God of Space Admin
Posts : 75 Forum Points : 4652 Join date : 2012-04-16 Age : 28 Location : Everywhere and Nowhere
| Subject: Rules of this Lost Universe Tue Apr 17, 2012 7:45 am | |
| As you have been summoned to this place, this realm, you know only of your old life, in the other world. You know nothing of this place, other than what you will learn on your travels, on your quest to save this place, and yourself. If you wish to survive, then you must be on your toes, always ready to strike, to kill anyone, and anything. Human nature puts us in a violent mood, makes us panic, not think properly, when in danger, in the condition of this, the same effects happen. Peace is tough to come by, but people will eventually come to calm and join each other. This does not mean everyone will be friends, unfortunately. Everyone is distrustful, everyone is fearful. Along with the distrust of friends in this world, there are also many people you will see on your journeys. You will meet many people who live in towns, who live in forests, who live alone, together. Anyone can live almost anywhere, but almost everyone is fearful. Monsters live in this world. Monsters of all sorts, of all shapes and sizes. Monsters made of fire, of water, of light, of energy. Monsters made of flesh and bone, and monsters made of nothing. These monsters terrorise villagers, and kill all that they come across. They are not very smart, but are very powerful, they are primal, and act for food, for survival, not for entertainment. They are very powerful and deadly. Do your best to vanquish these horrible beings, and you may just survive for another day. When battling these creatures you may use many weapons, magic and items to injure them, and hopefully vanquish them from this realm. Many times, you may find certain weapons ineffective, along with spells, and various items. Specific abilities will be useless against certain monsters, and these will be found out through trial and error, unfortunately, this may also kill you. At least others can learn. Something's will take knowledge to learn, others, common sense. Using fire magic on a fire monster will be very ineffective, if not completely useless. When a monster gets the upper hand, you will indeed most likely die. Many times, a member will be hurt, and can not be saved, but other times they can be saved. Many healers live in this world, and many people can become healers. Just choose the right class. Along with the choice of your class, as you grow, your strengths will increase, but it is not possible to be strong at everything, you can only grow stronger in sub classes. Classes:- Spoiler:
Mage Priest Warrior Assassin Crafter
Mage Sub Classes:- Spoiler:
Elemental Mage-Mastery over elements
Energy Mage-Mastery over energy, matter, and many other things Elemental Mage Sub Classes:- Spoiler:
Fire Mage-Strong with heat, fire, magma and the like. Spells are mostly to do with heat, also can withstand extreme heats.
Water Mage-Strong with manipulating water and things coated in water, coated things are hard to control, but can be used such as a person soaking wet can be manipulated into walking towards you or throwing away a weapon, amazing swimmer, can hold breath for amazingly long.
Earth Mage-Strong with rock spells, and breaking holes in the ground/sliding people along rock/dirt, encase people within rocks, or crush people with rocks, usually muscular and strong, can withstand heavy attacks.
Wind Mage-Can command air and wind to create fog, fly, blow people away, and breath underwater. Can use it to rush air into an opponent, knocking them over, or manipulate the air into a wall form capable of stopping rocks and other things.
Metal Mage-Can manipulate and twist/control metal. An example of power is that they can form a sword into several shuriken stars, make them fly to a specific point, come back and then reform to a sword.
Lightning Mage-Can command lightning to strike anywhere, uses lightning to paralyse opponents and can use it to dig holes, or anything else with lightning
Ice Mage-Can move ice, command ice create ice from water and freeze over anything. Use it to speed movement by slipping on ice, and create ice walls to stop beings movement. Energy Mage Sub Classes:- Spoiler:
Time Mage-Can manipulate time to stop, slow, reverse or speed up. This is limited to small moments in time, and the past can not be altered severely, but new factors can be introduced to the past. (Can not go back in time to kill Hitler, universe would just replace Hitler with another person, but you can travel to the past, use some sort of spell to create a new species, when they are created, the present will now have them. They have no ability to influence the past, but upon time catching up to itself, they would be able to make severe influences in anything.)
Light Mage-Can manipulate light to blind an opponent temporarily or create images using light manipulation spells. Can use techniques to make it look as if one is in one spot by using light to project their image from where it really is to where you wish it to be. This will allow the target to become invisible, and an image of everything they do will be put where you place it.
Dark Mage-Create darkness, create and manipulate shadows. Can become invisible and manipulate shadows into images.
Matter Mage-Can create matter from nothing, but only raw materials. Can not create a sword, but can create metal, and the materials to be forged into a sword, can not simply make a building, can make enough concrete for a building, but would still need to be constructed. ONLY RAW MATERIALS
Space Mage-Can manipulate space to travel from one area to another quicker than normal. Creates spacial short cuts, such as bending reality into fusing a door in china to a door where you are, opening the door opens both, and they are physically connected, so stepping through would place you in china, in the door you specified. Like making a wormhole, bending reality, but is tougher on larger distances.
Mind Mage-Can talk into others minds, weak mind control, read minds and memories. Bounce a thought or memory from one person to another, so instead of reading someone's mind, they can make it so someone they select can hear the thought in the targets mind.
Movement Mage-Can use telekinesis and levitate. Use telekinesis to move people form one spot to another, though not instantaneous and not in the ways of Space Mage, but rather, making them lift up and float towards the designated spot.
Nature Mage-Can communicate and control plants, trees and sense emotions from these things. Can slightly sense and talk with animals, though it is much tougher, easier for an Animal Mage to do it.
Animal Mage-Can talk, sense and change into various animals. If it has abilities then they can use them (birds can fly, so they can turn into a bird and fly, or just fly using the birds abilities, focused into them.) They can only use these abilities when in the presence of an animal, so they can not turn into a bear whenever, but if a bear is near, then they can. If a bear is near, they may just use it's strength, or use it's image as well as it's strength.
