~Roll 26~ RtD: Illysia (II)

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~Roll 26~ RtD: Illysia (II)

Postby guineazilla » Tue Jan 26, 2016 1:15 am

Illysia
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Illysia is a troubled world. It is about the size of Neptune, slightly larger. It is made up of 4 different realms: The Surface, The Underground, The Air, and The Sea realms. Each are populated by a large amount of varying creatures. And all are at war. So, pick a side. Or maybe you wish to be a hired gun, or your own party? You shall be the ultimate deciders in who will win.

Map

Players
Underground 1 (Anti-?)
Neoexdeath
Spoiler: show
Name: Zuul'ker
Race: Demon (+1 magic, +1 dodge, -1 physical attacks, -1 parry.)
Faction: Underground
Element (1 only): Orange Fire
Inventory (1/6)
- Character Pack
-- Map
-- Wallet {0}
-- Radio
--
Head:
Neck:
Torso: Flame Demon Robe (+2 to fire, +1 defense, Water Feeble, Incompletely Fire Resistant)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Staff (Magical) (Base Range = Up to 6. +1 power.)
Weapon 2:
--
Active Abilities:
- Orange Fire
-- Flame Blast (+2 power, -1 speed, 10% chance to inflict burns. Can be used 3 times before a 1 turn cooldown. Does not do damage to fire elementals, Range: 3.)

Passive Abilities:
- Verdant Spheres (each Flame Blast cast adds +1 power and +1 speed to the next Fire skill used (excluding Flame Blast). Stacks 5 times, all stacks are removed after using a Fire skill (except for Flame Blast).)


Air 1 (Anti-?)
Vortex_Master
Spoiler: show
Name: Il'ithid
Race: Revew (+1 defense/dodge/parry, -1 attack/power/speed)
Faction: Air
Element: White Whitehole
Inventory (1/6)
- Character Pack
-- Map
-- Wallet {0}
-- Radio
--
Head:
Neck:
Torso: Sky Steel Cuirass (+1 defense, Incompletely Light Resistant, Incompletely Air Resistant, Darkness Feeble, Earth Feeble)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Polearm [Voulge-Guisarme] (+2 slashing, +1 speed, + 1 additional speed for every consecutive attack up to 4, -2 stabbing)
Weapon 2:
--
Active Ability:
- White Whitehole
-- Almighty Push - Repulsive blast that sends enemies backwards by 10 metres.

Passive Abilities:
'

Mechanics
Spoiler: show
After the host starts a round, each player can post his or her action once (Please only post once and edit the post if need be. Only the first post after any round will be considered.)

You can have minor actions and major actions. Major actions are things such as attacking, casting spells, firing weaponry, reloading, or any action which could be considered to take up a considerable amount of time and effort and directly affect your survival and/or success (mental or physical). Minor actions are actions such as walking, opening chests, picking up items. In short, an action which either does not take up a considerable amount of time or effort, or does not directly effect your survival rate (For example, walking may put you out of the range of a spell cast the next turn, but walking effected your survival indirectly as you did not know you were to be attacked.)

Every time an attack is made, a two six sided die are rolled. The first die determines the effectiveness of the attackers attack. The second determines the sturdiness of the defense. The die which is higher wins the standoff. If they are equal, the defender will win. The difference between the die will determine the damage done if the attacker wins. The higher the difference, the more likely you are to kill a defender. This also depends on factors such as strength of the attacker/defender, and any injuries obtained.

To advance the players and reduce randomness as a deciding factor in who wins or loses a skirmish; weapons, armour, and attacks can gain and lose stat points based on weapon and attack type, user race, user weapon experience, passive bonuses, and so on. Stats are as follow:

There are several defense modes:
Defense is a flat boost to any defense roll.
Dodge allows you to evade attacks. You can get a Defense Speed (which may just be referred to as dodge.) to boost dodge stats.
Parry allows you to block attacks. You can get Parry to boost parry stats.
Intercept allows you to attempt to parry an attack to an ally and possibly deflect it backwards. Half of your Defense Speed plus half of your Parry boost Intercept. To deflect an attack back at the attacker (Redo the roll with switched attack positions. Only the weapon boost will be counted towards the attacker), you must have be in the favor with a difference of 6 or more. If you loose an intercept roll, you will receive the damage from the attack instead of the target.
Armour gives you defense boost if and only if you fail to dodge, parry, or intercept an attack.
Wards are magical defenses. Some last a specified amount of time while others are permanent. Like armour, they are a last ditch defense. However, if a dodge/parry fails and the defender is wearing armour and has a ward, the ward will be hit first.
Clashing: If two characters attack at the same time then a clash will be initiated. This will pull on the speed and power abilities of characters. If the attack speeds are different, the higher speed will be pitted against the opponents power. If the speed is the same, than the power bonuses will be pitted against each other.

Attacking buffs are as follows:
Attack: A flat bonus to attacking hits.
Power: A bonus against defenders who are parrying (Intercepting included).
Attack Speed: Easier to win skirmishes against defenders who are dodging.
Piercing: Ranged attack bonus to armour and wards. If a difference of 6 is favored to the attacker, a projectile can go through an adversary and hit a second target if the target is directly in the path of the projectile.
Stabbing: A kind of bladed weapon style which has higher power and is better for armour piercing. Induces external bleeding.
Slashing: A type of bladed weapon style which has higher speeds and works best on dodging enemies. Induces external bleeding.
Impact: A type of melee weapon (or ammunition) which does blunt damage. Works best against parries. Causes internal bleeding and broken bones.

