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Kataigida The dust settles, The debris stops falling, Slowly, I open my eyes, The world has stopped spinning, The clock has stopped ticking, We didn't ask for this, To become heroes// C.h.r.o.n.o.B.r.e.a.k.e.r // The gears of time Stolen by dark magic, The pendulum doesn't swing, The two hands, Hide a weeping face // Owner/Creator // Kataigida //Greetings to all that have come here. My name is Kataigida, though most people just call me Kat or Kata. This thread is of my own creation, though I cannot say if or what ideas may have influenced the creation of this idea. As I said, I am the sole creator and owner of this idea, so please do not steal this thread. If you wish to use this thread, you may, so long as you ask be first and make sure that I still receive credit for creating this thread. If this role play were to have a genre, I would not be sure what to label it. There is magic, adventure, mystery, and romance. The genre... I would have to say science fiction, for science fiction means that there is indeed a possibility of this, and there is. In this role play there are many worlds, worlds with and without magic. Earth may or may not participate (later if at all) so you could say that this is a sci-fi, though most wouldn't call it that. Most would simply call it a Fantasy. At this point you may be wondering when I will get to the role play. Don't worry, I haven't forgotten about it, I am just going through a formal introduction. If you are reading this you (should) already know that this will be a Literate role play. Many people call this different things, some call for four paragraphs, some ask for twelve sentences, I won't. I just ask that you try to keep you post lengths as long as you can with what information you are given. If I give you a three paragraph post, please feel free to post three paragraphs, or more if you feel like you should. I just ask that you post no less than one paragraph with at least seven-eight sentences. Also, grammar and spelling. Those are two keys parts to a lit role play, so please, if you have time, use spell check, or use the FireFox browser, which has a built in spell-checker (lord knows I've put it to good use). Well, I have wasted enough of your time with this introduction, so please, sit back, relax, and get ready to read the actually roleplay. Introduction Story Rules Character Classes The Apprentices The Thieves Worlds Announcements Official Timepiece Other
Kataigida Plans fall apart, Dreams fade away, The Past is gone, We can't go back, We have to continue, And survive.// Put the Past // Behind You // In this sacred and magical place, time does not pass. In this place, one can travel across through the sea of worlds, as well as travel through the spans of time. This place is a gift of the gods to the people they have created, a gift that at one point was used for evil. Already some people have given up the gift of the gods to create their own future. The gift of the gods is known as magic, a priceless power that cannot be sold or lost, only forgotten. As another year passes on the worlds of mortals eight youths gather together. In all worlds there is magic, but there is a different type of magic in each world. This eight children come from eight worlds whom focus their powers on the betterment of the worlds of magic. The eight children have come so that they may finally move past the stage of apprenticeship and become full-fledged magic-users. To do this, they must spend one full day in this sacred place, a place that I must leave for now.
I will soon return however, while the children are in this place in fact. At this point, you may wonder what this place is that I speak of. This place, is called the Hall of Time. The ceiling, walls, and floor are all made of a strange white marble that casts eerie blue shadows. At its center is a giant machine that resembles a gyro-sphere, several layers of rings that spin on different axises, but never touch. The gyro-sphere was created in the floor, so half of the giant machine is actually underground. On the floor there are layers of trenches that are shaped like the rings of the gyro-sphere. It is through the trenches that each ring passes, and it is when one of the rings is perfectly aligned with the floor can one travel between worlds. Each ring represents a world, and there are countless rings, each symbolizing a different world. The rings are golden, and are about six inches thick. The only difference between each ring is the circumference of the ring, and the runes that are etched on their surfaces. At the very center of this magical contraption there is a sphere of white magic that pulses like that of a sun, casting a bright light throughout the room.
