Midorea V3 Development Merch | Search | Memberlist | Vault | The Forge | Battle! | Temple
   
  
Goody Shop Reward

      Log-In   Not a member? Register Now! 
Midorea Forum Index / OoC Forum
Post new topic   Reply to topic (Sign Up) The Dark Spire

Want to give this Dungeon delving RP a spin?
Sure! I'm in!
50%
 50%  [ 1 ]
Looks interesting. I might give it a go.
0%
 0%  [ 0 ]
I dunno. Seems a bit complicated.
50%
 50%  [ 1 ]
A little too complicated for me.
0%
 0%  [ 0 ]
Total Votes : 2

Camio



Send private message


 PostPosted: Sat Sep 18, 2010 12:57 pm Reply with quote        
Story


In an alternate dimension called Liestra, beings known as pokemorphs exist. These are pokemon that possess human like bodies and intelligence. They have forged civilizations that co-exist with nature. However like humans, they posses the capacity for good...and for evil.

Many centuries ago, a wicked sorcerer constructed a black spire that reached towards the heavens. The spire radiated dark energies, draining away the peoples' abilities to think and act for themselves, becoming slaves to the master of the spire. The sorcerer was gathering the darkness that lay inside the heart of men and using it to feed himself, seeking to become a God and overthrow Arceus himself.

However, though Arceus could not interfere directly, he blessed several individuals with the power to combat the growing darkness. They would be immune to the controlling magics of the dark spire. The trek was long, the climb perilous and fraught with danger, traps, puzzles and illusions to overcome. At the end, the group of heroes slew the sorcerer. However, they found that they could not find a means to destroy the tower. Instead, four of the five heroes made the ultimate sacrifice to cast Fremutius Halke, a forbidden spell that transported the tower into the realm of Giratina. Only Jonaleth Mewtwo, the group cleric, remained behind, surviving where the others did not. It was to this man that Arceus passed on the secret spell that Arceus himself used to protect the heroes.

Five hundred years have passed. King Matthias Mewtwo and his queen Amellia Mew have reigned over the kingdom of Fargasta, ensuring peace and order amongst the people. But exactly one month ago, the king's vizier Venat Alakazam vanished without a trace, along with the Princess Jasmine Mew. And two days later, massive dark clouds began to form in the horizon. In the neighboring kingdom of Karneet, the Dark Spire took form, appearing once more. The people of Karneet began going mad, as though all reason and shred of goodness had been stripped away from their souls.

King Matthias Mewtwo, descendant of Jonaleth Mewtwo, has sent out a call to arms, seeking to gather a small band of worthy heroes brave enough to enter the Dark Spire and find a way to destroy it once and for all.
~~~~~~~~~~~~~~~~~~~~~~~~~~


Rules:

1.> No Godmodding
2.> You are allowed 4 moves based on your species. They can only be level moves or egg moves. You may only use your moves one time each per battle. However, your class will determine if you can use spells or not, and spells will become available after meeting certain requirements.
3.> Keep things within PG 13. Romance is allowed, just keep it in check.
4.> Be active. No one likes having to wait on one person. If you're going to be gone for a little bit, let me know so I can use your absence to throw in a sidequest for the others Twisted Evil
5.> Put somewhere in your SU Vulpix rules all! so I know you've read the rules.
6.> Keep the cussing to a minimum.
7.> You cannot play as Legendary Pokemorphs
8.> Always post your stats at the top of every post. This will make things much easier on me and you.
(example:
name
HP: 10/10
~~~~~~~
Strength: 7 +2 (Long Sword)
Deterity: 7
Defense: 5 +2 (Leather Armor)
Evasion: 10
Intellegence: 1)

Spots available:5
1.> Robert Arcanine (me) (Warrior)
2.>
3.>
4.>
5.>
6.>

Classes
Each class has their own special niche to play. Whether you're the one in the front lines handing out cans of whoop*** or the person in the back making sure everyone's health is in good condition, everyone has their part to play.

Warrior: This is your typical hack n' slash character. This guy/gal is the one that's going to be putting the hurt on everything that ticks him/her off. Warriors do not learn any spells. They can equip just about any type of armor or weapon they wish. Warriors start with 10 hp. Upon leveling, they receive 7 hp.