You can get debuffs through attacks which don't kill you but still hit. Such debuffs are:
External Bleeding: Leads to numbness and loss of movement: Large amounts can lead to death. Inflicts pain.
Pain: Leads to loss of movement if high enough, as well as degenerative attack and defense effects for non-shield mechanics.
Internal Bleeding: Leads to extreme loss of movement and high amounts of pain. Large amounts can cause death.
Broken Bones: Leads to complete loss of movement in afflicted area and high amounts of pain.
Missing Limbs: If an attack is aimed for a specific area and receives a high enough positive difference, a limb may be lost. This leads to the permanent inability to use said limb as well as heavy external bleeding and large amounts of pain.
Blindness: Leads to loss of ability to attack precisely and defend beyond armour. Any attacks made will hit a random person in that vicinity, be it ally or enemy.
Confusion: Leads to the possibility of attacking allies instead of enemies.
Paralysis: Complete and total loss of movement.
Unconsciousness: Unable to perform actions.
Poisoned: Gives a debuff that causes you to slowly lose prowess in an area (Such as health or magic) for a duration of time or until cured. (Not to be confused with poison elemental affect: this debuff is given as a result of an attack from a non-elemental magic attack or from poisonous liquid.)
Weakness: A flat debuff to all physical and magical actions.
Overencumberment: Weighed down enough to hinder movement. Will go away with the decrease of weight.
Elemental: The effect of the element. See the elements page for more details.

As well, there are determiners to how you can attack.
Some weapons will allow you to attack more than twice in a turn, while others will attack more than once in a single action.
Range factor determines from how far you can fire a weapon. Projectile weapons will be given a base range stat from one to 6 which can be improved upon by individual weaponry.
One healing spell will heal one point from an injury. For each positive point given to a healing spell, 1 additional negative injury point will be taken off when the spell is used. Will also cause double the amount of pain to go away.

Active abilities are abilities which you activate and use: they can be used as an attack or to give you a passive buff for a period of time.
Passive abilities are abilities which are always active and give you a passive buff.


Weaponry
Spoiler: show
Weapons are divided into different classes depending on how they function. The two main classes are ranged and melee. Melee will further divide into blunt and bladed, while ranged divides into guns, bows, throwables, and magical enhancers (ie staffs). Keep in mind that the following stats are base stats applied to all of their type. Individual weaponry can add or detract from these stats.

Melee:
- Bladed:
-- Rapier: +2 stabbing bonus, +1 speed bonus.
-- Katana: +2 slicing bonus, one additional slicing bonus when used on a steed, -1 stabbing bonus.
-- Cutlass: +2 slicing bonus, +1 speed bonus, -1 stabbing.
-- Shortsword: +2 stabbing bonus, +1 power bonus, -1 slashing bonus.
-- Scimitar: +2 slicing bonus, +1 speed bonus.
-- Broadsword: +2 slicing bonus, +1 power, -1 speed.
-- Curtana: -2 stabbing, -1 slashing, -1 speed.
-- Single-edged knife: +1 slashing, +1 stabbing, -1 power.
-- Double-edged knife: +1 slashing, +1 stabbing, additional +1 when thrown.
-- Polearms: +2 slashing, +1 speed, + 1 additional speed for every consecutive attack up to 4, -2 stabbing.
-- Spears: -2 slashing, +1 stabbing
-- Axe: -2 stabbing, +2 slashing, +1 power.
- Blunt:
-- Hammer: +2 power, +1 impact, -1 speed.
-- Staff (Melee): +1 impact, +1 speed, additional +1 speed for consecutive attacks up to 4.
-- Gauntlets: -1 power, +2 speed, +1 impact.

Ranged:
- Bows:
-- Shortbow: Base range = 1, +2 speed. Reload time = 0.
-- Mid-Span Bow: Base Range = 1, +1 speed, +1 piercing. Reload time = 0
-- Longbow: Base Range: 2, +2 piercing. Reload time = 0
-- Crossbow: Base Range: 1, -1 power, +1 Speed, +1 power. Reload Time: 1
- Guns:
-- Pistols: Base Range = 2, +1 speed. Reload time: 1
-- Assault Rifles: Base Range = 3, +1 speed, +1 pierce. Reload time: 1
-- Shotgun: Base Range = 2, +2 attack. Reload time: 1
-- Sniper Rifles: Base range = 5. +1 power, +1 pierce. Reload time: 1
-- DMR: Base Range = 4. +1 power, +1 speed. Reload time: 1.
-- Launchers: Base Range = 2-3. +2 power, +1 attack. Splash damage. Reload time: 1.
-- Railgun: Base range = 6, +4 pierce, +2 accuracy. Reload time: 3.
-- Laser: Base range = 6, +4 accuracy, +1 pierce, -1 power. Reload time: 2.
Note that Railguns and Lasers both require batteries. Railguns as well require ammo. It takes two actions to reload a battery (factored into reload time). Also note that once you start reloading you can't stop unless interrupted. Every shot from either takes 10% battery.
- Magical Enhancements:
-- Staff (Magical): Base Range = Up to 6. +1 power.
-- Wands: Base Range = Up to 6. +1 pierce
-- Spellbooks: Base Range = Up to 6. +1 speed.
- Throwables:
-- Bladed throwables: +1 speed when thrown. -1 power.
-- Blunt throwables: +1 power when thrown, -1 speed.

