WELCOME TO THE ROLEPLAY TO RULE THEM ALL!!!!!!
This is an upgraded version of Band of Heroes and Ninjas and Heroes.
This time, there is no final boss, no ultimate goal, nothing to keep you from following your dreams...
Except for maybe a pack of Orcs or an evil wizard named Namuras.
NEW FEATURES:
Race: Your character can choose between Elf, Human, Dwarf, and a few unlockable character classes.*cough*gnome*cough* The gnomes may be found by meeting them in their home; the elementals may be summoned when their respective books are found. Evil wizards can unlock goblins by finding one and reading its mind, whereas nature sorcerer(ess)es have been rarely met in forests. If a new character is one of these unlockables, then the following apply:
GNOMES: they must start out in their home in the northwest, Erihs Eht.
ELEMENTALS: You start out with the person who summoned it.
GOBLINS: You start out as the minion of the wizard who unlocked it. You can escape and later start a goblin tribe. Goblin Tribe-created characters start out there.
NATURE WIZARD/SORCERESS: You start off in the forest right next to the person who met you.
The End: Your character is finally human enough to meet their demise.
Alignment: Your character is one of six alignments.
Optional Quests: Help side characters by saving damsels in distress, killing trolls, etcetera...
Weakness: Most character races have weaknesses. Humans have a magic level cap of 9 rather than 10. Elves have -1 to all stats during night, dwarves cannot level their Magic or Ranged, and gnomes level all combat stats at once but have a cap at 9. Elemental characters are trapped with their summoner's will overriding theirs until they break free by unlocking their full elemental potential. Nature wizards are weaker in civilization. Goblins have their stats permanently stuck at 5. They start there and are stuck there.
REMOVED FEATURES
Final Boss and Goal: You pick your destiny, not me sending you through a series of instructions.
ADDED-ONTO FEATURES
Stats: You have four skills, and doing things like vanquishing a monster or using magic level them up. Also you get big rewards for quests. Also is your power level, all your skills combined times 3/4, rounded up if your total comes out as an odd number. if your skill total comes out odd. Your level cap is logically 40, as 4 X 10 = 40. The max level for humans is obviously 36; at that point they will be offered immortality. Once you are level 40, you will be asked if you would like to become a deity if you are good, or a Gorlab Demon of Evil if you are bad aligned. If you are righteous evil, chaotic good, or some sort of neutral, you will simply be offered to become immortal. Note that only Elves and Men can become immortal; Wizards of a sufficiently high level can become immortal if they are good. And one more thing: Immortality means that you are given permission to battle the forces of evil/good with immense power. Should a 'Noruas' ever arise, all deities will be instantly directed to Bard Dum to fight evil. All Gorlabs are instantly directed there to stop the deities. Gorlabs and Deities can destroy each other.
Choices: Your choices even further affect your path. Make sure that you give me a clear tell of your motives/goals so that I can give you adequate choices. (i.e.: Don't just say "I gotta get over the mountain" or I might not give you a choice to the path you want.
Character Class:You'll see...
Inter-Character Dueling: Characters now have a fully planned, strict combat system. Each attack has an assigned value that never changes unless cursed. Some attacks have secondary effects, like inflicting curses or poison. Dodging can be performed and is always perfect, but you cannot attack that turn either. Running always works. Death is permanent. If you have a secondary character you MUST switch to them. If you don't then you must make a new one. There is a combat chart. Melee classes have plus 1 hp damage toward ranger classes, rangers do that to wizards, wizards, wizards have +1 towards melees. Artisans (farmers, crafters) are equally effective against all classes, and vice versa.
Monster Combat: Monsters are now approximately as weak as they were in the original Band of Heroes. They are remarkably player-like. Their attacks always do the same damage, but they never dodge or run. All other player dueling aspects apply. Their class will be specified.