Across from the gyro-sphere there is a giant set of double doors that stand over fifteen feet high. There are runes carved all across the surface of the doors, each rune leading into another until you become lost in the swirling symbols of magic. It is through these double doors that one enters and exits the hall of time. On each world there is a similar set of double doors, each in a different place, though still the same size and color. These doors cannot be opened unless one of the rings of the gyro-sphere become aligned with the floor. When this happens that ring stops for a full five minutes before resuming its course. In this time one can exit into that ring's world, and in some cases one may enter from that same world.
I am not leaving through these double doors though. Instead I am using magic of my own design to travel to a world that is not a world. It is a place that me and my comrades have created for ourselves to wait. It is in this place that my comrades wait, and this is where I must now travel. I will soon return, and when I do there shall be a great battle between us and the apprentices. We will of course be victorious, and when he do, we shall steal the magic of the Hall of Time, trapping the children inside. Of course, my calculations may be off, and a few worlds will still be open for the children to follow us through, but I doubt it.We can't go home, We can't turn around. What can we do, How can we save others, When we can't even Save ourselves? Introduction Story Rules Character Classes The Apprentices The Thieves Worlds Announcements Official Timepiece Other
Kataigida The dust settles, The debris stops falling, Slowly, I open my eyes, The world has stopped spinning, The clock has stopped ticking, We didn't ask for this, To become heroes// C.h.r.o.n.o.B.r.e.a.k.e.r // The gears of time Stolen by dark magic, The pendulum doesn't swing, The two hands, Hide a weeping face // Owner/Creator // Kataigida //Greetings to all that have come here. My name is Kataigida, though most people just call me Kat or Kata. This thread is of my own creation, though I cannot say if or what ideas may have influenced the creation of this idea. As I said, I am the sole creator and owner of this idea, so please do not steal this thread. If you wish to use this thread, you may, so long as you ask be first and make sure that I still receive credit for creating this thread. If this role play were to have a genre, I would not be sure what to label it. There is magic, adventure, mystery, and romance. The genre... I would have to say science fiction, for science fiction means that there is indeed a possibility of this, and there is. In this role play there are many worlds, worlds with and without magic. Earth may or may not participate (later if at all) so you could say that this is a sci-fi, though most wouldn't call it that. Most would simply call it a Fantasy. At this point you may be wondering when I will get to the role play. Don't worry, I haven't forgotten about it, I am just going through a formal introduction. If you are reading this you (should) already know that this will be a Literate role play. Many people call this different things, some call for four paragraphs, some ask for twelve sentences, I won't. I just ask that you try to keep you post lengths as long as you can with what information you are given. If I give you a three paragraph post, please feel free to post three paragraphs, or more if you feel like you should. I just ask that you post no less than one paragraph with at least seven-eight sentences. Also, grammar and spelling. Those are two keys parts to a lit role play, so please, if you have time, use spell check, or use the FireFox browser, which has a built in spell-checker (lord knows I've put it to good use). Well, I have wasted enough of your time with this introduction, so please, sit back, relax, and get ready to read the actually roleplay. Introduction Story Rules Character Classes The Apprentices The Thieves Worlds Announcements Official Timepiece Other
Kataigida // Class // Specialties // Under class specialty insert the words in // here //, then include the corresponding information. Paladin// This is my weapon // Insert name and picture/summary of your weapon. Priest// This is my god // Insert description of god and powers. Describe/show your god's symbol. Magi// My favored magic // List your favored schools of magic. Elementalist// My elements // Talk about your strongest and weakest element. Summoner// My contractors // List and describe the minions you can summon. Pictures are also nice. Shaman// My environment // List your favored and least-favored environments. Bard// Musical magic // Talk about the main topic of your songs, normally a certain feeling or power. Enchanter// My enchantments // List and describe the enchantments you have on your person.
