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Post by Eladar on Jul 9, 2016 16:42:24 GMT
Here goes: I've been thinking over the ideas I had for an RP, one seemed unrealistic and the other not thought through, the third was too similar to a recent one I had done back in S9, so I went with the old dungeon one. This one is a lot more advanced and thought through than any of my normal RP's though.
Let's start with the BIO: Name: Just a basic name (and preferably surname). Age: Let's go with an 18+ and at a limit of 36 maximum. Appearance: As a friend of mine used to say: Just so that I don't put your 20m tall giant into a 2m in height room. Race: You got: Human, Elf, High Elf, Moon Elf, Dark Elf, Drow, Night Elf, Sun Elf, Wood Elf, Water Elf... Backstory: How you got here and why you came here. (Like: I want Money and treasure and loot!!!) Class: I am going to elaborate on that next! There are 7, so read through carefully and choose wisely! Gold: You start with 2000 and I am going to edit it into your BIO (which will be put into the starting post). Level: You start with 1 and I will edit it into the BIO, every time you level up! Equipment: You start with a basic weapon, depending on your class. (It will be mentioned with the class.) HP: Depends on your basic class and level. Defense: Depends on your basic class and level. Attack: Depends only your weapon/weapons and your skills with those weapons.
Let's elaborate onto classes! Each class has 5 skills, but you can only have 4. There will be 2 Tier 7 skills available at the end, but you can only select one of them! They are accessible at level 31. You can only access each tier of skills at a certain level and certain level of skills will be required for some more advanced skills. When another skill is required, that means that you need the maximum level of that skill. A percentage will be decided by a dice out of 100. The percent you already have is together out of 100. Movement speed determines your chances of escaping a battle or trap. The 4/4 or 1/1 shows how much this rank can be upgraded.
Tier 1- Level 1. Tier 2- Level 6. Tier 3- Level 11. Tier 4- Level 16. Tier 5- Level 21. Tier 6- Level 26. Tier 7- Level 31. Tier 8- Level 36.
Archer: Starts with a longbow (1-5 damage). Archers offer ranged damage and speed, at the cost of a proper defence. Alone an archer can stand fine in small corridors, where it keeps it's attacks ranged. In close combat it won't stand a chance. Archers are more suited to dish out high damage to singular opponents, but have certain AOE attacks, as well. Starting HP: 35. Start defence: 2.
Tier 1 Sprint 4/4 (Passive) - Increase movement speed by 4% (4% per rank) Rapid Shot 1/1 (Active) - Shoot 4 arrows in succession at an enemy, dealing 4 normal attacks. Cool down is 3 turns in fight and instant when a fight ends. Great Rapid Shot 4/4 (Passive, Rapid Shot required) - Increase the damage of Rapid Shot by 15% (10% per rank)
Tier 2 Arrow Storm 4/4 (Passive, Arrow Rain required) - Increase the damage of Arrow Rain by 20% (20% per rank) Arrow Rain 1/1 (Active) - Shoot a hail of arrows, dealing 1 hit of normal damage to each enemy in fight. Cool down is 5 turns in fight and instant when a fight ends. Bow Mastery 3/3 (Passive) - Increase bow attack speed by 5% (4% per rank)
Tier 3 Lightning Reflexes 4/4 (Passive) - Improve your odds with a 3% chance to dodge any damage (3% per rank) Manslayer 5/5 (Passive) - Increase hit raiting and damage by 5% when attacking Humans (3% per rank) Bow Proficiency 5/5 (Passive, Bow Mastery required) - Increase bow damage and hit rating by 5% and critical damage by +8% (4% damage and hit rating and 8% critical damage per rank)
Tier 4 Undead Slayer 4/4 (Passive, Manslayer required) - Increase hit raiting and damage by 5% when attacking Undead creatures (4% per rank) Entangling Shot 1/1 (Active) - Shoot an arrow, pinning the enemy in place for 5 rounds. Cool down is 6 turns and instant when a fight ends. Barbed Entanglement 4/4 (Passive, Entangling Shot required) - Enable Entangling Shot to deal 15% of normal attack damage per second to the target (10% per rank)
