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Bastion Online: Beta (Sign-up topic. No. The RP is not a Beta.)


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Hello and welcome to the newest MMO from Lemur Studios, a subsidiary of AE games.

Congratulations! You've been selected at random to join in the closed beta of our newest MMO: Bastion! Adventure across the primal lands of Arborea, battle in skill-based combat against many other players, and struggle against the mighty hordes of monsters seeking to destroy all life! This product will sell for $49.99 upon launch, but by accepting this invitation to join in the closed beta you will be granted a copy of this game along with the first six months free of charge! We do so hope you enjoy our product! If you don't we remind all customers that AE games reserves the right to terminate the licenses for all copies owned by a user. And remember, stealing is against the law!

So go forth, young adventurer, and seize the world for yourself! Your might shall make your will right, or shall you bend to the world around you! See you on the fields of battle!

Hello and welcome to my most recent RP! Bastion Online: Beta is an RP with a unique take that, I hope, players will take to and thoroughly enjoy. Unlike most other RP's this one takes place inside of an MMO and you will be playing not as a person, but rather the characters inside the game itself! The world about them is shifting and changing as the gods and deities that they once thought distant have come in close, directly affecting the world, with many heroes being 'born' into the world under their command. Will they survive until the doomsday of 'endabeta'? What stories will they weave in this new land before them?

Before continuing on, I want to make this clear. Any text that is italicized is text written by AE games while any normal text is my actual word and explanations. Just making things clear.

[spoiler=The MMO]

Welcome to Bastion Online! By clicking accept to reach this page you have agreed to our non-disclosure agreement which ensures that you will not divulge any information about this product to others without the prior consent of AE games. Hope you didn't skim it!

Bastion Online is our newest product. We are hoping to generate a strong and viable MMO as our research data tells us that this market is still largely untapped and can provide fun for the whole family! To this end we created Bastion!

The world of Arborea has been horribly stifled. A fledgling world where civilization was only starting to build itself up and mankind pull themselves from the mire to the city has been beset on all sides by hordes of that most sinister of all foes, zombies! Their mighty hordes rampaged over the land, destroying almost all of civilization in their wake as swarms of zombies, backed by their many varied other forms, have extinguished almost all life upon the continent except for the Bastions. The Bastions are massive walled cities, the first of their kind, which have managed to hold out against the hordes as the few surviving citizens of the races have flocked too them. Former enemies now must dine under the same roof and fight together, lest they be dined upon under the same roof by the hordes.

Bastion Online offers the player the chance to play as both multiple classes and races and, unlike other MMO's, does not penalize people for joining after launch as much of the combat will remain skill-based as opposed to level-based. Practice will still be needed and those with greater skill will be rewarded, but they shall not hold am upper-hand because of level!

So please, head on out to play in our new and enjoyable MMO! And remember, AE games will ALWAYS be at your side. Ensuring that you will ALWAYS have quality gameplay!

Bastion Online: Beta is an RPG set in the world of MMO's where, instead of playing as people trapped in a fantasy world that oddly operates on statistics or a world where the players play as their characters, the story will be told from the perspective of the characters in-game. Join them as they struggle to conquer this new and foreboding world set before them and guide them on their path to phat loot, many PvP kills, or just simply having a good old fun time out there in the world!

Unlike other MMO's (and stat-based RP's), stats in Bastion Online: Beta will not be determined by level. Instead gear will be the deciding factor in determining just how strong a character is, but it isn't limited to just that as the option to fight and even obtain gear can be handled without a single bit of statted combat in special 'Flavor fights'.

In addition this RP will not remain confined to one topic but rather employ multiple topics for player interaction, solo, group, and even raid combat to ensure smooth work without suddenly having to halt the entire RP for a fight or plot-twist.

[spoiler=Arborea] Arborea is a young world, only barely with it's first foot in the bronze age, that has been struggling for years to have any of its races simply survive. For centuries mankind has been divided between hunter-gatherer nomadic tribes, surviving off the animals that they hunt and continually on the move, never sitting down to establish a lasting home and only rarely in contact with other groups; and small communal groups of farmers whom have sought to try and milk the land for crops and it's only been in the most recent centuries that anything larger than a small town has come about to exist. To top it off for as long as anyone can remember, almost all the races have been at each others throats with open hostility between all except the pixie race.

However, from the northern lands, something came to change all that. Known as 'The Rot' a horde of undead zombies, controlled by still-unknown masters, began to pressure their way southwards, stripping the land of all its resources and life and outright unwilling (and often incapable) to even consider talk and diplomacy. Mankind fell first, losing many of its nomadic tribes and northern holdings with the other races soon losing their own capitols. Now only the walled city of Bastion remains. It is the only city left on the continent where life still persists. However the many races have been forced to live together within the city limits, often cramped and with scarce resources, trying to survive as the undead are forever just beyond the horizon.

The Feywood

Arborea, in it's prime, was actually a decent place to live. To the west were forests full of life run by the pixies where the pixies brought forth many, often impossible, plants and animals to life. Things such as glass flowers and stags made of pure light. Giant mushrooms dotted the landscape, grown by the pixies themselves, and contained vast caves that could even hold their own, underground, ecosystems within them. However, with the arrival of the Rot things have been drastically changed.

The pixies small size left them horribly incapable to fight against the undead in any form other than magic leaving them ripe for the taking. Their fantastical creatures and plants were designed for beauty and not combat and, in order to supplement their forces, the pixies grew monsters to fight. Monsters that couldn't turn the tide of battle and more and more of their masters died. Now the Feywood is a place full of dead trees and rotting bones where giant monsters trapped in eternal undead try to remain loyal to their final commands, despite their brains being too rotted to tell friend from foe and undead pixies are trapped, constantly reliving the final moments before their deaths as they flutter through the air.

The Northern Lands

Contrary to expectations the Northern lands are not a frozen wasteland but rather full of interesting sights in the form of deep lakes with ancient creatures, ancient temples, and much mineral wealth. Before the Rot the Northern Lands were even being eyed up as being viable farming land once the wandering tribes of nomads were driven out, only for all that to change in an instant thanks to the Rot. Thankfully not much has actually changed about the Northern Lands despite being the seat of power for the undead as it is still full of deep lakes, ancient temples, and mineral wealth. If the grass would regrow and the undead leave it could actually resume being the decent place to live that it once was.

The Swamplands

To the southwest of Bastion is the ancestral home of the Serpentine people known simply as the 'Swamplands'. Rimmed on all sides by beaches the lands actually curve down to be below ocean-level before long granting it it's unique biome. Some even claim that the place was once where a giant stone from the heavens fell leaving behind a void which could be inhabited. If so it would explain the blasted look and the finding of strange formations. However, what makes it notable is it's massive swamps. Swamps that, when the Rot came, offered up swarms of corpses and bones to bolster the undead ranks. The Serpentine people were the swiftest of the races to fall with many being forced to flee their homes leaving all their things behind. Now, still marshy and full of abandoned homes, the place is swarming and teeming with undead as new bodies are dredged up every day to join their ranks.

