READ THIS FIRST!!
My first RP to lead, inspired by Jupingatna. Thanks Amras.
Story:
The world is at war. The 5 nations have been fighting for decades and there is no end in sight. The icy climate of Sylvark, the lava flows of Toromus, the sands of Al’Kiharum, the mountains of Syres, and the urban landscape of Chystor have all claimed parts of the fights. With standard soldiers and restrictions, the 5 nations have found themselves at a stalemate. Thus the age of mercenaries has begun…
~Rules~
· All of CF’s rules
· No flaming
· No God-Modding (You shouldn’t try to be what you can’t be)
· No suicides, no assisted suicides, no murder of any player whatsoever.
· DEFINITELY No OOC chat.
· Try to keep the blood and gore to a minimum…a.k.a. none
· Life is good when people speak in 3rd person.
~Player Starting Classes & Descriptions*~
1. Fighter- Basic melee, most quests involve direct fighting
2. Archer- Long range, missions consist of defense and ambush fights
3. Mage- Magic user, starts with civilian aid/defense missions then advances to more dramatic missions
4. Thief- Stealthy, missions start with info gathering then lead into rescue or reconnaissance missions. Not much fighting.
* These are only the beginning classes, more choices develop with levels.
~Title Hierarchy~
Top rank is #1, next is #2, so on…
1. Master General*
2. General
3. Division Commander
4. Officer**
5. Soldier of Fortune
6. Wandering Footman
7. Professional Merc
8. Apprentice
9. Recruit
10. Cannon Fodder***
* As of now, I’m the only Master General
** Officer rank can post missions according to the storyline
*** Have to be demoted to receive this title.
~Leveling & Class Changes~
First off, your basic class will remain forever.
This has 4 requirements:
1. You can level after your 3rd mission, then in increments of 3 from then on. So first you need to pass 3 missions.
2. You must acquire the equipment you need for your next class.
3. You need the title of Professional Merc.
4. You need the proficiency for the class you wish to become.
~Specialized Classes~
Here is the list of proficiencies and classes.
· Fighter
o Swordsman
§ *Cavalier: Horse mounted sword wielder
§ Knight: Heavily armored, mainly all-out attacker
§ Strike-Warrior: Quick, ruthless unrelenting striker. Can be mounted but can’t fight from horseback.
o Axeman
§ Berserker-Heavy all-out axe fighter
§ *Raider- Horse mounted Axe wielder
§ Pirate- Quick, light armored, and is required to pilot a boat.
o Fist Fighter
§ Judo Master- Uses throws to fight
§ Boxer- Uses fists and feet to fight
§ Grappler- Basically…grapples. A combo of Judo Master & Boxer
· Archer
o Short Bow Proficiency
§ *Horseback Archer
§ Foot Archer
o Long Bow Proficiency
§ Marksman
§ Flame Arrow Wielder
· Mage
o White Magic
§ Life Magic: Heal, Cure, & Revive
§ Soul Magic: Enhancements
o Elemental Magic
§ Geomancer: Uses Earth to defeat foes
§ Hydromancer: Uses Water to defeat foes
§ Pyromancer: Uses Fire to defeat foes
§ Aeromancer: Uses Air to defeat foes
o Black Magic
§ Death Magic: Life Siphon, Heart Shatter
§ Curse Magic: Deteriorations
· Thief
o Stealth
§ Infiltrator- Sneaks into enemy bases
o Intelligence Gathering
§ Spy- Deceives enemies to gain information
· **Special Classes
o Assassin
o Siege Engineer
o Diplomat
o Enchanter
* Horse riders can purchase new mounts such as a Pegasus or a Wyvern if they have the money.
** These classes are only appointed to players in times of need or in cases of extreme skill. Can only be given the title by a Master General.
~Weapon Components~
Weapons are made of 2 basic parts.
Sword: Hilt, Blade
Axe: Handle, Blade
Bow: Bow Wood, String
Arrows: Shaft, Arrowhead
Staff: Base, Staff Head
Daggers: Hilt, Blade
These parts fit into 2 Categories: Metals and Misc.
Metals: *Hilt, *Handle, Blade, Arrowhead, and Staff Head
Misc: *Hilt, *Handle, Bow Wood, String, Shaft, and Base
You cannot buy weapons, you have to make them. To make a weapon, you have to have a certain amount of experience determined by how many missions you do. Metals must be purchased, and Misc. items can be purchased or crafted.