Kataigida // World // Zero // // Hall of Time //|| Day None || Week None || Year None || || Dawn || Morning || Noon || Afternoon || Dusk || Night || Midnight || || Sunny || Cloudy || Partially Cloudy || || Foggy || Drizzle || Rainy || Thunderstorm || Flurry || Snowy || Blizzard || Hail || Sleet || || Humid || Cold || Cool || Warm || Hot || Dry || Windy ||
Kataigida // Worlds // Set One //
// R'esev //|| Day One || Week One || Year 132 || || Dawn || Morning || Noon || Afternoon || Dusk || Night || Midnight || || Sunny || Cloudy || Partially Cloudy || || Foggy || Drizzle || Rainy || Thunderstorm || Flurry || Snowy || Blizzard || Hail || Sleet || || Humid || Cold || Cool || Warm || Hot || Dry || Windy || // Sollen //|| Day One || Week One || Year 1428 || || Dawn || Morning || Noon || Afternoon || Dusk || Night || Midnight || || Sunny || Cloudy || Partially Cloudy || || Foggy || Drizzle || Rainy || Thunderstorm || Flurry || Snowy || Blizzard || Hail || Sleet || || Humid || Cold || Cool || Warm || Hot || Dry || Windy || // Fenoran //|| Day One || Week One || Year 2216 || || Dawn || Morning || Noon || Afternoon || Dusk || Night || Midnight || || Sunny || Cloudy || Partially Cloudy || || Foggy || Drizzle || Rainy || Thunderstorm || Flurry || Snowy || Blizzard || Hail || Sleet || || Humid || Cold || Cool || Warm || Hot || Dry || Windy || // Tynar //|| Day One || Week One || Year 2739 || || Dawn || Morning || Noon || Afternoon || Dusk || Night || Midnight || || Sunny || Cloudy || Partially Cloudy || || Foggy || Drizzle || Rainy || Thunderstorm || Flurry || Snowy || Blizzard || Hail || Sleet || || Humid || Cold || Cool || Warm || Hot || Dry || Windy ||
Kataigida In order to Save the world, We need to Work together. In order to Save ourselves, We need to survive// Who Are We // Apprentices // The Lone Wolf // Applied // Taken // Kataigida //
// Male // 15 - 18 // Paladin // The Lone Wolf is not much of a socialite. He prefers to go off on his own whenever he gets the chance. He is sometimes rash, but he does everything to the best of his ability. He doesn't talk about his past much, but everyone knows that he is an orphan that lives with his older sister. Most of the time he acts calm and cool, though he is really nice. Sometimes he lets his temper get the best of him, and he isn't afraid to get into a fight. When he fights, the lone wolf prefers to use his hands instead of using his sword. During his fights, the Lone Wolf attacks quickly, with long pauses in between attacks. When he stops going on the offense he carefully examines how his foe moves and reacts. This is also how he is when he talks. He prefers to be careful when he speaks, if he speaks at all.
The Princess // Applied // Taken // Open //
// Female // 14 - 17 // Priest // On her world, the Princess is the daughter of the High Priest and Priestess. She is treated with the same respect as one would treat a true princess. Of course, she hates being treated like this, and constantly tries to break free from her parents high standards to have fun once in a while. Many would simply call her a rebel that wants to do things her own way. While she does like to do things her own way, she tries her best not to inconvenience others (except her parents). She is careful in what she does, but sometimes she can be rash when she gets emotional, which seems to happen a lot. Some say that she has a quick temper, but that's only when she feels really strong about something.
The Sickly One // Applied // Taken // Open //
// Male // 16 - 18 // Magi // The Sickly One is a very unfortunate child. When he was young he caught an unknown virus that crippled his body ever since. He is very weak, and normally walks with his staff. Another problem that is a residual of the virus is his weak lungs. He often finds himself coughing, and on particularly bad coughing spells he coughs up blood. During these spells he normally makes a herbal tea for himself to ease the coughing. However, if he can make someone else make the tea he will gladly do so. He seems to do this a lot, and he asks for whatever he can get away with having someone else do. While the Sickly One's body is very weak his mind is very strong. He is probably the smartest of the group, and constantly reminds them of this fact. In the group he is undoubtedly the smartest of the group, but he is also the weakest in a solo fight of any kind.