The Eastern Islands

Once a group of islands teeming with life and home to harpy-kind, the islands now stand completely barren and uninhabitable. Unlike the other places in the world, however, there is no sign of rot as what destroyed them was a series of intense, horrifying, storms that left no tree standing and washed away much of the soil leaving most little more than sandy atolls or craggy rocks where anything more than a shrub would be considered 'lucky'. Along the shorelines of the mainland is the remains of many driftwood houses, though, that have long since fallen into disuse. Once again this is not related to the Rot, however, but rather to the migration of the harpies into the human population. Some of the older harpies speak of the isles with fondness and wish that, one day, the land could be seeded for their return. There is no currently known means that this can happen, however.

Bastion

Bastion is the last of the remaining walled cities and, by far, the strongest. With walls clocking in at several stories high and constantly patrolled day and night by all races it has managed to resist and drive back the undead exceedingly well. However, inside the walls life is cramped with limited space forcing many to share the same rooms, tensions between the various races and clans running high to the point where often the only thing keeping rioting from breaking out is the looming threat outside, and even the inner-most sanctums where the wealthy and first of the new 'noble' cast have emerged has not been safe as there simply isn't enough space to have large houses. Only the house of the current lord is 'free' from such squalor, but even it is crowded as constant streams of complaints and people trying to keep the city running hurry about inside to the point where the gates have had to be shut lest no work be done. In an attempt to diffuse the tensions as well as bolster numbers the guard has begun recruiting from all people, hoping that the guard will become strong enough to keep the peace and repel the undead.

Zones

In addition to these major places there are many smaller areas teeming with quests and micro-areas for future play! All will be added here as they become available.

[spoiler=The Races]

While many other MMO's leave players with non-distinct races, often with little to distinguish them by, Bastion Online offers several races of a wide variety. As we encourage diversity and universal acceptance we have made it so that each race has it's own distinct advantages to show just how special they are! Some races can't even join certain classes to further highlight just how unique each race is! Which race will best fit your playstyle? Will you be the Serpentine warrior? Or the pixie priest? It is all up to you! Remember to choose wisely though as you will not be able to change your race once your character is completed.

Human: When the Rot came and infested the land mankind was widely divided, split along two primary groups with their own factions. Though the most numerous race by far they were also easily the most divided. The two primary groups were the nomads and the farmers. The nomads wandered the land, often seeking out wealth, power, and adventure as they sought the most fertile places upon the earth. While this caused many to become bandits, seeking the easy life, just as many held no similar intent in their hearts and were content simply to wander in massive caravans. The second, the farmers, took the land they had settled down upon and started to nurse it into health, bringing forth a yield. Though weaker and less capable than their wandering brethren they quickly grew to outnumber them and started to forge together their own nations spanning far more land and people than the nomads could manage. Much infighting between the many groups arose with some trying to formulate a unified front, some seeking to focus on entirely different problems, and some even willing to encourage the blight to remove other groups. When it finally became clear that no land would remain untouched many of the nomads had been slain and many of the small nations had fallen. Those few remaining tried to hurry into the fortified towns build of wood, earth, and stone, building up fortifications that had only rarely existed before then to ward them off. These few places have become the last bastions of life in the land.

Mankind is unable to wield magic on their own, but can access holy powers granted by the gods. As such they cannot be Summoners or Magicians.

Human Will: Humans will receive the ability to negate all damage less than half their remaining health twice per outing (not in the same battle).

Barbarian Might: Humans may reroll one dice twice per outing when making a physical attack (not in the same attack).

Homunculus: Made of dark and unknown arts by nomad witches Homunculi are unnatural beings of this world. Though they can look like humans to the untrained eye they are distinctly not human and hold many physical distinctions from them; such as unnatural physical weakness and, most telling, the ability to wield arcane magic. This is their purpose and the reason why they were created; to tap into the natural magic of the world that flows around them in a way no human could. However, due to their unnatural nature men tend to dislike them immensely and it is only the need for front-line warriors that has caused them to put aside their dislike for their own creations for now.

Homunculus cannot be Warriors or Paladins.

Artificial being: As Homunculus are not normal beings upon death they will not leave behind a zombie.

Mimic: Once per outing a Homunculus in a group may cast a spell or ability that belongs to another, non-homunculus, teammate. This ability does not apply to certain, powerful, abilities or a Summoner's Secondary Summon.

Lore ability: Not Quite Human: Homunculus can have a wide variety of unique features normal humans cannot, such as gold-colored eyes or green hair. All Homunculus must have at least one abnormal feature.

Serpentine: Half-man, half-snake beings whom dwelled within the marshlands to the south. Mankind and the Serpentine have hated each other for centuries. It is said that the Serpentine arose from a group of men in worship to a druidic god and sought to control nature; only to have it spat back at them and turn them into half-man, half-snake, beings. The Serpentine claim that it was the other way around and they were trying to stop a god from entering the world only to be cursed upon his defeat. This has caused much hostility as the Serpentine view mankind as betrayers and man sees them as not only unnatural, but outright cursed. When the Rot started the Serpentine almost rejoiced, until the undead encroached upon their homeland. The marshy swamps, filled with many creatures from their years, proved to be a natural home to the undead and the Serpentine held no hope of holding on to their lands. They fled towards the human-lands, keeping their distance as best as possible even as the viable land around them vanishes. They are still not allowed to officially 'settle' within the city but it is often hard to tell if a Serpentine is just visiting or actually living, especially with guards more focused on maintaining order than anything else.

Serpentine cannot heal Allied Teammates.

Serpents bite: Once per outing a Serpentine can automatically duplicate a poison already on a target.

Life-siphon: Whenever a Serpentine engages in life-stealing they can activate life-siphon three times per outing, twice per battle, to give an allied teammate the same amount of stolen health. This ability must be activated before attacking.

Lore ability: Refusal to wear pants: As Serpentine lack legs they cannot wear pants. Skirts and robes are still permitted and they will receive all benefits of any pair of pants they have equipped.

Harpy: Winged women of the oceans. For the longest time mankind, serpent-kind, and harpy-kind held a mutual understanding of each other. Harpies tasted delicious when cooked and, in turn, human and serpent-kind were nice to eat. They did not get along at all. While occasional travelers and witty people were able to forge relationships between the races the concept of anything other than fighting and snacks seemed impossible. Until a mere hundred years ago when the Harpies were forced ashore by intense storms that wrecked the islands the harpies called home. Quickly building up small shacks of driftwood along the shorelines they tried to hold on to life only to find themselves grounded and ripe prey for the many beasts they had previously not even known existed. Within five years the harpy population had dropped by a third. Then salvation came from the pixies whom guided men towards the harpies and provided a barrier between hungry mouths and hands eager for revenge and, slowly, an alliance was formed. The harpies, while considered 'below man' were to be added in with the human caravans as flying escorts capable of scouting, quick travel, and the like while mankind provided protection in return. While it is still not impossible to find the occasional merchant selling fresh harpy meat out in the open, harpies have learned to grin and bear it most of the time and have become almost valued companions among mankind. Serpentine still see them as little more than flapping annoyances that taste good and were forced to give up eating harpy upon leaving their homeland to the frustrations of many.