Magic: The most versatile type of weapon, magic comes in several different forms.
Elemental Magic: This magic uses an element as a form of weapon.
Projection Magic: This type conjures up weaponry and armour.
Chanting: This kind of magic is not elemental, but allows for the use of spells via runes. It grants you a set of words which when combined can produce powerful and unique spells.
Summoning: Allows you to summon allies to the field directly.

Armour can fit into the following slots. Note that armour can take up more than one slot. As well some armours can be worn over others, or clipped on to other pieces. Anything that does not fit into these slots goes into your inventory.

Head slots (Helmets, hats, ect.)
Neck slots (Necklaces, Talismans, ect.)
Torso slots (Chestplates, robes, ect.)
Back slots (Backpacks, quivers, ect.)
Arm slots (Shoulder pads, bucklers, ect.)
Hand Slots (Gauntlets, gloves, ect.)
Finger slots (Rings)
Waist slot (Belts, Sheaths, ect.)
Leg slots (Leggings)
Feet slots (Shoes)
Two weaponry slots.

Weapons are categorized under the following:
Common: Weapons with pure base stats.
Uncommon: Weapons with enhanced stats.
Rare: Harder to find but more powerful. Less negations, more bonuses.
Renowned: Weapons of unmatched forgemanship. Hard to come by but even more further set apart from their base stats.
Legendary: Extremely powerful weapons of folktale which are as hard to come by as they are mighty. They tend to have high bonuses as well as special abilities.
Ultralegendary: The rarest and also most powerful type of weapons. There is one set of non-elemental weapons that encompass all the weaponry types, and one set of elemental weapons for each element. They are found in the most dangerous hearts of areas as well as with the strongest of bosses. They are practically impossible to obtain.

Most weapons can be upgraded and/or infused with elemental properties. Weapons can be coated in poisons.
Players can enhance their skill in weaponry. Using a certain type of weapon long enough grants passive bonuses to said skill. Using magic often enough not only grants you passive skills but also grants you additional bonuses to active abilities. There are 6 levels of usage which can apply to weaponry type, magic type, defense type, or element: Beginner, User, Intermediate, Adept, Proficient, and Master. In addition there are six levels of resistance: Slightly Less _, Incompletely _, _ Resistant, _ Proof, Heavily _ Proof, _ Impregnable. As well there are also 6 levels of non-resistance: _ Soft, _ Allergic, _ Feeble, _ Weak, Very _ Weak, and _ Repelled.



Elements

Spoiler: show
A large majority of the creatures that inhabit Illysia are elementals. Some are even bi, tri, or quad-elementals. The elements all have different effects and can do different things. Elemental abilities are generally the same for the same element but vary by color. A subelemental is an elemental which is adept at use of one specific area that has branched off from the main element. While they still have partial control of the element they branch from, they have mastery of their own branch that cannot be claimed as easily by someone of their main branch. Elemental homes are found in general regions. While these regions are listed, they do not have to be adhered to: You can have any element with any faction you wish. Elements can be harvested with special containers and can be extracted to form crystals. However, crystals can also be found naturally in areas of heavy elemental influence.

Fire (Surface): Fire elementals have control over fire. As well, they have partial control over temperature and full control over lava.
Red Fire: The most common kind of fire, it burns at a medium pace and can inflict serious burns in a short amount of time.
Orange Fire: This fire burns more completely and thus is more likely to incinerate enemies than burn. This kind of fire is more powerful but uses energy more quickly, making attacks fewer per the same amount of time.
Blue Fire: This is a rare and weak kind of fire offensively. While it can be used offensively, it's main purpose is actually as a healing flame.
Purple Fire: The rarest kind of fire, this is only known to be usable by members of an ancient family of dragons which have not been seen for several hundred years. This kind of fire is capable of burning, but it's main affect is to dismember the mind. (Not playable as a starting element).
Red Lava (Underground): A subelement of fire, lava users have exceptional control over lava and magma.
Pink Plasma (Air): Ionized energy which moves freely and can be used to burn things at an extremely fast pace and melt many objects. This element is a subelement of fire.

Rage (Surface)
Red Rage: This element allows for a general increase to stats after an certain event criteria has been fulfilled.
Red Bloodlust (Underground): A subelement of Rage, bloodlust boost your stats based on the success of an attack roll.

Botane (Surface)
Green Botane (Surface): This element allows for the control of plants. As well, control of various venoms and poisons are are under this elemental's control. Includes venom and poison resistance. Is also the most common healing element.
Green Venom (Sea): Subelement of Botane. Nuerotoxins which can damage the brain. Affects magical attacks/defenses and can cause death via organ malfunction. Immune to venoms, resistant to poisons.
Orange Venom: Sub element of Botane: Venom which causes paralysis. Counters physical attacks/defense and can cause death via organ malfunction. Immune to venoms, resistant to poisons.
Green Poison (Underground): A general poison which usually causes a painful death. Immune to poisons, resistant to venoms. A sub element of Botane.
Orange Poison: A poison which is more specifically aligned to non-humanoid creatures. Also works against the body. Immune to poisons, resistant to venoms. It is a subelement of Botane.
Purple Poison: A poison which works best against humanoids and beings with highly developed brains. Is most effective against the brain rather than the body. Immune to poisons, resistant to venoms. As with other poisons, it is a subelement of Botane.