The Supporter // Applied // Taken // Open //
// Female // 13 - 16 // Shaman // When she was little, the Supporter lost her father to illness. This caused her mother much distress, causing her and her older brother to go out to support the family. The supporter is used to treating people that are ill, choosing them over people who are healthy. She finds that healthy people just seem to let her down. Her almost maternal nature probably came when her own mother feel ill. The supporter did everything she could until her mother recovered, and she even worked to help others, whether it be entertainment, or just helping them out. The supporter always tries to help out the Sickly One when he has a problem. She does help the others when they ask, but she mostly does her best around the sickly one.
The Knight // Applied // Taken // Open //
// Male // 17 - 21 // Elementalist // The parents of the Knight were of high military bearing. Both of his parents were very honorable, and therefore their son has been taught to be right and honorable. He has always done as his parents had told him, and he had done so much to his parents' joy. He follows all of the moral beliefs of his parents and hates people that do wrong or do not help others. This trait can be considered both good and bad. One such case is that the Knight would never commit a cowardly act such as lying, cheating, or fleeing. It is this feeling that causes some of the other members of the group to greatly dislike the Knight, especially when sneaky or sly tactics are required or make everything easier.
The Gossip // Applied // Taken // Open //
// Female // 15 - 18 // Bard // Imagine, growing up as the youngest in a large family. This is how life was for the Gossip. She had to constantly try to get attention from her parents and always hated how little she got. It is because of this that she began to find out whatever she could on her siblings. If she ever found anything interesting she would quickly tell her parents. She soon adopted this policy with other people and always seems to keep tabs on everyone. Sometimes she does this without meaning to, it has just become a habit that she has developed over time. She also loves to flirt with guys, which seems to ruffle everyone's feathers, which she finds very amusing. Of course, she loves to try and flirt with guys that she likes, which seems to be most guys, especially the ones in the group.
The Troublemaker // Applied // Taken // Open //
// Male // 13 - 17 // Enchanter // Growing up, the Troublemaker had a troubled childhood. His parents were never home and he was always at the mercy of his older brother and younger sister. Because his parents were never around he didn't get a lot of good morals from his bully of a brother. Some say that because of his older brother he became such a troublemaker, and most people wouldn't doubt it. Some say that he wants attention, some just aren't sure. He always uses his magic in his pranks and mischief. Sometimes he gets members of the group to unwittingly help him with his schemes, but most of the time he just uses them to bail him out of trouble.
The Quiet One // Applied // Taken // little_neko_gurl //
// Female // 14 - 18 // Summoner // The Quiet One has had a bad childhood, but she doesn't talk about it. Some people wonder if her parents were bad people, or if she didn't have any. No one really knows, but the Gossip does try and figure it out whenever she gets the chance. Of course, she never really talks about much of anything. Most of the time she likes to be alone with some of the creatures that she can summon. It would seem that she prefers to be around her creatures than around other people. When she does talk, it is normally quick and to the point, no wasted words or time. If someone asks her a meaningless question, she just ignores it.I don't understand, Is this world A shining light, Or is it a Darkness Painted White? Introduction Story Rules Character Classes The Apprentices The Thieves Worlds Announcements Official Timepiece Other
Kataigida I need to do this, There is no other way. Forgive me children, But you are just Pawns in my game.// Who Are We // The Thieves // The Mastermind // Applied // Taken // Kataigida //
// Male // 18 - 22 // Enchanter // The Mastermind is the one how has created this crazy scheme. In fact, he hasn't really shared the full point of this idea with the rest of the group. Though they don't know about the full idea, they willingly follow his ideals. This is because he has saved each of them in turn. No one knows who he really is, or why he does what he does, but they know that he isn't a bad guy, even if it seems like he might be.