Harpies cannot be priests, magicians, or summoners.

Flight: Harpies are capable of flight and, as such, can utilize agility instead of defense twice per outing.

Counter-attack: If a Harpy successfully defends against an attack, if they attack the same target next turn they are assured a minimum of 1 damage. This does not stack with other minimum damage abilities.

Lore ability: Flight: Harpies can fly man!

Lore ability: Stealer of men: Harpies are, technically, capable of breeding with humans, though the offspring will always be a harpy.

Pixie: Beings formed of pure nature and the only race on true 'friendly', even 'beloved' terms with all others... including the races that can't even speak like fish... pixies are magical beings that, though childish and often prankster-prone, are benevolent and helpful. They can also be annoying which causes some to desire to crush them. And being small flying beings makes them prime 'playtoys' for things like cats and dogs. Not to mention that, clocking in at only a foot high at adult-hood, they are simply incapable of delivering more than a pinprick in combat. However, as beings of pure nature, they are brutes of magic to the point of even being able to alter their size for short periods of time, a feat not possible except by the most powerful priests and mages. However, this time is far too limited and magic-dependent for direct combat.

Pixies cannot be Warriors, Archers, or Paladins.

Flight: Pixies are capable of flight and, as such, can utilize agility instead of defense twice per outing.

Magical affinity: Pixies may reroll one dice three times per outing when using a magical ability (not on the same action).

Lore ability: Flight. Pixies can fly man!

Lore ability: Resize: Pixies are capable of transforming themselves into full-sized beings of roughly 5' in height for about ten minutes or so once per RP day. Otherwise they remain locked at 1' in height.

Lore ability: Magical Aura: Due to their high capability with magic a pixie's ambient magic makes it so that their durability is heightened to be on-par with other races. A simple flyswatter shall not overcome them!

[spoiler= Dice, Combat, and Gear!] Bastion Online: Beta employs a fairly... unique... system for dice, combat, and stats. Instead of offering static combat or the lotto-style combat presented in other RP's Bastion Online: Beta will utilize dice of 1D3-1 with abilities, gear, and the like adding to the number available. In other words, each dice you roll will result in a number of 0, 1, or 2. That number will then be compared to the defenders roll and the difference determines how much damage is dealt.

So let's say Alex and Bob are fighting. Alex uses his [Pansy Slap] ability to try and slap Bob. [Pansy Slap] has an attack value of 1 and attacks defense which Bob has 1 of as well. Alex rolls his D3 and comes up with a 3 then subtracts 1 resulting in a 2. Bob defends by rolling the same, yet his roll comes up as a 1, from which he subtracts 1 resulting in a 0. Alex's [Pansy Slap] has dealt 2 damage to Bob.

Bob then decides to attack back. Bob has 2 Strength meaning his [Pansy Slap] deals 2D3-2. This way his result of each dice being a 0, 1, or 2 is maintained. Luck is not on Bob's side though and he rolls two 1's which, after applying the -2, results in a whopping 0. Alex then defends with his 1 dense but comes up with a 1 as well, which becomes a 0 after the -1 for a total of 0. No damage is done to Alex as the two stalemated.

In addition there is a thing called a 'minimum'. Simply put a minimum is the lowest possible outcome regardless of the dice roll. So, if Alex attacks Bob again with an ability that has a minimum damage of 1, even of Alex rolled a 0 and Bob a 2 for his defense Alex will still deal 1 damage. However, should Alex roll an 1 and Bob roll a 0 Alex will still deal only one damage as that is his minimum.

Pay very close attention to the difference between Minimum damage and a minimum roll and the like. Minimum damage means you will ALWAYS deal a damage no matter how bad the roll, but a Minimum roll means you will always get at least an X (1 in this case). If Alex has a minimum roll of 1 and attacks Bob who defends and gets a 2, Alex does NOT deal any damage.

There are six stats within Bastion Online: Beta in an attempt to keep things fairly straight-forwards and simple. HP, Strength, Defense, Agility, Magic, and Resistance with a sixth class-dependent stat.

HP is fairly straight-forwards in how it functions. Every time you take damage it goes down and, if it goes down too far, you go splat.

Strength and Defense are stats that are opposed for physical attacks. Strength deals with how hard you hit, defense with how well you defend, and the rest is straight-forwards.

The same holds true for Magic and Resistance with identical mechanics.

Agility functions a bit differently in that it often deals with various status effects and AoE attacks. Details on exactly how will be explained on the various status-effects and attacks when they come up, but in terms of simplicity, the higher your agility, the less things like poison and other things will hurt you and the less likely to be splatted you are. Agility is also used for attacks that come out in rapid sequences.

As for the class-dependent stat, well, that depends on the stat but usually cannot be tampered with outside of specific instances.

Gear: Gear will offer a variety of effects and is the only way to directly increase your characters stats outside of abilities. Gear can be obtained by completing quests and/or crafting. There is no random drops in Bastion Online: Beta for the sake of simplicity. There will be two types of text on a piece of gear, normal and bold.

Bold text is 'flavor text' and can be modified at will to provide a personal touch to your character. Please keep in mind, however, that this is a bronze-age/barbaric era so something like a steel-forged sword would be amazingly high-end. Text that is not bolded, however, cannot be modified. This will apply to the higher-quality gear, special items, and the like as well as the stats of the item.

In addition to defeating bosses and completing quests a player can obtain gear through crafting. Certain items will drop while questing and can then be taken to a person of appropriate rank with the related skill to make the item. Please note that, essentially, crafting is an ability for flavor and, aside from a quest to raise the rank every once in a while, offers no statistical benefits in the RP.

[spoiler=Questing, groups, and Zones]

Unlike other RP's, as this is based in an MMO, questing and the like are a necessity. Bastion offers four different methods of questing to obtain loot. The first is solo-play. Solo-play is fairly straight-forwards in how it functions. A player will undertake a quest and, upon completing it, obtain loot. This will be handled with the player by themselves and is often relatively easy to do.

The second is small-group questing where 4 PC's can group together to tackle one of the harder quests for better loot. Once again, fairly straight-forwards.

The third is raids which can hold 5 or more PC's and contain far harder bosses than the rest which will adjust in difficulty to deal with varying amounts of players. The best loot can be found in raids, however they are the most likely to splat players.

The final are 'grind quests'. Once a quest has been completed by at least one story PC a specialized version of it becomes available known as a 'grind quest'. Grind quests are unique in that they can be run over and over without the need for GM intervention except to reward quest items and are largely player-dependent without the need for story to happen. Once certain quests have been completed the enemy and boss data, including attack patterns, will be posted and available for casual access. A grind-quest can be run once every three weeks and each player may complete only 5 solo grind quests and 2 group grind quests during this time. Raids cannot be ground out.