Magic: All spells require no ammunition to cast. Magic is strengthened by a magic weapon. The weapon adds its level to magic damage. Spells cast one of three effects:
-Blast: damage
-Status: status like sleep or poison
-Blastatus: damage and status like sleep or poison
Also there is the fact that after a wizard battle, any wizards will be tired out and have 1 less thing to do their next turn.
Status: Remember the original where status was weak and depended on posts you made? Now with the turn system, status lasts on turns instead! Here they are!
Poison: -1/4 current hp/turn for 3 turns (cannot _ someone because 1/4 CURRENT hp...)
Sleep: Things to do/attacks reduced to 0 for 4 turns (resting at an inn doesn't count)
Disease: -1 to all stats, -1 thing to do until cured
Curse: -2 to all stats
Life Points: Every level up brings one life point. All characters have 10 life to begin. Attacks do a minimum of 2 life points. If you lose all life points then you have died.
Armor: Armor is obtained by buying or making. Wearing it will give you minus its level number to attacks done to you. Wearing your combat class armor type (melee=metal, magic=robes, ranger=leather, none for artisan) will give you plus 1 armor rating.
METAL
Iron level 1
Steel level 2
Mithrak level 3
Adamator level 4
Spiran level 5
Dragore level 6
LEATHER
Cow level 1
Bear level 2
Lizard level 3
Lion level 4
Unicorn level 5
Dragon level 6
ROBES
Blue level 1
Red level 2
Green level 3
Brown level 4
Grey level 5
White level 6
Weapons
Weapons are swords/axes (melee), bows/crossbows(ranged), staffs/wands (wizard), and knives (artisan). You may own weapons of another class, but you won't get the +1 damage modifier for using your class's weapons. They are useful for other things, though. Axes chop down trees; bows can be used as ziplines, crossbows as grappling hooks, and knives for cutting. But, in combat, they are simply the fighting version of armor. There are six levels.
AXES/SWORDS/KNIVES
Iron level 1
Steel level 2
Mithrak level 3
Adamatore level 4
Spire level 5
Dragore level 6
BOW/STAFF/WAND MATERIAL
Ash level 1
Oak level 2
Birch level 3
Maple level 4
Iron level 5 (BOW)
Cherry level 5 (STAFF/WAND)
Wizardwood level 6
CHARACTER SHEET
Name: Your CHARACTER'S name. You probably know that, veterans at this, but still...
Male/Female: Gender. Your character does NOT have to be your real gender.
Weight: Don't go over 200 pounds if you're human, 300 when dwarf, 170 when elf.
Height: You get to be 7' max as elf, 6'6 as human, 4' when dwarf.
Race: Dwarf, elf, human.
Class:Explanation below
Alignment: ^
(You may have at maximum 2 characters. The first one is your main character. The second one is limited to either a wizard's goblin minion or a summoned elemental partner. The second character can be controlled separately.)
CLASSES
Human classes:
Warrior: 3 sword, 1 bow, 0 wizard, 1 crafting
Ranger: 1 sword, 2 bow, 1 wizard, 2 crafting
Wizard: 0 sword, 0 bow, 3 wizard, 1 crafting
Farmer: 2 sword, 1 bow, 0 wizard, 3 crafting
Elf Classes:
Ranger: 2 sword, 3 bow, 1 wizard, 2 crafting
Cleric: 0 sword, 0 bow, 3 wizard, 2 crafting
Hunter: 2 sword, 2 bow, 0 wizard, 3 crafting
Dwarf Classes:
Warrior: 3 axe, 0 bow, 0 wizard, 3 crafting
Artisian: 1 axe, 0 bow, 0 wizard, 4 crafting
Gnome Classes Locked
Elementals Locked
Goblins Locked
Ranger starter pack is a bow, 30 arrows, 1 leather shirt, and 30 gold.
Warrior starter pack is iron axe or sword, 1 iron breastplate, and 30 gold.
Wizard/Cleric starter pack is 1 ash staff, 1 set of blue magic robes, and 30 gold.