Shape Mage-Can change shapes to look like the people or things, or even animals. Can only manipulate shape not abilities, so if they were to change into a bear, they would not be as strong as a bear, if they turned into a bird, they could fit through bird-sized holes, but not fly.
Priest Sub Classes- Spoiler:
Light Priest-Uses light/good magic to heal and help with teams and friends. Does not use dark/evil magic to harm, only to heal.
Dark Priest-Uses Dark/Evil magic to harm and cause problems to enemies such as illness and wounds. Light Priest Sub Classes- Spoiler:
Cleric-Healer. Can use strong healing magic to nurse friends back to health, can heal wounds but can not heal death. Can slow sickness and make healing potions.
Protector-Priests that use good magic to command protection into existence, whether this might be protection from an attack, or protection from dropping money. The protection is not physical, and is spiritual. If you drop some FP, there will not be a platform which returns the money to your pocket, instead, you just simply won't drop the FP, if a monster throws a boulder, there will not be a shield, it will just miss.
Sender-Priest who sends troubled spirits into the afterlife. Can communicate and calm angered spirits. Brilliant at performing exorcisms without danger, and can reverse small effects of spiritual damage. Dark Priest Sub Classes- Spoiler:
Maimer-Damager. Does damaging spells that can poison people, infect people, and injure physically. They can be very dangerous and crafty with their dark spells.
Breaker-Breaks spells. Dangerous for being known to break protection spells, and weaken other spells. Can also cause a spell to reverse itself, or cause the effects to be reversed, a fore spell can cause water, or they can make the fire spell hit the caster.
Necromancer-Uses ghosts to their own advantage, summoning spirits from the dead, and placing them within empty bodies. Used for various tasks, usually to kill due to them being extremely resistant to damage, because they are already dead. Have dark [powers to make plagues, can spread illness from one person to another.
Warrior Sub Classes- Spoiler:
Weapon Warrior-Warrior who focuses on using close range weapons to kill and inflict damage, such as a swordsman. Using swords or daggers are their most common methods of damage infliction.
Body Warrior-A warrior who focuses on using bodily attacks, usually brute strength or speed. Daggers are common for them, as they are extremely close ranged weapons perfect for killing in mind-fight. Weapon Warrior Sub Classes- Spoiler:
Swordsman-Uses swords most commonly. Single and double handed. Long swords are common for them to use. Deal more damage than samurai, but slower than samurai.
Samurai-Quick fighting samurai sword wielding low damage swift moving fighters. Deal damage quickly, but deal damage weakly. Often prefer to be alone.
Hunter-Fast, strong, use daggers and axes to deal heavy, fast damage. Live usually in forests, and eat meat. Tough, unkind, solitary. Selfish. Body Warrior Sub Classes- Spoiler:
Brute-Strong, slow, simple-minded. Often only survive when working with others. Hired to beat people up. Useful to break doors down, or deal heavy damage to a monster or enemy. Handles damage relatively well, taking little damage from big attacks.
Swift-Fast moving, average strength, not smart, not dumb. Great for thieving or quick fighting. Useful for getting attention, then running around quickly and confusing an opponent. Handles average damage well, but gets seriously hurt from strong attacks.
Brain-Smart, good tactics planner. Weak, slow, genius. Often used to complete a powerful "Swift Brainy Brute" combo. Brain plans the strategy, Swift uses distractions, Brute deals damage. Easily hurt and killed.
Assassin Sub Classes- Spoiler:
Damage Dealer-Fast, strong, Quick. Hired for killing. Cheaper than Sneakers, but louder and easier to catch. Quicker than Sneakers as well
Sneaker-Silent, swift, sneakier, weaker assassins. Often sneaking up on the enemy and slitting throats or knocking them out in one hit. Leave no trace, but are often slower than a Damage Dealer. Damage Dealer Sub Classes- Spoiler:
Long Range-Using bow and arrows to deal damage from a long way away. not deadly when they attack, and so can be caught easier. Second attack is more deadly, the first used to stop escape. Also uses Shuriken.
Thief-Speciality is breaking in, beating the target up, then stealing information or items from them. They are fast, strong, but are often loud. Sneaker Sub Classes- Spoiler:
Ninja-Quick killers, silent, fast. Cost much to hire. Slower than most Damage Dealers, but quieter on the kill. Harder to track and almost impossible to get caught.
Tracker-Fast, silent. Follow a target for a length of time, gathering information on the target. Rarely caught following.
Crafter Sub Classes- Spoiler:
Magic Crafter-Crafts weapons intended for magical use.
Combat Crafter-Crafts weapons intended for physical combat. Magic Crafter Sub Classes- Spoiler:
Staff Crafter-Specifies in crafting powerful, magical staffs. Due to the amount of energy it takes to make something innately magical, this is often a costly request, and so Staff Crafters often have a lot of money.
Book Binder-Rebinds spell books, which is important, as spell books lose their magic as they fall apart.
Magic Tailor-Creates clothes designed for mages such as robes. Robes help amplify magical abilities, though no one knows why. Combat Crafter- Spoiler:
Sword Crafter-Forges swords of all kinds, samurai, two handed, daggers, if it's a knife then they can craft it.
Shield Crafter-Every warrior needs a good shield when they go into battle, that's why these Crafters get good prices.
You will start out as one of the base classes, and will be weak. As you rank up, you will become stronger. You can only grow stronger in one area, and so you must choose a sub class. As you grow further, you must select a final sub class for your speciality. As you grow further, you will become a master of your area of expertise. Some classes are not for battle, but to gather points, while others are for battle, but do not gain any points for them. (Points are automatically gained for each official RP post you make.) So choose wisely, mortal. -Gods | |
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