At the start of a quest each player MUST post their stats! THESE STATS WILL REMAIN CONSTANT FOR THE REST OF THE QUEST! This way if you are in a raid, but someone is dragging their heels, so you decide to do a solo mission instead, loot from the solo mission can still be gained and added without affecting the raid or forcing you to quit.

Be careful when wandering the wastelands however! Each player death shall increase a 'zombie' count for a zone by 1 and, as a result, make all story-based missions in said zone harder to complete! For each additional zombie each boss gains +1 in two stats. Story quests can be undertaken to reduce the zombie count but let it get too high and things will become difficult. Lastly, should a player be killed while outside of Bastion by another player the zombie count shall also increase by 1. Grind quests are not affected by zombie counts.

Should a player die they cannot start a new quest of the same type for a week if the quest is failed (failed automatically when solo or when the group is dead in a group or raid). PvP can happen as well but requires prior OoC consent. In addition both parties must abandon any solo quests that they're on with the aggressor not be able to start a new quest for another week. Battle can continue till fleeing or death at which point the victor can obtain a copy of a piece of gear or take one item from the losers inventory.

As for Zones, each Zone, listed in the solo and group topics when they appear, shall offer enemies, gear, and bonuses of their own kind. A quest taken in one zone might offer up a host of monsters with high agility, but low resistance while another may offer the opposite. One solo and one group quest will be available per zone, so keep exploring!

[spoiler= The Classes]The Classes are as listed below. When picking a class you will be granted a series of base stats, one base ability, and a further choice of two abilities, and may further increase two stats by 1 point each (not the class-specific one). You will start off with little more than flavor-texted armor and weapons as-well. Further abilities will be player-dependent as this is supposed to be a 'skill-based' MMO with few set boundaries. While names have been given to abilities this is to keep them easy to work with at the start. If you wish to change the name of your ability simply post the new name in italics below the name in brackets as well as flavor-text for the ability. Further abilities can be gained via questing with staff approval.

Warriors: Do I even need to describe them? Warriors were formed from the most basic need of having hunters take down larger prey. Surprisingly being able to take down a large animal is very helpful in taking down other men. Despite this the term is less descriptive of any specifics of the class and more describing of 'people who hit a lot with big sticks'. A warrior for the Serpentine is far different than a warrior from a warrior for the Harpies. However, of late a few things have started to separate 'true' warriors from men with sticks; such as training and a focus on weapons instead of sheer physical might and wild swings.

Warriors gain the 'Fury' stat that can range from 0-10 as the battle goes on.

Starting Stats: HP: 10

STR: 5

DEF: 4

AGI: 3

Magic: 1

Resistance: 2

Default ability: [Prod]

Cost:0

Effect: When using Prod the user rolls one less dice (So 2D3-2 becomes 1D3-1) than normal and gains 4 Fury.

Choice abilities: [shield Bash]

Cost: 2 Fury

Effect: When using Shield Bash, if the strike deals damage, the opponent rolls one less STR or MAG dice on the next turn (attacks using AGI are unaffected).

[Double Strike]

Cost: 3 Fury

Effect: The user takes a -1 penalty for their attack but is allowed to strike out twice in rapid succession. The second strike also has a -1 penalty. This ability has a 1-turn cooldown. No abilities can be activated for the second strike (though passive abilities still apply).

Archer: Bows have become a potent force in the realm of combat, even against a foe which can be as durable as the undead. Not only has the bow allowed many to take to the field as hunters, bringing in valued meats to the bastions, but a pinned foot is a pinned foot regardless of undead or not. Plus, recently, some have developed manners to set arrows on fire without the aid of magic! An invaluable aid in the war against the undead! With magic the potential for low-cost/high-potency spells is outright invaluable.

Archers gain the 'Draw' stat which can range from 1-10.

HP: 8

STR: 4

DEF: 2

AGI: 4

MAG: 3

RES: 2

Base ability: [Draw]: An archer can opt to skip their turn, declare a target, then roll a number of dice equal to their agility. On the next turn they may fire off the attack with both their attacking stat and Draw bonus. However the defender is allowed to defend with both agility and the relevant stat.

Choice Abilities: [Fire Arrow]

Effect: An archer can utilize the Fire Arrow to cover their arrow with cloth then set it alight before firing at an enemy at a -2 penalty. Using a Fire Arrow provides a minimum of 2 damage dealt. Due to the desire to not be set aflame archers cannot use [Fire Arrow] with Draw. Has a 2-turn cooldown.

[Poison Arrow]

Effect: Roll an attack vs. agility. If successful inflict damage -1, but the target becomes poisoned for three turns. A target that's poisoned rolls 1D2-1 every turn and takes the result as damage.

Priest: For as long as beings have fought upon the earth there have been those that stood beside them, shouting words of encouragement and aid, trying to bolster them on. For them this became a calling of the gods themselves, though they answered in many different ways. Some took this role to signify a chance to serve, help, and heal others, others took it as a role of power and dominance from which they could hold true control over the masses. Either way, the gods heard their call and answered. Each priest was sent to the God they were most in-alignment with and, at the behest of their god, are sometimes granted favors by them. However, in a odd twist, many have taken up the mantle lured by the power, convinced that the gods do not care or can be manipulated like any other man, while others seeking to simply help others have taken up the role despite a lack of true connection with the god they claim to serve resulting in a major disconnect within the priesthood.

Priests gain the 'Alignment' stat which ranges between Dark, neutral, and Light. Each priest spell has a listed alignment and casting it moves them one 'step' closer to that alignment. A priest may shift their alignment to any one of the three with a normal attack.

HP: 6

STR: 1

DEF: 2

AGI: 5

MAG: 4

RES: 4

Base ability: Barrier

Alignment: Neutral

Effect: The Priest may reduce their Agility by 1 to increase their RES by 1 for the next two turns. Has a 3-turn cooldown. When in perfect alignment this bonus may be given to allies

Choice abilities:

[Life Siphon]:

Alignment: Dark

Effect: Take a -2 penalty from your dice-pool. Once damage has been dealt regain 30% of this (rounded up) as health. When in perfect alignment increase the amount healed by 1. When in neutral or Light reduce the amount healed by 2.

[shield]

Alignment: Light

Effect: Upon a successful attack a priest may take aside any number of damage dealt and grant them to an ally as temporary HP for the next 3 turns. The ally's HP cannot be reduced below 1 when this ability expires. Being in perfect alignment increases the damage dealt by . Being in Dark reduces damage dealt by 1. Being in Neutral offers no damage bonuses.

Paladin: With the rise of the undead a new form of warrior has emerged. Hardened by years fighting against these specific foes, learning their every weakness and how to counter them, a new order has started to form. Focusing on defensive fighting to keep the hordes at bay, wearing heavy armor to protect against bites and infestations, and seeking the aid of the gods regularly to try and aid them in combat against a foe beyond their understanding the Paladin has become distinct from their warrior brethren. Unfortunately this focus on multiple battle-styles along with the time in prayer and a lack of true definition has lured many fanatics seeking justification for their zeal and often harmful deeds, leaving the order struggling to define itself before it collapses.