Rogue: Fast, nimble and intelligent, the rogue is an absolute must for any party. They are the only ones who can pick locks, disarm traps and make perfect scouts. Rogues can only equip light, non metal armor and only use light weapons and ranged weapons. Rouges start with 7 hp. Upon leveling, they receive 5 hp.

Sorcerer: These are the party's nuclear weapon silos. While at the start, they only know a few spells and can only cast a certain number of spells before needing to rest and meditate, the spells they have at their disposal can deal significant damage and usually to multiple enemies. as they unlock more spells and become more proficient in spell casting, they become even deadlier. However, because they cannot cast spells while encumbered, they cannot wear any sort of armor, only clothing. They also can only wield staves. Sorcerers start with 5 hp. Upon leveling, they receive 3 hp. Sorcerers start out with 3 lvl 1 spells.

Cleric: The servants of the deities of the pokemon world, clerics do more than make the hurt go away. They also support the party with spells to lessen the damage taken, boost party member's stats and put the major hurting on the undead and ghost types. They can wear up to medium armor but can only use blunt weapons. Clerics start with 8 hp. Upon leveling, they receive 6 hp. Clerics start out with 3 lvl 1 spells.

Ranger: The ranger is skilled at taking down enemies from afar. They specialize in bows and cross bows, but if need be they can also use light bladed weapons. In order to keep nimble, they can only equip light armor. They can also track down targets as long as they have something to go off of. Rangers start with start with 7 hp. Upon leveling, they receive 5 hp.

Combat
Combat works differently in this rp than in any other. Everyone will post the action they will take, I roll out on my end the d20 dice and post the results. If you have not faced an enemy type before, it's HP will be unknown until you defeat it. After that, if your party comes across the same enemy type later on, you will be able to see their HP. An exception to this is the Sorcerer spell 'Identify' which reveals not only the enemy's HP, but also its stats. When combat is over, loot is posted to be divided amongst the party members.

Your characters will never die in this rp. Rather once your HP is dropped to zero during battle, your character will be rendered unconscious for the remainder of the battle. At the end of battle, if you are still unconscious, your character will be force-teleported to the city church and will be unable to rejoin the party until they leave the Spire and enter the city. If your health drops to 0 due to a trap, you are teleported immediately to the city to be revived. You can do some personal rp with the npcs in the city, but you cannot go into the Spire without the rest of your party. You will still receive a level up if they complete a mission in the Spire.

The Stats
These are your initial abilities. When battles are fought, the attack power is what is used to determine damage, while defense determines how much is absorbed. Evade determines whether you dodge an attack while Dexterity determines if your attack will hit. Intelligence determines how many times you can cast before needing to rest and meditate. Obviously, the higher a stat, the better your chances of success. Of course, successes and failures come mostly by the roll of the D20 of the Dungeon Master.

Everyone will have 30 points to distribute between the provided stats: Strength, Dexterity, Defense, Evasion, Intelligence

Leveling
The meat and potatoes of the game. For every quest you complete, everyone gains a level. Everyone will be rewarded with 5 points to divide up in their stats. Depending on class, everyone will also receive additional hp (health points). Spellcasters will be able to add one spell to their spellbooks.

SU Form

Name:
Age:
Gender:
Species:
Class:
Appearance: (picture is fine, otherwise at least 3 sentences of description)
Personality: (At least 5 sentences)
Chosen PKMN moves: (4 total)
History:

Stats (30 to divide between all stats, minimum 1 point in each.)
HP: (dependent solely on chosen class. You cannot put points into this stat)
Strength: (Physical damage capability)
Dexterity: (Ranged attack capability/Needed for rogue abilities)
Defense: (An attacker must roll this number or higher to hurt your character)
Evasion: (An attacker must roll this or higher in order to land an attack)
Intelligence: (Casting ability. The higher your intelligence, the more spells you can cast before needing to rest)


Items: Your carried items will go here. Everyone starts off with one basic weapon (20 rounds of ammo if ranged), cloth robes or leather armor, 2 minor potions (recovers 5 hp) and a teleportation amulet.
Gold: $300

Spells Known: (Only if a caster class [sorcerer/cleric])
# of Spells cast so far: #/Int.