Artisan starter pack is 1 iron knife, 3 packs of clay, and 40 gold.
ALIGNMENT: Lawful good: basically, think knights and stuff.
Chaotic good: think "rebel".
Lawful neutral: you work for society but your morals override
Chaotic neutral: you feel a little more inclined toward bad
Lawful evil: think righteous villains
Chaotic evil: COMPLETE DEMON OF DESTRUCTON!!!!! Only open to Warrior and Wizard classes, and also unavailable to all classes but elves, men, and anyone who dug a bit too deep or studied a bit too much...
WIZARDRY: The wizards are no longer mysterious to you players! In order to become a wizard, or Iratsi, you must select wizard as character class. Then, your secret goal is to complete the Iratsi Quest, in which you must reach level 18. Every three levels, you gain the ability to wear the new class of wizard robes. You must also be on a semi-good or good alignment during the quest. Armor for wizards also lets them have an extra attack bonus of the tier number, giving a White Wizard with a Wizardwood staff has a minimum attack level of 30!!!!!! To counter this, a wizard who has begun to become evil will be forever assaulted buy armies of Men and Elves unless they become good, _, or destroy 50 of them by themselves. However, a person who takes out 50 attackers is permanently labeled 'master of Bard Duh', the evil tower in the Dark Land, and will eventually evolve to become extremely powerful, gaining one level every time they do something. At level 30, they will be able to forge a magic ring so powerful it can give its wearer the powers of ALL the elementals at ONCE. This includes the necromancing and persuasive power of spirits, flame from fire, earth's strength, water's beauty and um, wetness, and the blowing power of air. However, a level 30 warrior allied to lawful or chaotic good is entirely unaffected by its might, and anyone who wears it is actually has a mere 10 hp when attacked by that person. (counted as a separate meter.) This means high level warriors are a huge threat to these types of wizards, labelled 'Noruas'-es.
Here's a rough map of the world.
o=town
.......=plains/forest
^^^^^= mountain
| = border
___________________________
|....o Wasteland..............................|
|....o Eerb.....^^^^.........................|
|....o Erihs....^^^^.................o Laketown
|...................^^^^.........................|
|...................^^^^...The Dark Land|
|o Naroh........................................|
|..................o Rondog...................|
|__________________________|
This is an upgraded version of Band of Heroes and Ninjas and Heroes.
This time, there is no final boss, no ultimate goal, nothing to keep you from following your dreams...
Except for maybe a pack of Orcs or an evil wizard named Namuras.
NEW FEATURES:
Race: Your character can choose between Elf, Human, Dwarf, and a few unlockable character classes.*cough*gnome*cough* The gnomes may be found by meeting them in their home; the elementals may be summoned when their respective books are found. Evil wizards can unlock goblins by finding one and reading its mind, whereas nature sorcerer(ess)es have been rarely met in forests. If a new character is one of these unlockables, then the following apply:
GNOMES: they must start out in their home in the northwest, Erihs Eht.
ELEMENTALS: You start out with the person who summoned it.
GOBLINS: You start out as the minion of the wizard who unlocked it. You can escape and later start a goblin tribe. Goblin Tribe-created characters start out there.
NATURE WIZARD/SORCERESS: You start off in the forest right next to the person who met you.
The End: Your character is finally human enough to meet their demise.
Alignment: Your character is one of six alignments.
Optional Quests: Help side characters by saving damsels in distress, killing trolls, etcetera...
Weakness: Most character races have weaknesses. Humans have a magic level cap of 9 rather than 10. Elves have -1 to all stats during night, dwarves cannot level their Magic or Ranged, and gnomes level all combat stats at once but have a cap at 9. Elemental characters are trapped with their summoner's will overriding theirs until they break free by unlocking their full elemental potential. Nature wizards are weaker in civilization. Goblins have their stats permanently stuck at 5. They start there and are stuck there.