The Planner // Applied // Taken // open //
// Female // 16 - 19 // Any // When she was twelve she was caught off guard by a group of criminal magic-users. They had nasty plans for her, and would have gotten away with it. They would have, but they didn't thanks to the Mastermind. He fought off all of the criminals and saved her life. She was the first one that he saved, and he nearly let her go off and live her own life. This wouldn't work however because the Planner didn't have much of a life to go back to, so she started to follow the Mastermind. Soon enough he noticed, and he finally let her come with him. In the group she is probably the smartest next to the Mastermind, and she is very good at coming up with plans whenever necessary.
The Warrior // Applied // Taken // icedragon499 //
// Male // 20 - 24 // Any // The Warrior loves to prove his strength to anybody and everybody. This boasting attitude he got into fights a lot. This was the case when the Mastermind saved him. He had gotten into a fight with a gang, and he was badly outnumbered. The gang would have done him in if the Mastermind hadn't stepped in. Since that day the Warrior has been eternally grateful. It is believed by the others that the Warrior is in the fight less for the sake of the Mastermind, and more for the sake of fighting anyone that tries to come across the Mastermind's pass.
The Performer // Applied // Taken // Open //
// Female // 15 - 18 // Any // The Performer was once a great hit back on her home-world. She loved to show others her love of music and dancing. She is very beautiful, and her performing skills are amazing. This led to a lot of people that became fans, as well as people that became jealous. It was these jealous people that tried to attack her one day. Like the others she too was saved by the Mastermind, but this time with the help of the Warrior as well. In the group she is the one that always does her best to lighten the mood, though people wonder why she doesn't go back to the fame she knew on her home-world.
The Thief // Applied // Taken // Open //
// Male // 14 - 18 // Any // One his world, the Thief was a poor child. He had to do what he could to survive, even steal. It was because of this that he came into trouble with the authorities. The Mastermind thought that the Thief wasn't bad just for the sake of it. He believed that the Thief did what he did out of necessity. It is because of this feeling that he rescued the Thief. With nothing to go back to he decided that the best thing to do would be to follow the Mastermind and help out in his plans.
The Enthusiastic // Applied // Taken // Sera Trystfall //
// Female // 17 - 21 // Any // During one of his trips through different worlds, the Mastermind brought the Enthusiastic to the group. No one was with him at the time, so no one really know what the Mastermind saved her from. Though the Enthusiastic loves to brighten the mood whenever she can, she never talks about who she really is. No one is really sure if she has a life to return to, but most of the other members of the group thinks that she has a crush on the Mastermind.
The Scientist // Applied // Taken // Draceroth //
// Male // 20 - 24 // Any // On his world the Scientist was incredibly smart. Sometimes he was a little too smart. He used his magic to create some more dangerous things. His experiments scared the people around him, who eventually revolted against him. The Scientist was horrified that they would try and stop his research. The Mastermind however wished to see more from the Scientist, and the Scientist was more than happy to travel through worlds with the Mastermind to further his research on the magic of the worlds.