Paladins receive the 'zeal' stat. A paladins 'Zeal' is equal to the number of foes minus one. So 1 foe = 0 Zeal, 2 foes = 1 Zeal, ETC.

Stats: HP: 9

STR: 3

DEF: 4

AGI:3

MAG: 3

RES: 3

Base ability: [Purify]

Requires 1 Zeal

Effect: Deal 1 damage to all enemies who do not manage to roll a 4 or higher in agility. This ability does not take up a turn. Cooldown of 2 turns.

Choice abilities: [Holy Mace]

Requires: 0 Zeal.

Effect: If facing one enemy alone deal 1 damage to the enemy unless he rolls a 4 or higher in agility. This ability does not take up a turn. Cooldown of 1 turns.

[Ray of Light]

Requires: 2 Zeal

Effect: All foes receive a -1 penalty on the next attack made against their agility. This effect has a cooldown of 2 turns.

Magician: Tapping into magic is no small feat and few can do it. Being able to manipulate the primal forces of nature at will without having to seek the aid of the gods is something only dreamed about by man. Throughout the years mankind suffered at the hands of the slew of magical spells held by their foes, capable of manipulating the fabric of reality and, at times, seemingly able to grow entirely new abilities at will unconnected to their prior ones. The desire for such magic drove mankind to develop the Homunculus to try and tap in to it.

Magicians have the 'Spell Weave' stat. This ability can be charged up to a maximum of 10.

Stats: HP: 7

STR: 2

DEF: 2

AGI: 3

MAG: 4

RES: 4

Base ability: [Weave]:

Requires: 0 Spell Weave. Cannot be used if a magician has more than 5 points of Spell Weave.

Effect: Upon using this ability the magician may reduce the damage he deals to his enemy this round and adds that damage to his Spell Weave stat. The magician must always deal at least 1 damage in order to utilize this ability (so if he deals 2 damage he can only reduce it by 1 for 1 spell weave).

Choice Abilities: [Hyper-speed]

Requires: At least 1 Spell Weave

Effect: Reduce a magicians Spell-Weave and increase their agility by the same amount for one turn.

Choice abilities: [Entanglement]

Requires: At least 1 Spellweave.

Effect: The Magician may launch an attack against up to three foes of their choosing with their MAG stat. Foes may dodge this attack with a successful agility roll. For each point of Spell-weave spent increase the roll needed to dodge by 1.

Summoner: To hold something, anything, is to hold a shard of its very essence within your hand. Most beings cannot fathom this in the slightest. Present them with a shirt and they do not see the sheep the wool was gathered from, the grass that was eaten, or the like. They only see a shirt. To a few this was not so. Manipulating magic they became capable of drawing out the essence of a being before them, some even managing to tap into abstract concepts, to use as their allies. Their allies they promptly dominated and used to fight. Serpentine almost revere their summoners as much as their priests for their swamps held many beasts granting them much power and the ability to fight back against mankind. Humans saw them as an abomination to be destroyed until their homunculi showed they could utilize similar powers. However, between their dislike of the 'unnatural' homunculi and the strange magic the art is still highly looked down upon and shunned to be even practiced by those they are not absolutely certain about. Among the pixies summoning is just as natural as calling a friends name and the lack of the ability at at least a basic level (calling forth flowers for example) is simply impossible. If only the humans knew that the little beings that they like were doing such arts all the time.

Summoners do not take to the field or fight. Instead they summon various beings to take their place on the battlefield. As a result summoners do not hold any statistics of their own beyond HP.

Summoner Statistics: HP: 10

STR: -

DEF: -

AGI: -

MAG: -

RES: -

Abilities: Summon: Upon creation a Summoner may create a familiar by allocating 17 points across the various stats. Each stat must have a minimum of one point and a maximum of 5. Additionally a summoner may choose two of the following three abilities.

[Healing Salve] Restore target unit for 1 HP of damage.

[incinerate] Receive a +1 for STR/MAG (must select one on creation) for one turn. This ability has a one-turn cooldown.

[Roar] On the next turn an allied unit can add 1 dice to their Strength/magic. This can only target units controlled by the summoner if there are no other valid targets.

This familiar will remain with them for the rest of their time in Bastion Online: Beta and any gear upgrades will affect the familiar as if it was a normal player.

A summoner may also call forth a second creature that they have obtained via a quest to fight for them. However this creature MUST follow a predetermined method of attack, has its own health bar that can be depleted to remove it from the battle, and its stats are not affected by gear. Any damage dealt to either the familiar or the second summon is transferred to the Summoner. Damage dealt cannot exceed the health of the second summon. In other words, if a summoner has 10 HP and their second summon has 4 HP and an attack comes that deals 5 damage, BOTH the summoner and the summon take 4 HP of damage (since the second summon had a maximum of 4 HP) leaving the summoner with 6 HP and down one summon. Pieces of Summoner-restricted gear will offer extra HP to even-out the HP problem.

In addition to their familiar which will always be deployed a summoner may have up to three extra summons accompany them on an outing.

[spoiler=So this is an MMO?]

Yes. This is not your standard fantasy RPG which attempts to emulate real (fantasy) life. This is set distinctly in an MMO. A place where things like HP are a definite and known quantity that defines life, death is known to just cause a respawn, and the like. As far as your characters are concerned this is simply how the world operates. Death is something to be feared as it empowers their foes and they don't know if they'll come back or not, but also know that, so long as everything works out okay, they will just reappear back at Bastion. As far as they know this is just how their world is with human beings, the programmers and designers, and the like being little more than the primal forces which shape their world but are indistinct in-of themselves.

In order to keep things easy here are a few things to keep in mind.

1) 1337 and MMO-speak are allowed, even given a SLIGHT encouragement, but do NOT go overboard with it! Using the term 'n00b' every once in a while is okay, having someone type out an entire post in 1337 or post an ASCII art thing, while 'possible' in an MMO, is just grating.

2) No 'real-life' talk. These are the characters in the game. They do not know the real world exists in the slightest.

3) No goldfarmers. This is a closed beta after-all.

4) There WILL be gaps in logic. One prime example is how characters will know that they 'need' to eat and can get 'hungry' but it's also entirely possible to go for months without ever eating or drinking. When this happens it is best to just have the characters not think about it. They are characters in a game, after-all, so having them tear at the fabric of their own reality just doesn't make sense in their own eyes. They know that they are supposed to eat, that food 'tastes' good and makes them stronger, and that no food = bad.

5) Yes, patches do exist to rebalance classes and gear, introduce new zones, and the like. For the characters these are likely little more than primal shifts brought on by the primal god 'Maya Tia Ants' whom no one knows anything about and the world has either just always been like that or the new area/raid/whatever just finally had its doors cracked open. Having them feel some of the lingering past is just fine, but as far as their reality is concerned, things are just that way.

6) Gold exists in-game and will even be treated as if it holds monetary value in the MMO just like elsewhere, but will not be used in the RP itself.