Tier 5 Nimble Dodge 5/5 (Passive) - +3 Defense (+1 per rank) Golem Slayer 3/3 (Passive, Undead Slayer required) - Increase hit raiting and damage by 5% when attacking Golems and Mech creatures (5% per rank) Magic Arrow 6/6 (Passive) - Add a passive 9% chance to shoot an enchanted arrow, dealing an additional 20% damage. (9% per rank)
Tier 6 Ogre Slayer 2/2 (Passive; Enhances Ogre Slayer) - Increase hit raiting and damage by 5% when attacking Ogres (5% per rank)
Tier 7 Flaming Arrows 1/1 (Active) - All arrows fired within 10 rounds of activation will explode, dealing 10 fire damage. Cool down is 15 turns or 3 battles. (The turns from different battles will add up to the 15) Aimed Shot 1/1 (Active, Magic Arrow required) - Deal a critical blow to a normal enemy with 20% chance to instant death. Cool down is 15 turns or 3 battles. (The turns from different battle will add up to the 15)
Tier 8 Expert Slayer 4/4 (Passive, Ogre Slayer required) - Increase hit rating and damage by 4% when attacking slayer targets. Eagle Eye 4/4 (Passive, Aimed Shot required) - Deal 3 bonus damage and gain a 10% chance of knockdown. (3 damage per rank)
Barbarian: Starts with a Waraxe (1-8 damage). Barbarians have a fairly low defence, but make it up with high HP and tons of damage. Starter HP: 45. Start Defence: 4.
Tier 1 Unyielding Fury 4/4 (Passive, Rage required) - +4% defense when enraged. (5% per rank) Rage 1/1 (Active) - Use to gain +20% damage, +20% max HP, and -40% defense for 5 turns. Cool down is 10 turns in fight and instant out of fight. Improved Rage 4/4 (Passive, Rage required) - Increase damage and maximum HP by 4% when enraged. (5% per rank)
Tier 2 Wrathful Rage 5/5 (Passive, Rage required) - Give Rage a 10% chance to knock down enemies for 3 seconds. (3 seconds per rank) Charge 1/1 (Active) - Charge an enemy, forcing it to attack you for the rest of the battle, unless it's attacked by a similar move. Cool down is 10 turns in fight and instant out of fight. Dual Wield 1/1 (Passive) - Allow you to hold a weapon in each hand. The off-hand weapon only deals 50% damage.
Tier 3 Improved Constitution 5/5 (Passive) - +3% max HP. (+4% per rank) Feral Charge 4/4 (Passive, Charge required) - Give Charge a 25% chance to stun the enemy for 3 seconds. (25% per rank)
Tier 4 Damage Resistance 4/4 (Passive) - +1 Damage resistance. (+1 per rank) Whirlwind 1/1 (Active) - Instantly attack any enemies you're fighting 5 times. Cool down is 1 turn in fight and instant when a fight ends. Dual-Wield Specialization 4/4 (Passive, Dual Wield required) - Increase off-hand damage by 5% when dual wielding. (5% per rank)
Tier 5 Sprint 4/4 (Passive) - Increase movement speed by 4%. (4% per rank) Axe Proficiency 5/5 (Passive): Increase axe damage and hit rating by 7% Increase axe damage and hit rating by 11% and critical damage by 9% Increase axe damage and hit rating by 15% and critical damage by 17% Increase axe damage and hit rating by 19%, critical damage by 25% and critical chance by 5% Increase axe damage and hit rating by 23%, critical damage by 33% and critical chance by 9% Two-handed Weapon Proficiency 5/5 (Passive): Increase Two-handed Weapon damage and hit rating by 5% Increase Two-handed Weapon damage and hit rating by 10% and critical damage by 10% Increase Two-handed Weapon damage and hit rating by 15% and critical damage by 20% Increase Two-handed Weapon damage and hit rating by 20%, critical damage by 30% and critical chance by 5% Increase Two-handed Weapon damage and hit rating by 25%, critical damage by 40% and critical chance by 10%
Tier 6 Heroic Spirit 4/4 (Passive) - Increase your hit rating, damage and defense by 5% when your HP is under 30%. (4% per rank) Strength of Giants 1/1 (Passive) - Allow you to wield two-handed weapons in one hand.