Shield (Surface)
Yellow Shield: This element has control over physical shields (Not armour type) and can block or reflect incoming attacks.

Light: Users of light have control over light, lightning, and lasers. They can make bright flashes or concentrate it into a high intensity beam. It also works well for healing.
Yellow Light (Air): Better for spread out light attacks. Affects many people but not as strong. Also used for healing and shielding, but more proficient at the latter.
White Light: Better for concentrated attacks and defense. Hits fewer people but stronger. Also used for healing and shielding, but more proficient at the former.
Blue Lightning (Air): Lightning which is used to fry and makes internal bleeding. Users of this element are also very fast. This element is considered a subelement of light.
White Lightning: A subelement of light. This lightning is used best for rapid attacks. They are slightly weaker that blue lightning generally but also usually gives more actions per roll.
Purple Lightning: A subelement of light, this type of lightning has high conductivity and piercing ability. Similar to white lightning but in a different way: purple lightning can often string one attack through multiple people.

Sound (Underground)
Yellow Sound: This element particularly can confuse, distract, and even kill enemies with high amounts of noise.

Water (Sea): This element has little defensive use, but is mainly an attacker. Elementals can control water and water based items, as well as heal.
Blue Water: This water is the main element of water you see. Its main use is offensively. It has little defensive use other than healing. But, experienced water users have been known to control things using water inside of it.
Green Water: Water which is better used for healing. Not of much use offensively.
Blue Ice (Sea): This element can be used to freeze things and control ice. As well, there is a slight control over temperature present.
Green Acid (Underground): This subelement has control over acids and is capable of using them to burn and melt opponents.

Air (Air)
Blue Air: Can control gasses, mainly the mixture that the residence of the planet know as air. Many can fly.

Animal (Surface)
Orange Animal: Have the ability to shapeshift and can communicate well with and/or control animals.

Earth (Underground)
Brown Earth: Users of this element can control dirt and rocks.
Orange Sand (Surface): One of the subelements of earth. A fine sand which easily whips into sandstorms.
Brown Sand: An earth subelement. A thicker sand which is better for concentrated attacks.
Clear Glass (Surface): A subelement of sand, glass elementals can use shards to attack, walls to defend, and mirrors to confuse.
Grey Metal (Underground): Subelement of earth. Used in the control of metal. Metal elementals can also forge excellent weaponry and armours so long as they have some on hand.

Imagination (Air)
Multicolor Imagination: This is basically the most versatile element. Elementals are few but masters can shift it into anything.
Black Matter (Air): Allows for control of matter. If it exist, you can move it.
Grey Greymatter (Air): Sub-element of Matter, Greymatter is an infectious element which can be spawned and cause anything around it to turn into greymatter.
Black Antimatter (Air): Subelement of Matter, Antimatter is extremely powerful and counters matter. Once spawned it can absorb any form of matter up to the total mass that was conjured.

Wormhole (Air)
Purple Wormhole: Most commonly used in teleportation of self and objects.
Black Blackhole (Air): A subelement of wormhole, Blackhole elementals can suck things in.
White Whitehole (Air): Whitehole elementals do the exact opposite of Blackholes: They push things away.

Darkness (Underground)
Black Darkness: Darkness can be used blot out light and make visibility low. It is a good way to counter light attacks and offers good escape opportunities. The best darkness elementals can cause confusion, hysteria, and can solidify the darkness into a weapon.

Time (Air)
White Time: This element can be used to manipulate time.

Gravity (Air)
White Gravity: Can alter gravity, can alter centers of mass on objects, can make objects heavier or lighter, can push and pull.

Death (Surface)
Black Death: Death elementals can't cause instant death to their opponents. Sorry. However, they are skilled in necromancy and necro arts.
Clear Ghost (Surface): Ghost elementals can summon ghost as well as go invisible and pass through walls.

Psychic (Surface)
Purple Psychic: One of the most versatile elements to exist, Psychic elementals are capable of mind reading, mind control, movement of objects with the mind, and aura reading. They have strong magical defenses, can cause hallucinations, and can inflict confusion.
Purple Illusion (Sea): Illusion elementals are masters of hallucinations.
Purple Corruption (Air): Corruption elementals can play with the enemies minds, causing confusion. The best elementals can permanently turn enemies to their side.

Absorption (Surface)
Clear Absorption: This element can absorb attacks and can change the wielder into the element or means of that attack. Many users of this element seek to also become shapeshifters.

Crystal (Underground)
Clear Crystal: Can form and use crystals, as well as having elemental control over them. Another one of the most versatile elements that exist. (Not playable as a starting element.)



Races

Spoiler: show
Many creatures call Illysia home. They are divided into 4 factions. If you choose a race you must be aligned under it's faction, or you may be a mercenary or freelancer. Don't be afraid if you want a race that is in a faction you are against though: you can defect at any time.

The Underground
The creatures of the underground are generally larger and more brutish creatures whom specialize in the use of blunted weaponry. However, there are exceptions, such as Demons and Crzyses.
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Demons: Demons are not aligned towards any particular element. They have exceptional magical prowess and a good amount of agility as well, but they rather surprisingly lack strength. (+1 magic, +1 dodge, -1 physical attacks, -1 parry.)