Spell List

Sorcerer
Lvl 1 (accessible at Lvl 1+)
Acid Splash - Single Target - 1d4+caster level poison damage
Magic Armor -Target Self - Raise Defense by 3 for 5 turns
Cold Ray - Single Target - 1d4+caster level ice damage
Shocking Touch - Single Target - 1d4+caster level electric damage
Flare - Single Target - 1d4+caster level fire damage

Lvl 2 (accessible at Lvl 4+)
Mage Hand - Single Target - Interact with an object at a distance
Identify - Single Target - Reveals information on target
Burning Hands - Single Target - 1d6+caster level fire damage
Magic Missle - 1 Target +1 per caster level - deals 1d4+caster level normal damage
Aura Shot - 1 Target - 1d6+caster level fighting damage, ignores evade

Lvl 3 (accessible at Lvl 7+)
Acid Arrow - Single Target - deals 1d6+caster level poison damage, 1 poison damage each turn for 5 turns (cumulative)
Fireball - Single Group - deals 1d8+caster level fire damage to target(s)
Suffocate - Single Target - deals 1d4 water damage each turn for 3 turns (not cumulative)
Thorny Vines - Single Group - deals 1d4+caster level grass damage
Summon Dagger - Single Target - deals 1d8+caster level steel damage

Lvl 4 (accessible at Lvl 15+)
Stone Spikes - Single Group - deals 1d8+caster level rock damage
Quicksand - Single Target - Deals 1d6 ground damage for 5 turns. Target cannot make melee attacks without a successful evade roll of 15 or better
Dragon Breath - Single Group - deals 1d8+caster level dragon damage
Mind Render - Single Target - deals 1d10+caster level psychic damage
Choking Shadows - Single Group - deals 1d6 dark damage for 3 turns, raises evasion and lowers dexterity by 3

Lvl 5 (accessible at Lvl 19+)
Death Touch - Single Target - deals 1d12+caster level ghost damage
Nova Flare - All Targets - deals 1d4+caster level fire damage and 1d4+caster level dragon damage
Electrocute - All Targets - deals 1d6+caster level electric damage
Diamond Dust - All Targets - deals 1d6+caster level ice damage
Poison Ivy - Single Group - deals 1d4+caster level grass damage and 1d4+caster level poison damage

Lvl 6 (accessible at Lvl 21+)
Thunderstorm - All Targets - deals 1d4+caster level water damage, 1d4+caster level flying damage, 1d4+caster level electric damage
Flaming Pillar - Single Target - deals 1d12+caster level fire damage
Alchemist's Pandora - Single Group - deals 1d10+caster level randome type damage
Tidal Wave - All Targets - 1d8+caster level water damage

Lvl 7 (accessible at Lvl 30+)
Judgment - Single Target - deals 17d4+caster level damage (1d4 for each pokemon type)
Dark Void - Single Group - deals 2d12+caster level dark damage, has a chance of putting targets to sleep
Trinity Strike - Single Group - deals 3d20+caster level damage (1d20 Fire, 1d20 Water, 1d20 Electricity)
Shadow Force - All Targets - deals 2d20+caster level ghost damage

Cleric

Lvl 1 (accessible at Lvl 1+)
Minor Healing - Single Ally - restores 1d4+caster level hp
Detect Hidden Doors - Area - Magically illuminates any hidden doors near the group (lasts until user leaves the floor from which the spell was cast)
Minor Shielding - Single Ally - Increases Defense by 2 for 5 turns
Antidote - Single Ally - Cures poisoning

Lvl 2 (accessible at Lvl 4+)
Minor Healing Wave - All Allies - restores 1d4+caster level hp
Minor Elemental Barrier - Single Ally - soaks up 2 dmg of elemental damage for 5 turns
Shielding - Single Ally - Increases Defense by 4 for 5 turns
Disruption - All Targets - deals 1d4+caster level dark damage to all undead/ghosts. Cannot affect other types of targets