7) Your character is aware of their own backstory and, as far as they are concerned, it happened. That there isn't a homestead in X place or multiple people are calling a house 'their' house just means others have no idea what they're talking about, their family's bones haven't been found yet, etc.

There will be several 'professions' available each with ranks of Novice, Apprentice, Journeyman, and Master ranks. These ranks can be boosted via in-game quests but hold no statistical value, though some items can be used to make gear/other items with a person of the right rank in the appropriate profession. Initial contact must be RP'ed, if only quickly, but the rest can just be assumed unless something big comes along. The professions are as follows:

Blacksmithing (forging metallic gear in Bronze, Iron, Steel)

Woodworking (Crafting wood into polearms, magic staves, and shields)

Leatherworking (Dealing with various forms of leather armor)

Craftsmanship (Everyone needs a coffee table for their home eventually!)

Whitesmithing (dealing with bone-crafting, magical robes, and rare items)

Chef (Who wants a load of spicy meatballs?)

Fishing (Cause every MMO has fishing, even though NO ONE LIKES IT!)

Huntsman (trackers of the undead who track down monsters for wares.)

Treasure Hunter (Seeks out rare treasures hidden away in the corners of the earth or inside it.)

Guilds: As expected players will be able to form guilds within Bastion Online: Beta and they will function in a similar manner to guilds in other games. In-of itself a guild will offer no benefits, but who knows? Maybe a very popular or successful guild will have an impact. They'll certainly factor in to the story.

Patches: Patches are just a part of life in MMO's. While there won't be server maintenance thing patches will still happen. If a patch directly affects your character you will be allowed to restat them appropriately. Being patched won't affect anything already on-going.

Pay 2 Win: Wait! It's not what you think! I'm not asking for money of any sort! What 'Pay 2 Win' is is simply a manner for alts and new players to not be left behind and it's little more than gear and the like. At the moment 'the services isn't implemented' but as time goes on and people progress various tidbits of gear will be allowed for characters. Said gear will, obviously, just so that newbies/alts aren't running around in their undies compared to geared characters. The name is just to keep with the MMO theme.

[spoiler=Sign-up sheet]

Character name:

Sex:

Race:

Physical Appearance:

Class:

Stats:

Abilities:

Gear: [Head]

[Earrings]

[Neck]

[Chest]

[belt]

[Legs]

[Feet]

[Main Hand]

[Off-hand]

(All should be just flavor-text ATM.)

Professions: (start with two at apprentice level)

Inventory: (Should be empty at character-creation)

Backstory:

Relationships and on-goings.

[spoiler=Staff]

I'm going to be 100% upfront about this. Even if I was the best GM ever if this RP works out how I hope it will I simply won't have the time to be keeping up with everything. Multiple people on multiple quests and the like, and never-mind that I know people don't think I'm the best GM. So here's the solution.

As the RP progresses people can volunteer to become 'staff members'. A staff-member is responsible for keeping quests running and making sure things don't get out of hand. The position is 100% voluntary and people can request any of the current staff for their quests. All that's needed is for you to show you are capable of both being a decent writer AND being able to update a quest once every three days to become a staff-member. If a staff-member does not update in 3-days time a new one can be requested. Staff members cannot manage their own quests (for obvious reasons).

Current Staff: Snowy (Creator. Current GM)

Lemur Games and AE Games thanks you for your willingness to subjugate yourself to help improve our product for its final, official, release. Before leaving remember that, in accepting this invitation, you agreed to not disclose any information about the product to outside ears. Failure to uphold your end of the bargain is punishable in a court of law. We hope you will enjoy your time in Bastion Online!

Bastion Online is sponsored by the Iron Fruit Drink association and Munch-a-Lot Cookie company.

Edited by Snowy_One
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  • 4 weeks later...

I think the one thing that made me lose interest is the extremely complicated dice combat. If you are willing to make it more like FE, then I may reconsider, as the idea seems interesting.

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I think the one thing that made me lose interest is the extremely complicated dice combat. If you are willing to make it more like FE, then I may reconsider, as the idea seems interesting.

It's really not that hard. It's basically the 'Betrayal on the House on the Hill' system modified for an MMO. I didn't want to use the FE standard since, well, it's FE. Which was designed for large-scale team combat. Works just fine there, but MMO's tend to have a large amount of abilities and the like. Imagine the difference between someone duel-wielding, fighting with a two-handed sword, using a sword and shield, and using a single sword.

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Then you might want to resign yourself to not getting many signups.

I've actually considered removing the stat system entirely. I'm just not sure it can really be classified as an 'MMO' without stat-play being involved.

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I've actually considered removing the stat system entirely. I'm just not sure it can really be classified as an 'MMO' without stat-play being involved.

Yeah but then you get to deal with people like Empoleon.

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Yeah but then you get to deal with people like Empoleon.

What? Is he a min-maxer? That's actually just fine. MMO's always have people obsessed with being 'the best' even if it requires builds they aren't good with/don't like or have to rip it off the internet.

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Yeah but then you get to deal with people like Empoleon.

I know you are being sarcastic, but many think this erronious assumption is true, so it's worth mentioning. Letting the RP be freeform is not the same as allowing noobs to do whatever they want in the game. A more rigid game master may solve the issue by only accept sign-ups that are on a reasonable level, or they may kick out players who are being noisy or powergamers. Also, a stat based game is not free of noobs, they tend to powergame as much as they would do on freeform. It is all a matter of strictness.

The game looks good, Snowy's really good at world and character building imo, but I really don't feel like commiting to anything else for some time, and I overall dislike complex stat systems. I'll think about this on the weekend.

Edited by Rapier
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I know you are being sarcastic, but many think this erronious assumption is true, so it's worth mentioning. Letting the RP be freeform is not the same as allowing noobs to do whatever they want in the game. A more rigid game master may solve the issue by only accept sign-ups that are on a reasonable level, or they may kick out players who are being noisy or powergamers. Also, a stat based game is not free of noobs, they tend to powergame as much as they would do on freeform. It is all a matter of strictness.

I realize

I was implying snowy was bad at that

on top of the first thing

glad someone caught half of it tho'

I've known snowy for a while, my guess on his level of strictness isn't too far of an assumption to make, tho' if he's changed I implore him to gather signups and prove so.

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I realize

I was implying snowy was bad at that

on top of the first thing

glad someone caught half of it tho'

I've known snowy for a while, my guess on his level of strictness isn't too far of an assumption to make, tho' if he's changed I implore him to gather signups and prove so.

It's not really my fault if you don't say it straightly, instead of making ironic posts.

Well, if Snowy is bad with that, he'll also have to deal with possible ElfZombieNinjaPirate!Empoleon characters, because powergaming in stat games is a thing also.

Abyssal Souls worked perfectly well, and was freeform. Therefore a freeform game can work well.

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Abysmal*

I know, I was in that. It was pretty fun. I mean most of it was also incredibly poorly written, but I was 16; even I still give 16 year olds the benefit of the doubt on ability to improve.