REMOVED FEATURES
Final Boss and Goal: You pick your destiny, not me sending you through a series of instructions.
ADDED-ONTO FEATURES
Stats: You have four skills, and doing things like vanquishing a monster or using magic level them up. Also you get big rewards for quests. Also is your power level, all your skills combined times 3/4, rounded up if your total comes out as an odd number. if your skill total comes out odd. Your level cap is logically 40, as 4 X 10 = 40. The max level for humans is obviously 36; at that point they will be offered immortality. Once you are level 40, you will be asked if you would like to become a deity if you are good, or a Gorlab Demon of Evil if you are bad aligned. If you are righteous evil, chaotic good, or some sort of neutral, you will simply be offered to become immortal. Note that only Elves and Men can become immortal; Wizards of a sufficiently high level can become immortal if they are good. And one more thing: Immortality means that you are given permission to battle the forces of evil/good with immense power. Should a 'Noruas' ever arise, all deities will be instantly directed to Bard Dum to fight evil. All Gorlabs are instantly directed there to stop the deities. Gorlabs and Deities can destroy each other.
Choices: Your choices even further affect your path. Make sure that you give me a clear tell of your motives/goals so that I can give you adequate choices. (i.e.: Don't just say "I gotta get over the mountain" or I might not give you a choice to the path you want.
Character Class:You'll see...
Inter-Character Dueling: Characters now have a fully planned, strict combat system. Each attack has an assigned value that never changes unless cursed. Some attacks have secondary effects, like inflicting curses or poison. Dodging can be performed and is always perfect, but you cannot attack that turn either. Running always works. Death is permanent. If you have a secondary character you MUST switch to them. If you don't then you must make a new one. There is a combat chart. Melee classes have plus 1 hp damage toward ranger classes, rangers do that to wizards, wizards, wizards have +1 towards melees. Artisans (farmers, crafters) are equally effective against all classes, and vice versa.
Monster Combat: Monsters are now approximately as weak as they were in the original Band of Heroes. They are remarkably player-like. Their attacks always do the same damage, but they never dodge or run. All other player dueling aspects apply. Their class will be specified.
Magic: All spells require no ammunition to cast. Magic is strengthened by a magic weapon. The weapon adds its level to magic damage. Spells cast one of three effects:
-Blast: damage
-Status: status like sleep or poison
-Blastatus: damage and status like sleep or poison
Also there is the fact that after a wizard battle, any wizards will be tired out and have 1 less thing to do their next turn.
Status: Remember the original where status was weak and depended on posts you made? Now with the turn system, status lasts on turns instead! Here they are!
Poison: -1/4 current hp/turn for 3 turns (cannot _ someone because 1/4 CURRENT hp...)
Sleep: Things to do/attacks reduced to 0 for 4 turns (resting at an inn doesn't count)
Disease: -1 to all stats, -1 thing to do until cured
Curse: -2 to all stats
Life Points: Every level up brings one life point. All characters have 10 life to begin. Attacks do a minimum of 2 life points. If you lose all life points then you have died.
Armor: Armor is obtained by buying or making. Wearing it will give you minus its level number to attacks done to you. Wearing your combat class armor type (melee=metal, magic=robes, ranger=leather, none for artisan) will give you plus 1 armor rating.
METAL
Iron level 1
Steel level 2
Mithrak level 3
Adamator level 4
Spiran level 5
Dragore level 6
LEATHER
Cow level 1
Bear level 2
Lizard level 3
Lion level 4
Unicorn level 5
Dragon level 6
ROBES
Blue level 1
Red level 2
Green level 3
Brown level 4
Grey level 5
White level 6
Weapons
Weapons are swords/axes (melee), bows/crossbows(ranged), staffs/wands (wizard), and knives (artisan). You may own weapons of another class, but you won't get the +1 damage modifier for using your class's weapons. They are useful for other things, though. Axes chop down trees; bows can be used as ziplines, crossbows as grappling hooks, and knives for cutting. But, in combat, they are simply the fighting version of armor. There are six levels.