Lvl 3 (accessible at Lvl 7+)
Arcanine Agility - Single Ally - Increases Evasion by 3 for 5 turns
Strength of Machoke - Single Ally - Increases Strength by 3 for 5 turns
Weavile Accuracy - Increases Dexterity by 3 for 5 turns
Healing Touch - Single Ally - restores 1d6+caster level hp
Wisdom of Slowking - Single Target - Increases Intelligence by 3 for 5 turns

Lvl 4 (accessible at Lvl 15+)
Blessing - All Allies - restores 1d6+caster level hp
True Aim - Single Ally - next 2 attacks made by target ally cannot miss
Armor of Faith - All Allies - Increases Defense by 3 for 5 turns
Elemental Barrier - All Allies - Absorbs 5 damage from elemental attacks for 5 turns

Lvl 5 (accessible at Lvl 19+)
Curse of Ninetales - All Targets - Reduces targets' Dexterity by 3 for 5 turns, deals 1d4 fire damage for 5 turns
Holy Smite - Single Target - Deals 1d6+caster level damage to target's strongest elemental weakness
Blinding Light - All Targets - Lowers targets' dexterity by 10 for 2 turns
Benediction - Single Ally - restores 1/2 max hp

Lvl 6 (accessible at Lvl 21+)
Armor of the Legendaries - All Allies - increases defense and evasion by 3 for length of mission
Song of Serenity - All Allies - restores 1/2 max hp
Song of Restoration - All Allies - Restores 1 hp per turn for 10 turns and cures all status effects
Song of Resurrection - Single Ally - Brings Ally back from the dead with 1/2 max hp

Lvl 7 (accessible at Lvl 30+)
Spacial Rend - Single Group - deals 1d20+caster level dragon damage
Roar of Time - Single Group - deals 1d20+caster level dragon Damage
Dark Void - Single Group - deals 1d20+caster level dark damage
Ambrosia - Single Ally - Fully restores hp



Starting Gear to choose from:
Weapons:
Light Weapons: Dagger (+1 STR, +1 EVA), Staff (+1 STR, +1 INT), Short Bow (+1 STR), Sling (+1 STR)
Medium Weapons: Short Sword (+1 STR, +1 DEX), Long Sword (+2 STR), Mace (+2 STR)
Armor:
Robe (+1 DEF), Leather Armor (+2 DEF)
Camio



Send private message


 PostPosted: Sat Sep 18, 2010 12:58 pm Reply with quote        
Vulpix rules all!
Name: Robert Arcanine
Age: 19
Gender: Male
Species: Arcanine
Class: Warrior
Appearance:


Personality: Robert is a generally pleasant and compassionate guy. He tries to help out those in need, but he doesn't give hand-outs unless it's an emergency need like food to the starving or a potion for healing. In combat, he's level headed. While most warriors suit themselves up with heavy armors that weigh them down, Robert prefers to be as nimble as a rogue, evading attacks rather than just soaking up the damage. He is a leader and a very loyal friend to all he befriends.

Chosen PKMN moves: Flare Blitz, Heat Wave, Extreme Speed, Body Slam

History: Robert was born in a mercenary camp. From an early age he learned how to fight. As he grew, it was quite clear the boy was a prodigy. While other warriors rode atop their Rapidashes and lunged into battle, Robert fought on foot, using blazing speed and skill to hammer down his enemies. Eventually Robert struck out on his own to explore the world.

Robert had been to all four of the world kingdoms and took with him all of the experiences. He never took on any job he thought to be immoral and always defended the innocent, often without even requesting pay before or afterwords. Because of this, he was loved by the many good people he came across.

Now with the re-appearance of the Dark Spire and the madness it has driven the people of Karneet into, Robert answers the summons of King Mewtwo to try and find a way to destroy the Dark Spire and find the whereabouts of the vizier and the princess.

Stats
HP: 10/10 (Warrior Class)
~~~~~~~
Strength: 7 +2 (Long Sword)
Dexterity: 7
Defense: 5 +2 (Leather Armor)
Evasion: 10
Intelligence: 1
Total points: 30

Items: Long Sword (+2 Attack), Leather Armor (+2 Def), 2 minor potions (recovers 5 hp), teleportation amulet.
Gold: $300
Post new topic   Reply to topic



Powered By phpBB Home | Rules | FAQ | Help | TOS | Privacy Policy | Contact us