I understand entirely that it can.

I don't think Snowy is the person to do it.

also what this is sf if you don't assume everyone is being ironic 100% of the time you're going to get into way too many arguments

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I don't believe in punishing people for not being able to write as well as others. I do believe in punishing people who are being outright disruptive and breaking the rules. If someone comes along and does things like score mega-kills and the like I will reprimand them and, should they not learn, have them kicked. Having fun is cool and all, but it's not fun if someone is just going around and bullying others or doing the impossible. I know some people are probably going to laugh, but I HATE Mary Sues a lot, so if I catch one going off I'll be certain to respond.

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I don't believe in punishing people for not being able to write as well as others.

In case I sounded like an extremist, that wasn't what I meant. I actually have a view similar to yours.

I mean most of it was also incredibly poorly written, but I was 16; even I still give 16 year olds the benefit of the doubt on ability to improve.

I mean I still write terribly but screw it I don't write ninjapiratezombierobots that nuke

Edited by Rapier
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Truth be told, I really don't like the flavour or the world. I mean, the stat system is simple enough, but I'm personally put off by what's been given so far. AS is literally the only non-stat RP I've seen work and that was a result of a very close knit and reasonable group.

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It's really not that hard. It's basically the 'Betrayal on the House on the Hill' system modified for an MMO. I didn't want to use the FE standard since, well, it's FE. Which was designed for large-scale team combat. Works just fine there, but MMO's tend to have a large amount of abilities and the like. Imagine the difference between someone duel-wielding, fighting with a two-handed sword, using a sword and shield, and using a single sword.

I don't actually know what that is, but I guess I can learn as I go along. Plus, if it really doesn't make sense, I can always "delete my account."

Please let me know if I did something wrong in the app.

Name: Scith

Gender: Male

Race: Serpentine

Physical Appearance: Green Cobra Head with muscular arms. Somewhat shorter tail than the average serpentine. 5'7'', and he has a scar on his thumb from when he misfired his bow and the string scraped his thumb.

Class: Archer

Stats: HP: 9

Str: 5

Def: 2

Agi: 4

Mag: 3

Res: 2

Abilities: I presume I get the all race abilities, the base class ability, and one choice clas ability, but let me know if Im wrong.

Serpents Bite

Life Siphon

Refusal to wear pants

Draw

Poison Arrow

Gear: Helmet

Wooden Earrings

Necklace

Silk belt

Do Serpentine even have feet?

Thumb protection

Glove

Professions: IDK what to put but

Huntsman

Woodworking

Inventory: Blank

Backstory: Scith is tired of living in Bastion because of the bad living conditions. His family is extremely weak, and cant fend for themselves. Because of this, he learned all sorts of food-gathering techniques, including hunting and farming. He works at a farm that provides food to all of Bastion, in hopes of sneaking food to his family. He slowly began to trust the other races and began to realize that his family isn't the only one suffering out there, and that he should try to help all of Bastion by finding a new place to establish dwellings. He was a really young snake when his family moved to the city. His father was a huge role model for him, and so was the mythical hero Scarthur. He tried to replicate them as much as possible, learning hunting from his father and encouraging himself to learn archery from his hero. However, Scith witnessed his father's death while trying to defend Bastion from an invasion. His final words to Scith were "Save the Serpentine, save Bastion, save your family..." Scith still gets nightmares from that day. His new resolve is to fulfill his father's wish no matter what.

Relationships: His coworkers at the farm.

Edited by momogeek2141
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Okay. *knuckle-crack* Let's get started.

1) Physical Appearance: Green Cobra Head with muscular arms. Somewhat shorter tail than the average serpentine This description needs more to it. Like, does he have any distinguishing features? How tall is he? What do his clothes look like when he's not armored up? Things like that. Visualize your character and then describe what he looks like to us.

2) You have one more point to spend on stats (you get to increase two non-class stats by 1 point. You only increased HP).

3) Yes, you get all the race abilities. 'Refusal to wear pants' means your character basically equips the pants but, in the lore, they're still naked from the waist down due to not having actual legs.

4) He would be an apprentice in both. I.E. he would be able to track down the most basic of monsters that 'normal' players couldn't, but would have to undertake quests to raise it up. Also, 'farmer' is not a profession.

5) That backstory... is really spartan. I would want you to spruce it up a bit before approval. You need to add in stats and professions anyways, so why not sit down and think of a way to bring it up a notch?

Edited by Snowy_One
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Character name: Remi

Sex: Male

Race: Human

Physical Appearance: Blonde Afro (Large). 5"9 with wide shoulders. Pale skin with blue eyes.

Class:Warrior

Stats:

STR: 5

DEF: 4

AGI: 3

Magic: 1

Resistance: 2

Abilities:

Prod ,shield bash

Gear: [Head] Horned helmet (+2 Def)

[Earrings] Diamond studs

[Neck] black string

[Chest] Shoe black tunic

[belt]

[Legs] pants made of cotton (is it farmed in the world?)

[Feet]leather boots

[Main Hand]

[Off-hand]

(All should be just flavor-text ATM.)

Professions: (start with two at apprentice level)Huntsmen Whitesmither

Inventory: (Should be empty at character-creation)

Backstory: Lived on a farm close to the Feywood. His father was a hunter, farmer, and salesmen. He had good physical strength and intellect, his flaw was his compassion. Thanks to his mother, she counter acted that and did lots of the desicion making and so Remi's compassion had such a small area. He also was a born leader due to his parents not being followers, thus why they lived out there. His father had made his mother a tomahawk made from serpant bones he found, which Remi uses today. His mother, WAS a warrior, but became a mother and a hunter. She had excellent physical strength for a women, so when her and Remi's father hunted together, they were quick. Living out there, Remi didn't meet people except when his dad went into town to sale. When he did, he was looked at as strange because of his skin color, hair type and color, and his parents Skin color. So he was anti social and used to having his own room and being alone. So when his parents decided to move for no reason, he was irritated. The city was a walled city where he didn't care to know the name. He just stayed to himself training, studying, and selling. He did this for four years until one day while hunting, he and his dad came across walking ,souless, bodies. He and his dad had trouble taking them down due to the amount but he had been scratched on the arm badly. When they returned to the town, he was near death and passed out, which he remained for a month. In that time, the city population grew 7x the amount and his home wasn't just his home, it was a bird cage and a snake cage and he didn't like it. Most of the serpents looked at his father and mother strangely due to the serpent bone tomahawk. At this time his parents wanted nothing to do with the outside world and claimed he could try and force back the attack, but to not die. (Rp Starts here)

Relationships and on-goings: Parents

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I edited my post, I meant to put in one extra strength as well, but I forgot back then. I tried "sprucing up" the story as well, and hopefully thief qualifies as a profession.

Just a question about serpent bite-I poison someone with poison arrow, and then I can use it to automatically poison another target, 100%?

Also, Life siphon is useless for this specific character, correct?