Lava Sharks: Lava elementals who actually aren't fish but a subspecies of merfolk who live underground in lava pits. Though, they are perfectly capable of breathing air and do not breath lava. They are immune to lava and have heavy resistance to lava and fire attacks. (+1 to defense against lava and fire attacks, +1 to lava attacks, -1 against water attack/defense. +1 to wands and staffs).

Vampyres: Bloodlust elementals of the Bleeding Caves. (+1 speed, +1 for each kill made, last for 2 turns after the kill and stacks up to 6).

Ilks: Extremely poisonous elementals. (Immune to poisons, resistant to venoms, +1 to crafted poisons and poison attacks. -1 speed.)

Yellars: Slow moving but loud elementals of the Echo Caves. (+1 to sound attacks, +1 blunt weapons, -1 speed.)

Carvens: Acid elementals who can swim and breath in high acidic climates. (Immune to acid, +1 defense against acid attacks, +1 acid attacks, +1 wand attacks, -1 speed, -1 to water defense)

Nurns: Large and powerful Earth elementals who are skillful in the use of blunt weapons. (+2 power, +1 blunt weapons, +1 to earth attacks. -2 speed.)

Zarens: Metal elementals with large power and proficiency in bladed weaponry. Faster than their Earth counterparts, but slightly less powerful. (+1 power, +1 bladed weapons, +1 metal attacks. -1 speed.)

Shadows: Elementals of darkness. (+1 darkness attacks, +1 speed. -1 light attacks/defense, -1 power.)

The Air
The creatures of the Air realm are mobile. Most of them bear wings and a large majority of them are bearers of staffs, polearms, and guns.
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Angel: Angels aren't elementals by birth. They are the most well known and established Air inhabitants, and have high mobility coupled with a love of guns. (+1 speed, +1 guns, additional +1 shotguns. -1 power, -1 magical offense.)

Erithans: Plasma elementals. They are speedy and rather adept magical users, but lack capability in most material weapons. (+1 speed, +2 magic, -1 to all physical weaponry)

Aseroths: Light elementals who are a subspecies of Angels. Extremely fast and well versed in chanting and bladed weaponry. (+1 attack/defense speed, +1 light chants. -1 power, parry).

Leverns: A subspecies of Aseroths amd elementals of lightning, they are even faster but have heavy deficiencies in other forms of defense and attack. (+2 attack/defense speed, +1 lightning magic. -1 to all other forms of attack/defense.)

Chirops: The Chirops of this planet have turned into masters of air. They are also speedy and agile, even with their less than exemplary flying skills compared to other Air goers. (+1 air magic, +1 when using magical enhancers, +1 dodge. -1 parry, -1 power)

Hartens: Imaginary elementals. They aren't very fast or durable but are excellent users of projection and summon type magic. (+1 magic, +2 projection, +2 summons, -1 attack/defense speed, -1 power, -1 physical weaponry.)

Hyurs: Matter Elementals. They specialize in blunt weaponry as well as summon and magical attacks, but similar to the Hartens they lack skill in most other areas. (+1 blunt weaponry, +2 projection, +2 summons, -1 attack/defense speed, -1 power, -1 physical weaponry (excluding blunt weaponry).)

Kendlegs: Graymatter elementals, they have excellent mobility which allows them to grab and change their targets from afar. (+2 speed, +1 ranged. -1 melee, -1 magic (Save graymatter)).

Larvars: Beings of antimatter. Strong and proficient in blunt weaponry. (+1 blunt weapons, +1 power/parry. -1 speed, -1 magic.)

Kezs: Wormhole elementals. Good speed and power. However, fairly bad with weaponry, both melee and ranged. (+1 wormhole magic, +1 speed, +1 power. -1 melee, -1 ranged)

Wevers: Elementals of Blackhole, they are heavy offensive users, but lack defensive capabilities. (+1 attack/power/speed, -1 defense/dodge/parry)

Revews: The literal exact opposite of Wevers. Hence how they got their names. (+1 defense/dodge/parry, -1 attack/power/speed)

Merians: They have distinct control over time giving them great speed. But not much else. (+2 attack/defense speed, -1 power)

Gurivans: Gravity elementals who are great with blunt weaponry and have good control over gravity. (+1 gravity, +1 blunt, -1 speed.)

Sezerians: Corruption elementals who weave and thread their way into the minds of their opponents. They aren't very strong and are moderately fast but are masters of their trade. (+3 corruption magic, -1 power, -1 parry, -1 dodge)

Sea
Sea realmers are typically the fastest in water but don't do so well on land. They tend to use magical enhancers above all.
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Merfolk: Non-elementals, they are sluggish on land but move fast in water. HAve a bonus to polearms. (+2 attack/defense speed in water, +1 polearms. -1 power, -2 attack/defense speed on land)

Arachnidians: Spider people of the venom element. They're highly mobile over water with 4 additional legs. This makes them very speedy on land and gives them the ability to water skid and climb walls. (+1 speed on land, +2 in water. +1 bladed. -1 power, -1 guns. Immune to venom effects, resistant to poisons.)