Metals:
Bronze
Iron
Steel
Silver
Gold
Platinum
Mithril
Adamantine
Materite
Dragon Bone
Wood (Bow Wood, Hilts, Handles, Shafts, Bases)
Pine
Oak
Maple
Redwood
Bloodwood
*Mulberry
*Palm
*Yew
* Only usable for Bow Wood.
~Affinities~
Affinities are how your character functions. Each character has a set affinity.
Fighters: Earth
Archers: Air
Mages: Fire
Thieves: Water
Interactions between classes are like those in real life. Fighters are unaffected by Mages, but suffer a bit when working with Archers and Mages. Archers and Mages work well together, have no effect on Thieves, and work worse when with fighters. Mages are unaffected by fighters, fueled by archers, and cannot work in the presence of thieves. And thieves are unaffected by archers, work worse around fighters, and cannot work with mages. This is true for all classes and proficiencies.
~Training Grounds~
As a recruit, you have little skills. This is what the training ground is for. You cannot accept a mission until you have a basic knowledge of a weapon. To gain knowledge of a weapon, you must spend a “day” in the training ground. This means, you RP yourself to the grounds, and say at the end “(player name) then trained for the rest of the day.” After this, you cannot post in this forum until the next day. If you do, then the training will be canceled and you will not receive your credit for the weapon. This is how you gain proficiency, as well. You are allowed 2 proficiencies. Your main one must be of your base class, but your second can be of any class. Depending on what you choose, this can open up new classes for you to choose from. There is no list, but if you want to know what is available for your proficiencies of choice, ask me.
~Profiles~
Profiles help others keep track of your status. When you join the RPG, you will fill out the following fields:
Name:
Age:
Base Class:
Description: (Be creative)
Reason to become a Merc: (This helps me know how you’re going to play the game)
After your third mission, you will be required to post a new copy of this, with the following fields added:
Missions Completed: (Name the missions)
*Primary Proficiency:
*Secondary Proficiency:
*Secondary Class:
Gold:
Current Weapon(s):
Time In Training:
* If Applicable
My first RP to lead, inspired by Jupingatna. Thanks Amras.
Story:
The world is at war. The 5 nations have been fighting for decades and there is no end in sight. The icy climate of Sylvark, the lava flows of Toromus, the sands of Al’Kiharum, the mountains of Syres, and the urban landscape of Chystor have all claimed parts of the fights. With standard soldiers and restrictions, the 5 nations have found themselves at a stalemate. Thus the age of mercenaries has begun…
~Rules~
· All of CF’s rules
· No flaming
· No God-Modding (You shouldn’t try to be what you can’t be)
· No suicides, no assisted suicides, no murder of any player whatsoever.
· DEFINITELY No OOC chat.
· Try to keep the blood and gore to a minimum…a.k.a. none
· Life is good when people speak in 3rd person.
~Player Starting Classes & Descriptions*~
1. Fighter- Basic melee, most quests involve direct fighting
2. Archer- Long range, missions consist of defense and ambush fights
3. Mage- Magic user, starts with civilian aid/defense missions then advances to more dramatic missions
4. Thief- Stealthy, missions start with info gathering then lead into rescue or reconnaissance missions. Not much fighting.
* These are only the beginning classes, more choices develop with levels.
~Title Hierarchy~
Top rank is #1, next is #2, so on…
1. Master General*
2. General
3. Division Commander
4. Officer**
5. Soldier of Fortune
6. Wandering Footman
7. Professional Merc
8. Apprentice
9. Recruit
10. Cannon Fodder***
* As of now, I’m the only Master General
** Officer rank can post missions according to the storyline
*** Have to be demoted to receive this title.
~Leveling & Class Changes~
First off, your basic class will remain forever.
This has 4 requirements:
1. You can level after your 3rd mission, then in increments of 3 from then on. So first you need to pass 3 missions.
2. You must acquire the equipment you need for your next class.
3. You need the title of Professional Merc.
4. You need the proficiency for the class you wish to become.
~Specialized Classes~
Here is the list of proficiencies and classes.
