes, pebbles, cloth armor, rough ground, light shield
Advanced- Light weapons/armor i.e. Short swords, basic mace; light weight armor pieces (leather) rocky ground, sturdy shield
Light Mastery- Decent weapons, mail armor, ground spikes, heavy shield
Destruction- Ooooo fire balls and such
Minor- electric shock/stun
Average- Lightning, frost spike, fire shot
Advanced- Fireball, chain lighting, frost spike rain
Dark Mastery- Fire storm, chain Fire, Fire blast
Necromancy (Dark Only) - bring back the dead and other stuff
Minor- simple minion (non permanent) minor poison
Average- Minion and he’ll stay till he dies… again, dry rot (you can infect wounds)
Advanced-Stronger Minion, Dead root (hold someone with a rotting root) poison
Mastery-Intelligent minion (if you choose) raise dead (rise anyone friend or foe to fight by your side temperately)
Wild Heart (Light only)
Minor- direction, path finding
Average- Animal Aid (choose a minor species to aid you, raven, dog, cat aka pet) camouflage
Advance-empathy (most beasts will not attack you unless…, must be animal) growth (make plants grow rapidly i.e. seed to medium bush in about 1 minute)
Mastery- Animal Aid (chose from a higher selection of animals, hawk, wolf, tiger) growth2 (seed to tree)
Illusion:
Minor - Quiet sounds, minor images such as flashes of light and such.
Average - Double vision, minor hallucinations such as ghost-like images, versions of the first level of spells that can be used on multiple subjects and the like
Advanced - Globes of darkness, clearer images, yet bigger versions of the previous level, etc....
Dark Master - Darkness over a wide area, corporeal illusions, blindness/deafness.
Alteration:
Minor - Open or close simple locks, make food mildly poisonous (like stomachaches), change the color of something.
Average - Reorganize the elements in various items, combining or separating them, better poisoning (like unconsciousness)
Advanced - Open or close complicated locks, making deadly poison, changing acids to bases and so forth
Master - Full transmutation, but only with the whole equivalent exchange schtick from FMA.
Control:
Minor - Suggestion, slight confusion and dazzling spells
Average - Heavily influence animals and weak-willed humans, able to argue someone over to your side with time and effort
Advanced - Fully control animals, convincing others comes easier
Major - Charm, hypnotism and even influence over beings of higher existence (angels and demons), limited control over the strong-willed, total control over several animals and weak-minded humans
Imbue (putting spells on weapons or armor to make them more efficient)
Minor- hot blade may inflict some burn on wounds, minor ice and frost resistance to armor
Average- flame blade, ice blade (inflicts some elemental damage with a hit) also can imbue arrows to deliver frost or fire damage.
Advance- Shock blade (imbue with lighting that might cause stuns) better elemental resistance for armor
Mastery- Firestorm blade, Hail Blade, Storm Driver( like Flame, Ice, and shock but will deliver damage/effect to all nearby 1-2 yards instead of just the attended target) also elemental shield for armor imbuing that will protect against most elemental attacks. In combine with a strong ranged skill, you can send forth a small barrage of flaming or frostbite arrows.
And just when you thought I’d shut up….
you cannot train up spells if you have no intellect likewise you can’t train weapons without if you have no strength stats and cannot flee if you have no agility (so think about it when creating)
If you learn a new spell tree you must invest in minor spells before average before advance… only with the starting spells can you skip your basics…
we will assume you know how to use your first weapon to the best of your ability… it will take longer to learn something else to the same point.
edit...leveling, as time goes on your expected to get better at some things, aquire new scrolls... base stats are just there to give you something to go by... unless we start to see too many problems with power hoarders, no real level up system will be implimented... so just be realistic, no one ever said that some warrior with 1 intel at the start of the game can't have 10 intell by the end of game, he'd just need to learn alot over time.
Yell if I forgot anything you think should be here…
and the actual RPT thread should be pop later tonight or tomarrow...depending on how long it takes me to figure out a good introdution to Arch...
edit* hey look stuff i forgot!
the map! http://i111.photobucket.com/albums/n151/dogeye1/map.jpg
the capital cities and races!