Sprites: Water elementals who have a surprising air for botane. They can fly. (+1 defense speed, +1 staffs. +1 when attacking fire elementals, +1 when attacking acid elementals, +1 to botane and water. +1 fire/botane defense. -2 power, -2 rock defense, -1 when attacking rock elementals. -1 guns.)

Penguinians: Ice element subspecies of Chirops who have adapted to the polar regions. They prefer wands. Unlike chirops, they cannot fly. (+1 ice magic, +1 wands. -1 speed.)

Pixies: Mischevious illusion elementals, they are good with spellbooks (They often use scrolls) and have a good ability to use summons. (+1 spellbooks, +1 illusion magic, +1 summons. -1 power, -1 parry)

Surface
Surface elementals are fairly generic as far as attack and defense go, but with weaponry, they specialize usually in the use of bow class weapons and swords.
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Elves: Non-elementals. Very pretty, very intellegent, and quite fast. Most, but not all, tend to be haughty and overconfident, holding themselves above others. (+1 magic, +1 ranged, +1 dodge. -1 power, -1 melee weaponry.)

Ferenhieths: Fire elementals. Good attack to botane elementals, not so much to water. Can resist fire and lava attacks. Also good with bladed weapons. (+1 bladed, +1 botane attack/defense, +1 fire defense. -1 water attack/defense, -1 ranged.)

Bezerkers: Rage elementals who get a boost off of hit. They are hardy; the only way to weaken one is to kill it. (For every -1 stat gained from a successful enemy attack, gain +2 attack. -1 attack/defense speed.)

Faeries: Botane elementals. They aren't warriors but healers, featuring strong healing powers as well as good defense. (+1 botane, +2 healing, +1 dodge. -1 attack, -2 power)

Asinians: Shield elementals. Their defense, as their element suggest, is awe inspiring. (+2 shield magic, +1 armour, +1 parry. -1 attack/defense speed, -1 power)

Shapeshifters: Animal elementals. They can shapeshift. (Have the ability to shapeshift into anything on the field. Stats are not guaranteed to stay the same.)

Sand Worms: Burrowing worm-people. High speed and use of guantlets are their specialty. (+1 speed, +2 guantlets. -1 ranged.)

Xenevians: Glass elementals. Extremely fragile but very fast. Proficient in melee weaponry. (+1 melee, +1 attack/defense speed. +1 ranged. -2 parry, -1 power.)

Reapers: Elementals of death. Fast, and well versed in necromancy and scythe wielding. (+1 scythes. +1 speed. +1 death magic. -1 ranged, -1 light defense.)

Ghost: They're ghost. Not much to say here. Kind of self explanatory. (Every 8 turns, a ghost can phase through one attack. +1 speed, -power.)

Tekahenalics: Psychic elementals. They are good with bladed weaponry and ranged weaponry, and are farly fast. They aren't the best dodgers despite this, and neither do they excel in physical strength. (+1 bladed, +1 ranged, +1 speed. -1 power, -1 parry)

Blobs: Absorption elementals. Pretty much they absorb things. They aren't fast, aren't strong, but do have a good magical defense. (Will absorb the element of any elemental attack made against them. +1 magical defense, -1 dodge.)

Other
Races that belong to no realm. In other words, you may use them with any faction you wish.
----
Humans: The jack of all trades, but masters of none. They are the epitome of neutrality, the essence of ambivalence. They literally exist to not only be every where but to have no stat bonuses what so ever. And if that wasn't enough balance for you, they also can be a part of any faction.
----
Unplayable Races
Races that cannot be used by players to form a character sheet.
----
Dragoneers: A hybrid between a dragon and another race. Haven't been seen since the dragons disappeared. Most of them carry one form but the most powerful can access four: a human form, the form of their first mixed race, the form of their dragon mix (the default form taken by dragoneers), and the form of an actual dragon itself. They are extremely fast, very powerful, and proficient at melee, ranged, and magical combat. Their capabilities are doubled by their tail, which has been known to be outfitted with the ability to perform attacks on its own in all three categories for stronger specimens. These stats are added to any other race stats.

Dragons: Powerful beings who disappeared long ago. No one know where they went and they are now just another of Illysia's strange myths.

Angelians: A hybrid of an angel (or angel subspecies) and another species. Some can take the form of their first species and then change into angelian. Most however, are seen in their true form. Angelians have bright wings that aren't strictly material. They are extremely fast and proficient and gunplay and magic. In addition these stats are added to their hybrid race's stats.

Omni-Angel: The original lineage of angels. Extremely powerful, rivaling dragons in combat prowess. Unlike dragons (Who may or may not be violent) this race is universally peaceful unless provoked. Their stats are practically identical to dragons. They also have not been seen for several hundred years.

Omni-Dragon: The theoretical offspring of a dragon and an omniangel, who possesses immense battle prowess as well as other things. Instead of growing weaker on them, the combination of the dragon and omni-angel blood has doubled their capabilities in all areas. At this point none have ever existed.

Corrupted: Usually dual elementals, corrupted look like humans but have unnatural strength and speed. The only way to tell when you're facing a corrupted is that one of it's hands will be a deep dark color, usually purple, extending to black near the finger tips. The fingers will be elongated and will have no features. They also end in sharp claws.

Dinosaur: Creatures long thought to be dead but were recently re-discovered and are now flourishing. Many are used as pets or as steeds, but the dromaeosaurs sometimes make good companions, despite their lack of coherent speech.