· Fighter
o Swordsman
§ *Cavalier: Horse mounted sword wielder
§ Knight: Heavily armored, mainly all-out attacker
§ Strike-Warrior: Quick, ruthless unrelenting striker. Can be mounted but can’t fight from horseback.
o Axeman
§ Berserker-Heavy all-out axe fighter
§ *Raider- Horse mounted Axe wielder
§ Pirate- Quick, light armored, and is required to pilot a boat.
o Fist Fighter
§ Judo Master- Uses throws to fight
§ Boxer- Uses fists and feet to fight
§ Grappler- Basically…grapples. A combo of Judo Master & Boxer
· Archer
o Short Bow Proficiency
§ *Horseback Archer
§ Foot Archer
o Long Bow Proficiency
§ Marksman
§ Flame Arrow Wielder
· Mage
o White Magic
§ Life Magic: Heal, Cure, & Revive
§ Soul Magic: Enhancements
o Elemental Magic
§ Geomancer: Uses Earth to defeat foes
§ Hydromancer: Uses Water to defeat foes
§ Pyromancer: Uses Fire to defeat foes
§ Aeromancer: Uses Air to defeat foes
o Black Magic
§ Death Magic: Life Siphon, Heart Shatter
§ Curse Magic: Deteriorations
· Thief
o Stealth
§ Infiltrator- Sneaks into enemy bases
o Intelligence Gathering
§ Spy- Deceives enemies to gain information
· **Special Classes
o Assassin
o Siege Engineer
o Diplomat
o Enchanter
* Horse riders can purchase new mounts such as a Pegasus or a Wyvern if they have the money.
** These classes are only appointed to players in times of need or in cases of extreme skill. Can only be given the title by a Master General.
~Weapon Components~
Weapons are made of 2 basic parts.
Sword: Hilt, Blade
Axe: Handle, Blade
Bow: Bow Wood, String
Arrows: Shaft, Arrowhead
Staff: Base, Staff Head
Daggers: Hilt, Blade
These parts fit into 2 Categories: Metals and Misc.
Metals: *Hilt, *Handle, Blade, Arrowhead, and Staff Head
Misc: *Hilt, *Handle, Bow Wood, String, Shaft, and Base
You cannot buy weapons, you have to make them. To make a weapon, you have to have a certain amount of experience determined by how many missions you do. Metals must be purchased, and Misc. items can be purchased or crafted.
Metals:
Bronze
Iron
Steel
Silver
Gold
Platinum
Mithril
Adamantine
Materite
Dragon Bone
Wood (Bow Wood, Hilts, Handles, Shafts, Bases)
Pine
Oak
Maple
Redwood
Bloodwood
*Mulberry
*Palm
*Yew
* Only usable for Bow Wood.
~Affinities~
Affinities are how your character functions. Each character has a set affinity.
Fighters: Earth
Archers: Air
Mages: Fire
Thieves: Water
Interactions between classes are like those in real life. Fighters are unaffected by Mages, but suffer a bit when working with Archers and Mages. Archers and Mages work well together, have no effect on Thieves, and work worse when with fighters. Mages are unaffected by fighters, fueled by archers, and cannot work in the presence of thieves. And thieves are unaffected by archers, work worse around fighters, and cannot work with mages. This is true for all classes and proficiencies.
~Training Grounds~
As a recruit, you have little skills. This is what the training ground is for. You cannot accept a mission until you have a basic knowledge of a weapon. To gain knowledge of a weapon, you must spend a “day” in the training ground. This means, you RP yourself to the grounds, and say at the end “(player name) then trained for the rest of the day.” After this, you cannot post in this forum until the next day. If you do, then the training will be canceled and you will not receive your credit for the weapon. This is how you gain proficiency, as well. You are allowed 2 proficiencies. Your main one must be of your base class, but your second can be of any class. Depending on what you choose, this can open up new classes for you to choose from. There is no list, but if you want to know what is available for your proficiencies of choice, ask me.
~Profiles~
Profiles help others keep track of your status. When you join the RPG, you will fill out the following fields:
Name:
Age:
Base Class:
Description: (Be creative)
Reason to become a Merc: (This helps me know how you’re going to play the game)
After your third mission, you will be required to post a new copy of this, with the following fields added:
Missions Completed: (Name the missions)
*Primary Proficiency:
*Secondary Proficiency:
*Secondary Class:
Gold:
Current Weapon(s):
Time In Training:
* If Applicable