CrimsonWay- demon city
FarAir- angel city
StarHaven IIV- human (angel faction or neutral)
FireWall- human (demon faction/intellegent undead)
plans for the RPT are as followed... there is nothing to great planed so you can live your life how you may, I will pop in with something like a call to arms, town criers, random natural events... and posibly some strange events and happenings... wether you choose to follow/investigate it is up to you.
well i forget something yet agian... okay... in terms of spells, minor spells can be casted without limit... after all most are just twinkle dust and rainbows, average spell can be casted 8 times a day, advanced spells- 4 times and master spells 1-2 times... if you need a scale think of it like this
you get a fixed 8 casting points a day
average spells take up 1 point
advanced spells take up 2 points
master spells take up 4 points
basic spells take up no points so they are weak but limitless
anyway... that is all... i hope
here I'll list all current spell trees, creation system and basic rules on acquiring skills and spells... so yeah this'll be a long post... how chartures should be listed (yes you can make more then one)
Name:
Race:
Gender/age:
Strength: (overall) weapon mastery____ Archery____ Hand to Hand____
Agility: (overall) dodge____ Deflexion____ Running ____
Magic: (overall) (spell tree if any) ____ (spell tree if any) ____
List of spells known: _____________________
Equipment: __________________
Personal history/ back-round: ______________________
Point System for character creation…
We have 3 categories
Strength-hitting
Agility-avoidance
Magic-self explanatory
We get 10 points to divide up between them…
If you invest 6+ points in a category we can assume some things about you…
Strength- warrior or someone who like hitting things
Agility- Rogue or hybrid that doesn’t like getting hit as much as someone that chose strength
Magic- someone that prefers to help out by blowing stuff up or helping the guy with the big stick or pointy sword that likes to smash stuff.
So if I should make Dema and since I know she is a warrior…
S- 6
A- 4
M-0
Okay now what do those points mean…. /happy music
Okay now take all the points and double them…
S-12
A-8
M-0
These are spending points… you spend them in trees… the magic trees are more complex but the melee and agility trees look like
Strength…
Weapon Mastery- 1 weak -10 awesome
Hand to Hand (un-armed combat) - 1 weak -10 awesome
Archery – 1 weak – 10 awesome
Agility…
Dodge- 1-10
Deflection (hitting those that hit you) - 1- 10
Fleeing aka run – 1-10
So continuing on Dema…
Strength
W- 10
H- 2
A- 0
Agility
Do-3
De-0
F- 5
Simple =P
Anyway the way magic works is a bit different…
1-3 = minor skill (spells cost 1 point)
4-6= average skill (spells cost 2 points)
7-9= advanced skill (spells cost 3 points)
10= Mastery of that line (spells cost 4 points)
you invest in different spell trees, and you get to start you can use the points to purchase the spells… you can have up to 10 spells per tree if all are from the minor tier or have a mastery spell and 2 advance spells… remember the spells you choose do not have to be listed so long as the fall on the correct category.. At lest for starter spells… there are other ways to acquire spell scrolls, you can role play getting a scroll or convince someone to teach you as long as you’re competent enough to learn it.
So if Dema was a mage and had 6 points in magic…
She would have 12 points to invest in spell lines so she could then invest for a mastery line like Illiousion and pick up a minor line like healing
So illiousion spells known would be…. Master blind, master image, average group hallucinations
Healing spells known… minor healing, minor cure
Armor?
Warriors/Melee start out with the plate option and below
Hybrids/rouges can go with mail and lighter
Casters can start with cloth/robes
All others that have no class because the chips fell where they where… leather or cloth…
You can have 5 points to upgrade your armaments and stuff…
Making your staff magical- 2 for a minor spell… 4 for advanced
Upping your armor class to the next level 1 point
Or mystic trinkets- quiver that has infinite arrows- 3 points ect.
And more…
Spell Trees
Light spell line… primarily used by the Angles of FarAir
Dark spell line… primarily use by the demons of Crimson Way
Healing- ability like first aid only you get more immediate results
Minor- small cuts, scrapes… curing mile poison
Average- deeper cuts, minor fraters… curing better poison
Advanced- broken bones, major wounds… curing strong poison
Light Mastery- (light skill) resurrection
Conjuring- skill that brings in existence objects out of nothing…
Minor- Food, drink…
Average-small disposable weapons such as arrows, throwing knifes, pebbles, cloth armor, rough ground, light shield
Advanced- Light weapons/armor i.e. Short swords, basic mace; light weight armor pieces (leather) rocky ground, sturdy shield
Light Mastery- Decent weapons, mail armor, ground spikes, heavy shield
Destruction- Ooooo fire balls and such
Minor- electric shock/stun
Average- Lightning, frost spike, fire shot
Advanced- Fireball, chain lighting, frost spike rain
Dark Mastery- Fire storm, chain Fire, Fire blast
Necromancy (Dark Only) - bring back the dead and other stuff
Minor- simple minion (non permanent) minor poison
Average- Minion and he’ll stay till he dies… again, dry rot (you can infect wounds)
Advanced-Stronger Minion, Dead root (hold someone with a rotting root) poison
Mastery-Intelligent minion (if you choose) raise dead (rise anyone friend or foe to fight by your side temperately)
Wild Heart (Light only)
Minor- direction, path finding
Average- Animal Aid (choose a minor species to aid you, raven, dog, cat aka pet) camouflage
Advance-empathy (most beasts will not attack you unless…, must be animal) growth (make plants grow rapidly i.e. seed to medium bush in about 1 minute)
Mastery- Animal Aid (chose from a higher selection of animals, hawk, wolf, tiger) growth2 (seed to tree)
Illusion:
Minor - Quiet sounds, minor images such as flashes of light and such.