Sekluts: Basically a mix between sharks and piranhas, but 4x as vicious.

Arch-Angel: Higher order of angels. They actually separate into three classes: Arch-Angels are more politically aligned. They could be considered the weaker of the three classes, but still have amazing battle prowess. They have a specialty of magic. Blitzkyries are more scout level archangels, who specialize in speed. They can be found using one handed swords as well as bow type weaponry. Valkyries are the final type, who are immensely powerful and tend to use two-handed swords with shields or heavy guns.

Necro: Not to be confused with a neko. A Necro is the term given to a ghost, skeleton, or zombie which has been resurrected by a necromancer. Zombies usually have slow speed but high strength, and are adept at melee combat. Meanwhile, Ghost tend to be lightfooted and specialize in magic attacks, but are weak. Finally, Skeletons have medium power and medium speed and are best known for their ranged abilities.

Chryse: Extremly fast crystaline members of the Underground Realm


Companions
Spoiler: show
Illysia features a companion system. You can have up to three different companions of the following classes:

A pet (or familiar) is a companion which is usually an animal type. It can be humanoid or have been a humanoid, but it can't be human or a human counterpart. They may be found, bought, or gifted. You may have one pet at any time. These companions will only separate with you from your will (They can mostly be regained later.). As well they will attack whomever is directed, and whomever attacks you/you attack (If applicable).

A steed is a companion whose main purpose is transportation. It has to be larger than any playable race and capable of holding any playable race. They may be found, bought, or gifted. You may have one steed with you at any time. They will only separate with you of your own will (Most can be regained later). It is their choice whether they will attack whomever attacks you, you attack, or you direct them to attack. They will follow any transportation directions given.

A colleague is a companion who is usually human or one of their counterparts, or a being of generally higher intelligence (Though such beings can also be pets/steeds.) They join you of their own free will, whether by request, necessity, or contract. They may separate from you of their own free will or your own (Unless under contract). They will attack as directed most of the time, but it is their choice whether they will attack anyone else (Unless under contract).


Sign-Up Form
You may have up to 6 different characters at one time (All in different storylines.)

Name:
Race:
Faction:
Element (1 only):
Inventory (2 max. Keep in mind that you get a 'character pack', which gives you the basic items required, such as a wallet, radios, a map, ect.):
--
(2 total for the following. Total number of items in slots must not exceed 2.)
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1:
Weapon 2:
--
Active Ability: (1 only):
Passive Ability (1 only):
----

Thanks to Doomwrath and Firebringer for assisting with weaponry stats.
Credits to Doomwrath for the name 'Blitzkyrie.'
Last edited by guineazilla on Thu Aug 04, 2016 3:06 am, edited 19 times in total.
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Re: Roll to Dodge: Illysia (II)

Postby neoexdeath » Tue Jan 26, 2016 1:19 pm

Name: Zuul'ker
Race: Demon (+1 magic, +1 dodge, -1 physical attacks, -1 parry.)
Element (1 only): Fire
Inventory (2 max. Keep in mind that you get a 'character pack', which gives you the basic items required, such as a wallet, radios, a map, ect.): staff and maybe mage robes?
--
(2 total for the following. Total number of items in slots must not exceed 2.)
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Staff (magical)
Weapon 2:
--
Active Ability: (1 only):
Passive Ability (1 only):
--

Will you fill the other slots? Also, I think you made this RPG waaaaaaaaaaaaayyyyyyyyyyyyyyyyyy too complicated.
(I enjoyed VM's idea the most tbh)
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Re: Roll to Dodge: Illysia (II)

Postby guineazilla » Tue Jan 26, 2016 2:33 pm

neoexdeath wrote:Name: Zuul'ker
Race: Demon (+1 magic, +1 dodge, -1 physical attacks, -1 parry.)
I forgot to add factions to the signup sheet. Please chose one.
Element (1 only): Fire
You need to choose a color fire which will tailor your abilities and such to match the combat style you prefer.
Inventory (2 max. Keep in mind that you get a 'character pack', which gives you the basic items required, such as a wallet, radios, a map, ect.): staff and maybe mage robes?
Well for the robes you'll need to pick your stats for it. Just try not to make it too op.
--
(2 total for the following. Total number of items in slots must not exceed 2.)
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Staff (magical)
Weapon 2:
--
Active Ability: (1 only):
Passive Ability (1 only):
--

Will you fill the other slots?
Youll get more equipment of as you go through the game.
Also, I think you made this RPG waaaaaaaaaaaaayyyyyyyyyyyyyyyyyy too complicated.
(I enjoyed VM's idea the most tbh)
Possibly. Sorry.