Tier 7 Sonic Roar 1/1 (Active) - Roar and cause 120 damage to enemies fighting you, stunning them for 1 turn. Rapid Strike 1/1 (Active) - Instantly strike an enemy 3 times in succession.
Tier 8 Tendon Slicer 4/4 (Passive) - Reduce enemy movement speed by 15%. Lasts 5 seconds. Stunning Slice 4/4 (Passive, Rapid Strike required) - Adds a 5% chance to stun. Lasts 1 turn in and out of fight.
Bard: Starts with a Longsword (1-8 damage). The Bard is the support class. He/she specializes in providing Health regeneration, damage, defense, and attack speed Buffs as their skills. They can increase/decrease prices for items in the shop in your favor, +3% per level up. The Bard is the only class that can heal other party members while still being able to attack an enemy. Starter HP: 30. Start Defence: 3.
Tier 1 Great Song of Four Heroes 4/4 (Passive, Song of Four Heroes required) - Enable Song of Four Heroes to increase the maximum HP of party members by 5% (3% per rank) Song of Four Heroes 1/1 (Active) - Party members regenerate (3 + character level / 2) HP per second for 15 seconds. Cool down is 7 turns in battle and instant out of battle. Heroic Spirit 4/4 (Passive) - Increase your hit rating, damage and defense by 5% when your HP is under 30% (4% per rank)
Tier 2 Barbarian's Battle Song 1/1 (Active) - Increase damage and attack speed of party members by 10% for 5 turns. Cool down is 7 turns in battle and instant out of battle. Great Battle Song 3/3 (Passive, Barbarian's Battle Song required) - Increase the damage and attack speed of Barbarian Battle Song by 5% (3% per rank) Training 3/3 (Passive) - Reap the rewards of being a combat veteran: +1 defense, +5% hit rating (1 defense and 5% hit rating per rank)
Tier 3 Daggers Proficiency 5/5 (Passive) - Increase dagger damage and hit rating by 4% (5% per rank) Scimitars Proficiency 5/5 (Passive) - Increase scimitar damage and hit rating by 4% (5% per rank) Clubs Proficiency 5/5 (Passive) - Increase club damage and hit rating by 4% (5% per rank)
Tier 4 Reputation 4/4 (Passive) - Increase or reduce price by 3% in your favor making transactions (5% per rank) Great Iron Song 3/3 (Passive, Iron Song required) - Add HP regeneration to Iron Song, equal to 5% of the effect of Song of Four Heroes (7% per rank) Iron Song 1/1 (Active) - Increase damage resistance of party members by (3 + character level / 3) for 4 turns. Cool down is 8 turns in battle and instant out of battle.
Tier 5 Echo 3/3 (Passive) - Increase the duration of all songs by 1 turn (1 turn per rank) Inspiring Muse 5/5 (Passive) - Reduce the cooldown of all songs by 1 turn (1 turn per rank)
Tier 6 Lightning Reflexes 3/3 (Passive) - Improve your odds with a 3% chance to dodge any damage. (3% per rank) Motivate 3/3 (Passive, Iron Song required) - Remove 1 negative effect. (1 effect per rank)
Tier 7 Restoration Song 1/1 (Active) - Instantly complete skill cooldowns for all party members. Cool down is 15 turns or 3 battles. (The turns from different battles will add up to the 15) Dazzling Song 1/1 (Active) - Enemies attacking you will be immobilized for 6 turns. Cool down is 15 turns or 3 battles. (The turns from different battles will add up to the 15)
Tier 8 Battle Hymn 4/4 (Passive) - Increase caster's movement speed by 5% and other heroes' movement speed by 3% Lullaby 4/4 (Passive) - Put all enemies attacking you to sleep for 3 turns. (1 turn per rank)
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