The Doubter // Applied // Taken // Open //
// Female // 13 - 17 // Any // The last person to join the group, the Doubter was always skeptical about the Mastermind's plans. She was saved by the Mastermind when she would have gotten killed in a car accident. She doesn't really talk about who she was before the accident, but she loves to talk about how the Mastermind doesn't share his plan beyond what they need to do. She is often called the Doubter because she is the one that needs the most convincing when it comes time to act out another part of the Mastermind's plan.I understand your feelings, You feel so lost, Don't worry though, Not all is lost, You just need To survive. Introduction Story Rules Character Classes The Apprentices The Thieves Worlds Announcements Official Timepiece Other
Kataigida We are so different, Different worlds, Separate lives, How can we fight together, When we still Don't know ourselves?// Who We Are // What We Are // Paladin beats Enchanter and Summoner Wielding their chosen weapon a Paladin is a formidable for towards the other magic users. While their range of spells is limited, they make up for it with their special abilities. Unlike the other magic-users a Paladin uses only their spiritual energy to fight. Using their spiritual energy they can dramatically increase their speed and strength to several times the norm. The few spells that Paladins use center around their weapon, normally adding magic damage or changing the weapons attributes. In order to use a spell a Paladin first has a set, and then the rest of the spell branches from that set. An example is: Blizzard Dance, Freezing Slash. This spell branches from the Blizzard Dance style. This spell would add freezing damage to the weapon, most likely a blade. Of course the downside is that the Paladin must start off in a special stance and say the words of the spell. The next trait that a Paladin possesses is the ability to channel their spiritual energy into a shield around their body. This shield acts as both armor and a cushion, but it drains spiritual energy. When the Paladin is out of spiritual energy the shield fails. The final ability of the Paladin is the ability to pour their spiritual energy into their weapon to do a variety of things. When doing this the weapon cannot be destroyed, can dispel magic upon impact, and if the weapon is bladed it gains the ability to cut through most non-magic obstacle. The ability to dispel magic is what makes a Paladin strongest against Summoners and Enchanters.
Priest beats Summoner and Bard While there is no specific power set for a Priest, their power comes from the same basic source. Calling upon the powers of the gods a Priest can do a variety of things depending on what god they worship. Some gods may give their Priest the ability to control storms, while another god may give their Priest the ability to manipulate the powers of the earth. Of course a Priest does not run out of magic energy, but rather they run out of favor. Everyday they do actions to please their chosen god, and in doing so they gain favor. By using this favor they can call upon the powers of their god to fight with them. If their favor runs out they become powerless. In order to use the power of the gods a Priest must first say a prayer asking the god for help. An example is: (God's name) grant me your power and put my opponent to sleep. This is obviously a simple sleep spell. While the time to say the spell is costly, it cannot be negated except by another Priest. The next ability of a Priest is one that Priests can do without using favor. Drawing energy from the world around them, a Priest can banish a creature back to the world that the creature came from. Unfortunately this ability doesn't work if a person travels through the Hall of Time. While this cannot help the apprentices, it is very useful against a Summoner. Another ability of the Priest is the ability to place a curse on a creature or person. This curse can be a variety of things, but it must be said in the language of magic*, and is normally about as long as a prayer. Using a curse a Priest can silence a Bard, making them unable to cast their spells. A Priest can also curse a persons ability to use a body part or magic, but those curses normally take more time to cast and can be interrupted.
Magi beats Bard and Enchanter The Magi is probably the most traditional magic-user. The Magi has two ways to cast spells. The first way that they can use a spell is by saying the spell in the language of magic. The second way that a Magi can cast a spell is by using spell components. A more powerful spell requires more spell components, as well as components that are harder to find. When a Magi uses a spell component they lose that component, causing them to have to find or purchase that component again. Magi have the widest variety of spells, which makes them very adaptable, which is good against Bards, who must casts spell in a continual chain. It is also this sense of adaptability that gives the Magi the edge against an Enchanter, who can only use the abilities of their enchanted weapons. One last thing about a Magi is that their spells normally focus on two or three spells of magic. (Destruction, restoration, illusions, et cetera)
Elementalist beats Paladin and Shaman Wielding the four elements, and Elementalists is one of the silent magic-users. The four main elements are fire, water, earth, and wind. There are all sorts of sub-elements that stem from these elements, some just an extension, while others are a combination (Lava requires fire and earth, lightning requires fire and wind, et cetera). While an Elementalist does not require words, they normally use stances or movements to channel their energy. This is one reason why Elementalists are commonly called the 'Dancing Magi.' By using the powers of nature an Elementalist can easily turn the tables against a Shaman, who uses animals and spirits to fight with. Elementalist also provide the greatest challenge against Paladins because Elementalists don't use spells like other magic-users do, which causes the Paladin's ability to negate magic less affective. While an Elementalist can wield all four elements, they normally have one element that is stronger and one that is weaker.