My edits in red.
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Re: Roll to Dodge: Illysia (II)

Postby neoexdeath » Tue Jan 26, 2016 2:56 pm

Name: Zuul'ker
Race: Demon (+1 magic, +1 dodge, -1 physical attacks, -1 parry.)
Faction: Underground
Element (1 only): Orange Fire
Inventory (2 max. Keep in mind that you get a 'character pack', which gives you the basic items required, such as a wallet, radios, a map, ect.): Staff, Flame Demon Robe.
--
(2 total for the following. Total number of items in slots must not exceed 2.)
Head:
Neck:
Torso: Flame Demon Robe (+2 to fire, +1 defense, Water Feeble, Incompletely Fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Staff (magical)
Weapon 2:
--
Active Ability: (1 only): Flame Blast (+2 power, -1 speed, 10% chance to inflict burns. Can be used 3 times before a 1 turn cooldown. Does not do damage to fire elementals, Range: 3.)
Passive Ability (1 only): Verdant Spheres (each Flame Blast cast adds +1 power and +1 speed to the next Fire skill used (excluding Flame Blast). Stacks 5 times, all stacks are removed after using a Fire skill (except for Flame Blast).)
--

Will I be able to use the other fires as well? (eventually)
Last edited by neoexdeath on Fri Jan 29, 2016 1:36 pm, edited 3 times in total.
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Re: Roll to Dodge: Illysia (II)

Postby guineazilla » Tue Jan 26, 2016 4:47 pm

I'd say lower Water and fire stats by one tier on the robe. Also since you seem to be going the magic route you might want to pick an active ability at least.

And yes you can gain more fire abilities.
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Re: Roll to Dodge: Illysia (II)

Postby Vortex_Master » Tue Jan 26, 2016 4:59 pm

Name: Il'ithid
Race: Revew (+1 defense/dodge/parry, -1 attack/power/speed)
Faction: Air
Element (1 only): White Whitehole
Inventory (2 max.): [I assume this is for carried items not listed below?]
--
(2 total for the following. Total number of items in slots must not exceed 2.) - [I also assumed this meant only choose 2 for now.]
Head:
Neck:
Torso: Sky Steel Cuirass (+1 defense, Incompletely Light, Incompletely Air, Darkness Feeble, Earth Feeble)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Polearm [voulge-guisarme] (+2 slashing, +1 speed, + 1 additional speed for every consecutive attack up to 4, -2 stabbing)
Weapon 2:
--
Active Ability: (1 only): Almighty Push - Repulsive blast that sends enemies backwards by 10 metres.
Passive Ability (1 only): Idk
--

(I enjoyed VM's idea the most tbh)

Why, thank you. :)

You explain some of the mechanics, but you never actually explained how the game shall be carried out. What shall a round consist of? How many actions are we allowed? Etc.
Last edited by Vortex_Master on Wed Jan 27, 2016 1:40 am, edited 2 times in total.
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Re: Roll to Dodge: Illysia (II)

Postby neoexdeath » Tue Jan 26, 2016 6:25 pm

guineazilla wrote:I'd say lower Water and fire stats by one tier on the robe. Also since you seem to be going the magic route you might want to pick an active ability at least.

And yes you can gain more fire abilities.

I don't really know from where to pick the abilities. Do we make our own abilities?

Vortex_Master wrote:
(I enjoyed VM's idea the most tbh)

Why, thank you. :)


No problem. It was so simple and I just felt so good when I was writing my turns that consisted of huge walls of text. (no sarcasm) :)
It was like all the effort I put into writing that made my character grow stronger.
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Re: Roll to Dodge: Illysia (II)

Postby guineazilla » Tue Jan 26, 2016 7:28 pm

Vortex_Master wrote:Name: Il'ithid
Race: Revew (+1 defense/dodge/parry, -1 attack/power/speed)
Faction: Air
Element (1 only): White Whitehole
Inventory (2 max.): [I assume this is for carried items not listed below?]
Yes.
--
(2 total for the following. Total number of items in slots must not exceed 2.) - [I also assumed this meant only choose 2 for now.]
Also yes. I couldn't figure out the best way to phrase it.
Head:
Neck:
Torso: Sky Steel Cuirass (+1 defense, Light Resistant, Air Resistant, Darkness Weak, Earth Weak)
Again, I'd lower the tiers. There are 6 total tiers and each one is either a -1 or +1 to that area.
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Polearm [voulge-guisarme] (+2 slashing, +1 speed, + 1 additional speed for every consecutive attack up to 4, -2 stabbing)
Weapon 2:
--
Active Ability: (1 only):
Passive Ability (1 only):
--

(I enjoyed VM's idea the most tbh)

Why, thank you. :)

You explain some of the mechanics, but you never actually explained how the game shall be carried out. What shall a round consist of? How many actions are we allowed? Etc.
I thought I had. Well actions per round depends on abilities, weaponry, ect., but the general standard is 2 major actions. You can do as many minor actions as you see fit. Major actions include attacks, reloading, ability activation, and the like. Minor actions include walking, opening chest, switching weapons, so on and so forth. A round consist of the host's post with the necessary information, and then the players' reply with their actions. The game is turn based, but not all enemies will attack per turn (tried that before, it makes the game really hard. How hard? My first game had a death ratio of ~ 1 death per 4 rounds. That was one of the factors.) Sometimes it means a certain criteria must be filled, other times they just attack as I so choose. Same case with allies. Any other questions? Feel free to ask.
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Re: Roll to Dodge: Illysia (II)

Postby neoexdeath » Tue Jan 26, 2016 9:16 pm

G-zilla. Explain. How. To. Make. Abilities. Right. Now. Plz.
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Re: Roll to Dodge: Illysia (II)

Postby guineazilla » Tue Jan 26, 2016 10:20 pm

Sorry, forgot. Your abilities are basically made by you. They can be whatever you want but try not to make it overpowered. Active abilities are abilities that you activate to use. Usually magic attacks or defense, or weaponry/physical abilities. Passive abilities are basically always on.
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