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I edited my post, I meant to put in one extra strength as well, but I forgot back then. I tried "sprucing up" the story as well, and hopefully thief qualifies as a profession.

Just a question about serpent bite-I poison someone with poison arrow, and then I can use it to automatically poison another target, 100%?

Also, Life siphon is useless for this specific character, correct?

No. Serpents bite duplicates a poison already on a target. This can be great for when you need to stack up poisons fast, renew a poison, or an ally has placed a poison on a target that you don't have but you can't infest another target. If you were to team up with another serpentine and apply a poison that serpentine could then duplicate it for two separate poisons ticking away at the foe instead of just one for example.

Life Siphon is not useless as the choice skills are just to get you started. The only thing standing between you and a life-siphoning ability is enough questing.

Now, let's get down to the meat.

momo: Thief is not a profession. In case you missed it in the MMO section the following are 'valid' professions:

Blacksmithing (forging metallic gear in Bronze, Iron, Steel)

Woodworking (Crafting wood into polearms, magic staves, and shields)

Leatherworking (Dealing with various forms of leather armor)

Craftsmanship (Everyone needs a coffee table for their home eventually!)

Whitesmithing (dealing with bone-crafting, magical robes, and rare items)

Chef (Who wants a load of spicy meatballs?)

Fishing (Cause every MMO has fishing, even though NO ONE LIKES IT!)

Huntsman (trackers of the undead who track down monsters for wares.)

Treasure Hunter (Seeks out rare treasures hidden away in the corners of the earth or inside it.)

That aside things look acceptable. I will hold off on approval until you've finished editing your profession (though it sounds like he'd take up Whitesmithing).

Name I don't think I'll ever be able to spell properly so I'm just going to call you 'Furi': Firstly you'll need to flesh out your characters physical description more. As I said to Momo, visualize your character and how they look then describe it to us. Don't worry about embellishment. It's better to have an overly-described character than an underly-described character.

Secondly, you did not increase your stats at all. You can raise two of your non-class stats by 1 point each.

Thirdly: Yeishly-no? This is one of the logic loopholes as there likely simply isn't enough farmland left to grow cotton, nevermind something high-end that may be found later on. The best answer is that, yes, cotton is grown but no one actually knows where there is a cotton farm and just assumes it was left-over from before (which is true in some cases).

Fourthly: This world is not developed enough for a dedicated 'salesman'. There are merchants, yes, but it's simply not advanced enough to be legitimate trade; nevermind that there isn't someone to really trade with.

Next up: My character!

Character name: E'll'een Rumblebuffon.

Sex: Female

Race: Harpy

Physical Appearance: E'll'een (or Elly as she prefers to be called) is a fairly short harpy on the whole, clocking in at only five feet tall and, even with her wings outstretched, only has a slightly larger wingspan than a 'teenage' harpy. Her rounded face is framed by short brown hair cut into bangs with both her arms and legs covered in similarly-colored feathers, though her legs less-so and a bit closer to a humans on the whole. Despite this she is hardy and tough-looking for a harpy and, while her muscles aren't 'defined' per-say, it's clear from looking at her that she can take a powerful punch. When she is not wearing her armor and is, instead, dressed casually, a thin collar can be seen around her neck, though it is clearly not a slaves collar and, instead, ornamental in nature.

Class: Paladin

Stats: HP: 9

STR: 4

DEF: 4

AGI:4

MAG: 3

RES: 3

Abilities: [Purify]

Requires 1 Zeal

Effect: Deal 1 damage to all enemies who do not manage to roll a 4 or higher in agility. This ability does not take up a turn. Cooldown of 2 turns.

[Holy Mace]

Requires: 0 Zeal.

Effect: If facing one enemy alone deal 1 damage to the enemy unless he rolls a 4 or higher in agility. This ability does not take up a turn. Cooldown of 1 turns.

Flight: Harpies are capable of flight and, as such, can utilize agility instead of defense twice per outing.

Counter-attack: If a Harpy successfully defends against an attack, if they attack the same target next turn they are assured a minimum of 1 damage. This does not stack with other minimum damage abilities.

Lore ability: Flight: Harpies can fly man!

Lore ability: Stealer of men: Harpies are, technically, capable of breeding with humans, though the offspring will always be a harpy.

Gear: [Head]: None

[Earrings]: None

[Neck]: Ornamental Collar[/]

[Chest]: Initiate's Armor

[belt]

[Legs]: Initiate's Leggings

[Feet]

[Main Hand]: Copper Sword

[Off-hand]: Wooden Shield

(All should be just flavor-text ATM.)

Professions: Apprentice Blacksmithing

Apprentice Craftsmanship

Inventory: Empty

Backstory: Life had always been relatively easy for Elly. Ever since she was little she had tagged along with the nomadic human tribes, flying alongside them, pointing out herds of deer, warning of dangers, and the like and receiving pats on the head, scraps of food, and the like from her humanoid masters. Though she never had a family as a child she didn't think one bit about it, nor did she think about the occasional remark of 'gonna eat your baby-back ribs' that occasionally came along. Her clan, known as 'The Winterbears', never seemed malicious towards her and, even when they met up with other clans, the other kids were more than glad to boast about having her as a friend. It made her feel special! She was the little harpy girl everyone liked!

As she grew older, though, she began to notice some... changes... Namely that, when they weren't showing her off to other clans, the children tended to avoid her. When she was scouting she never got as much food as the others and, while people were more than glad to hug her, they never seemed to treat her as one of their own and, rather, would sometimes speak of her as being... beneath... them. The truth came one day when visiting a small village up north and, as the nomads shuffled in, intent on trading for grains, she spotted a merchant with 'Fresh Harpy' written above several cuts of meat. Meat with the wing-arm of the harpy still attached. That night the truth came out.

Several years ago a small band of slavers had attempted to enslave The Winterbears. This did not go over well with the Winterbears. Upon searching the wreckage they found several slaves, most human, but among them one young harpy girl terrified and alone. While the notion of eating her came up it was quickly discarded as none of the tribe saw harpies as food, much less a young child. So they decided to adopt the new 'clan pet'. A pet that soon grew on them immensely and that they ended up caring for. They presented her with the slave-collar she had been wearing, clearly broken and destroyed, as a sign that they saw her as more than an object. However, due to living in the north, her clan was ripe for the taking by the undead.

Fleeing south Elly was outright furious at the undead, wishing them destroyed for robbing her of the only thing close to a 'family' she had ever known as well as determined to hunt down those who would willingly sell her for food. She trained as a paladin hoping to one day claim revenge upon the undead as well as hunt those willing to eat harpy meat.

Relationships and on-goings: None ATM.

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Right now we have three sign-ups. If we can get one more player then (assuming full approval), we can start. However, I'm not 100% on the writing/attention skills of you guys. I'm not a harsh taskmaster and normally wouldn't care that much but normally I also wouldn't have to point out things like the viable professions twice. So even if I do approve I'll want to run you through a 'tutorial' RP mission in PM's. Won't be anything hard or terribly demanding but, instead, focused on ensuring you're paying attention.

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