Summoner beats Elementalist and Magi A Summoner has two main powers. The first power is the ability to bind a creature to do the Summoners bidding. A creature that has a higher magical ability is harder to bind of course. In order to bind a creature the Summoner must create a focus. This focus is made up of symbols of contract. This means that the Summoners focus normally takes the form of a scroll, a spell book (sometimes called a grimoire), or tattoos. The more magic the creature has the more symbols are required. The second ability of the Summoner is to use their focus to summon a creature that is bound to them. This summon can be used across any distance or time. While both the Elementalist and the Magi are very adaptable, a Summoner can summon multiple creatures (depending on the level of magic), which is problematic for an Elementalist or Magi, who can only use one type of attack at a time.
Shaman beats Magi and Priest While some magic-users are very in-tune with the spiritual world, and others favor the powers of nature, the Shaman is the most powerful in these two fields of magic. The Shaman is probably the weakest of the magic-users, its power of attack and defense are very low, but they make up for that in their usefulness. By calling forth the power of nature a Shaman can transform their body into that of a creature that inhabits the ecosystem that the Shaman is currently in. This of course can be a problem in places where there are no animals. The next power of the Shaman is to be able to communicate with animals. Other than just communication a Shaman can also briefly control any animals that are of a lesser intelligence or magic. Animals that are more magical or intelligent are harder to control. The final power of the Shaman is less natural and more spiritual. A Shaman is the only person that doesn't require magic to be able to see or talk to ghosts and spirits. His can be both good and bad depending on the spirit. While a Shaman cannot control a spirit, they can influence a spirit to do what they want. While Priests are a strong magic-user, their prayers will do little damage against animals, who the gods have mixed feelings for. A Magi has a hard time against Shamans because their magic is made to be used against other magic users and such creatures.
Bard beats Elementalist and Paladin A Bard is one of the strongest of the magic-users. This is because a Bard can cast the largest amount of spells, and they have a large variety of spells, though all of the spells sets normally have something in common, like water or fire. When I say spell sets, I mean the Bard's focus words, which take the form of songs. While a Bard can cast the largest amount of spells, they must use spells in a chain, using songs as a focus. For example, a Bard sings a song that starts off fluid and gentle, then gets colder and harsher. This would probably mean that the first spells are about water, while near the end of the song the spells turn into ice and become more dangerous. It is because a Bard is so long-winded with magic that it comes as a problem to Elementalists. If the battle drags out the odds become more even, but a Bard can normally finish off the weaker Elementalists. This is the same for Paladins, where if a Bard can use powerful spells first they can defeat a Paladin, but if the battle drags out a Paladin will be able to dispel a Bard's song.
Enchanter beats Shaman and Priest An Enchanter is always prepared for any kind of situation. While an Enchanter cannot use spells for offense or defense, they can create items to fight for them or to make themselves stronger. This items can have a variety of affects, assuming the Enchanter does not create a flaw in their work. In order to enchant an item an Enchanter can either use a permanent or temporary enchantment. Temporary enchantments are sketched over the surface of the object with magic. When the sketch is finished the design disappears, which is useful for hiding an objects power. The only problem is that the enchantment can only be used once. For a more permanent enchantment the Enchanter must either draw, paint, or etch the enchantment onto the object. Every enchantment has a different design (chosen by the Enchanter normally). More powerful enchants require larger and more complex designs. It is because the Enchanter is so prepared that they are very good at fighting against a shape-shifting Shaman, or a small army of animals if the situation calls for it. A Priest also has a hard time against an Enchanter, but for different reasons. An Enchanter can have enchanted items all across his person, which makes it hard to find a good place a curse on the Enchanter.We don't know Each other, We don't understand Each other, So, how can we Survive together? Introduction Story Rules Character Classes The Apprentices The Thieves Worlds Announcements Official Timepiece Other
Kataigida Why, why Did they do this? We can't be trapped Here can we? There is no one To help us, We are alone// Necessary // Limitations // Here is where I shall explain what you can't do in the rp. You must first remember that you cannot kill other players. The apprentices believe that they shouldn't stoop to the level of killing, while the thieves have reasons for doing what they are doing, reasons that they believe are just, and therefore they won't kill the apprentices. While we are still on the topic of fighting, so I believe that I should discuss the terms of battle. You should always try and keep within the limitations of your character. This means that the apprentices should not be able to pull of strong spells like the thieves will. A player can only auto-hit another character if the attack will cause no more damage than bruising or moderate cuts (no more than six inches in length.) More major attacks can be launched, but it is up to the receiving character as of to whether or not they hit. Just because I say that major attacks can be avoided doesn't mean you should do so every single time. Be reasonable please.