Average - Double vision, minor hallucinations such as ghost-like images, versions of the first level of spells that can be used on multiple subjects and the like
Advanced - Globes of darkness, clearer images, yet bigger versions of the previous level, etc....
Dark Master - Darkness over a wide area, corporeal illusions, blindness/deafness.
Alteration:
Minor - Open or close simple locks, make food mildly poisonous (like stomachaches), change the color of something.
Average - Reorganize the elements in various items, combining or separating them, better poisoning (like unconsciousness)
Advanced - Open or close complicated locks, making deadly poison, changing acids to bases and so forth
Master - Full transmutation, but only with the whole equivalent exchange schtick from FMA.
Control:
Minor - Suggestion, slight confusion and dazzling spells
Average - Heavily influence animals and weak-willed humans, able to argue someone over to your side with time and effort
Advanced - Fully control animals, convincing others comes easier
Major - Charm, hypnotism and even influence over beings of higher existence (angels and demons), limited control over the strong-willed, total control over several animals and weak-minded humans
Imbue (putting spells on weapons or armor to make them more efficient)
Minor- hot blade may inflict some burn on wounds, minor ice and frost resistance to armor
Average- flame blade, ice blade (inflicts some elemental damage with a hit) also can imbue arrows to deliver frost or fire damage.
Advance- Shock blade (imbue with lighting that might cause stuns) better elemental resistance for armor
Mastery- Firestorm blade, Hail Blade, Storm Driver( like Flame, Ice, and shock but will deliver damage/effect to all nearby 1-2 yards instead of just the attended target) also elemental shield for armor imbuing that will protect against most elemental attacks. In combine with a strong ranged skill, you can send forth a small barrage of flaming or frostbite arrows.
And just when you thought I’d shut up….
you cannot train up spells if you have no intellect likewise you can’t train weapons without if you have no strength stats and cannot flee if you have no agility (so think about it when creating)
If you learn a new spell tree you must invest in minor spells before average before advance… only with the starting spells can you skip your basics…
we will assume you know how to use your first weapon to the best of your ability… it will take longer to learn something else to the same point.
edit...leveling, as time goes on your expected to get better at some things, aquire new scrolls... base stats are just there to give you something to go by... unless we start to see too many problems with power hoarders, no real level up system will be implimented... so just be realistic, no one ever said that some warrior with 1 intel at the start of the game can't have 10 intell by the end of game, he'd just need to learn alot over time.
Yell if I forgot anything you think should be here…
and the actual RPT thread should be pop later tonight or tomarrow...depending on how long it takes me to figure out a good introdution to Arch...
edit* hey look stuff i forgot!
the map! http://i111.photobucket.com/albums/n151/dogeye1/map.jpg
the capital cities and races!
CrimsonWay- demon city
FarAir- angel city
StarHaven IIV- human (angel faction or neutral)
FireWall- human (demon faction/intellegent undead)
plans for the RPT are as followed... there is nothing to great planed so you can live your life how you may, I will pop in with something like a call to arms, town criers, random natural events... and posibly some strange events and happenings... wether you choose to follow/investigate it is up to you.
well i forget something yet agian... okay... in terms of spells, minor spells can be casted without limit... after all most are just twinkle dust and rainbows, average spell can be casted 8 times a day, advanced spells- 4 times and master spells 1-2 times... if you need a scale think of it like this
you get a fixed 8 casting points a day
average spells take up 1 point
advanced spells take up 2 points
master spells take up 4 points
basic spells take up no points so they are weak but limitless
anyway... that is all... i hope