Please keep the content of your posts at a level that is PG-13. This means don't get too graphical about the blood, guts, and gore. This also means that if you are in a Romance, don't take it to the extreme. While on that topic, romance is obviously excepted, and it makes a roleplay far more interesting. The catch is that you shouldn't spend five posts on romance. The thing is, if you get too involved in the romance, you lose track of the actual roleplay, and it leaves other people at a stand-still. So please, keep the contents of your post reasonable.
As I stated earlier this is a literate roleplay. Though I don't expect huge posts, I don't expect small ones ether. Please, I know that people can get writers block, but I mean it when I say that one paragraph with seven-eight sentences is the absolute bare minimum. I would prefer at least three paragraphs that contain seven-eight sentences. It would be nice if you do more, but I am fine with the two-three goods paragraphs.
I am done talking about the contents of the posts, so now I will talk about the posts in general. After a while a plain black post turns into an eyesore. So please, decorate your posts, make them nice. If you look here you will find all sorts of wonderful colors. Now, I know how easy it is to make your entire post one color, but please don't. What makes a post look really cool is if the content is one color, while speech is another. You can also designate an npc speech color, and your character's speech color. That would look really nice.
Okay, lastly I want to talk about joining this thread. When you send me your profile for approval, please choose one of the following subjects. For an apprentice, "I'm Lost", for a thief, "Stopping the Clock". At the bottom of the pm please include a sample from of your posts. I want to say right now that if I don't find your posting style adequate, I won't accept you. Lastly, after your sample please attach a smiley, any smiley.The clocks Stop ticking and The bells of war Start ringing, Can you hear them? Introduction Story Rules Character Classes The Apprentices The Thieves Worlds Announcements Official Timepiece Other
Kataigida // Neverworld //Darkness, that is all that can be seen upon entering this world. This world has no doorway to the Hall of Time, the people that use this world do not need to use the Hall of Time to travel between worlds. In this world, which isn't really a world, anything can happen, so long as a magic-user wishes it. Time passes strangely in this world, sometimes quickly, sometimes slowly, and sometimes even not at all. It is impossible to tell how much time has passed in this world until you step into another.
Kataigida Imagine, the ability to be able to travel across different worlds and times. That power can only be found here. Well, it should only be found here. A select group of people have found a way to travel through different worlds without passing through the Hall of Time, but that is a different time. In this world there is a giant gyro-sphere at the center of the room. The rings do not connect to one another, but they all seem to move without contact. The gyro-sphere is actually set half-way into the floor, trenches allow the rings to pass through the ground without harm. Whenever one of these golden rings aligns with the floor you can open up the giant double doors and travel into a different world. The world depends on which ring is in place at the time. At the center of the gyro-sphere is what looks like a white sun, which is actually highly condensed magical energy. The largest ring his over one hundred yards in length, with a countless number of smaller rings deeper in. The room is made of pure white marble, with a few pillars for support, but no decoration. The double doors are at least fifteen feet high, with thousands of runes carved onto its surface. Similar runes are engraved on each of the rings, which seem to dance and glow with an inner light.
Adorkable Monster · Sun Mar 01, 2009 @ 10:15pm · 0 Comments |
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