AXES/SWORDS/KNIVES
Iron level 1
Steel level 2
Mithrak level 3
Adamatore level 4
Spire level 5
Dragore level 6
BOW/STAFF/WAND MATERIAL
Ash level 1
Oak level 2
Birch level 3
Maple level 4
Iron level 5 (BOW)
Cherry level 5 (STAFF/WAND)
Wizardwood level 6
CHARACTER SHEET
Name: Your CHARACTER'S name. You probably know that, veterans at this, but still...
Male/Female: Gender. Your character does NOT have to be your real gender.
Weight: Don't go over 200 pounds if you're human, 300 when dwarf, 170 when elf.
Height: You get to be 7' max as elf, 6'6 as human, 4' when dwarf.
Race: Dwarf, elf, human.
Class:Explanation below
Alignment: ^
(You may have at maximum 2 characters. The first one is your main character. The second one is limited to either a wizard's goblin minion or a summoned elemental partner. The second character can be controlled separately.)
CLASSES
Human classes:
Warrior: 3 sword, 1 bow, 0 wizard, 1 crafting
Ranger: 1 sword, 2 bow, 1 wizard, 2 crafting
Wizard: 0 sword, 0 bow, 3 wizard, 1 crafting
Farmer: 2 sword, 1 bow, 0 wizard, 3 crafting
Elf Classes:
Ranger: 2 sword, 3 bow, 1 wizard, 2 crafting
Cleric: 0 sword, 0 bow, 3 wizard, 2 crafting
Hunter: 2 sword, 2 bow, 0 wizard, 3 crafting
Dwarf Classes:
Warrior: 3 axe, 0 bow, 0 wizard, 3 crafting
Artisian: 1 axe, 0 bow, 0 wizard, 4 crafting
Gnome Classes Locked
Elementals Locked
Goblins Locked
Ranger starter pack is a bow, 30 arrows, 1 leather shirt, and 30 gold.
Warrior starter pack is iron axe or sword, 1 iron breastplate, and 30 gold.
Wizard/Cleric starter pack is 1 ash staff, 1 set of blue magic robes, and 30 gold.
Artisan starter pack is 1 iron knife, 3 packs of clay, and 40 gold.
ALIGNMENT: Lawful good: basically, think knights and stuff.
Chaotic good: think "rebel".
Lawful neutral: you work for society but your morals override
Chaotic neutral: you feel a little more inclined toward bad
Lawful evil: think righteous villains
Chaotic evil: COMPLETE DEMON OF DESTRUCTON!!!!! Only open to Warrior and Wizard classes, and also unavailable to all classes but elves, men, and anyone who dug a bit too deep or studied a bit too much...
WIZARDRY: The wizards are no longer mysterious to you players! In order to become a wizard, or Iratsi, you must select wizard as character class. Then, your secret goal is to complete the Iratsi Quest, in which you must reach level 18. Every three levels, you gain the ability to wear the new class of wizard robes. You must also be on a semi-good or good alignment during the quest. Armor for wizards also lets them have an extra attack bonus of the tier number, giving a White Wizard with a Wizardwood staff has a minimum attack level of 30!!!!!! To counter this, a wizard who has begun to become evil will be forever assaulted buy armies of Men and Elves unless they become good, _, or destroy 50 of them by themselves. However, a person who takes out 50 attackers is permanently labeled 'master of Bard Duh', the evil tower in the Dark Land, and will eventually evolve to become extremely powerful, gaining one level every time they do something. At level 30, they will be able to forge a magic ring so powerful it can give its wearer the powers of ALL the elementals at ONCE. This includes the necromancing and persuasive power of spirits, flame from fire, earth's strength, water's beauty and um, wetness, and the blowing power of air. However, a level 30 warrior allied to lawful or chaotic good is entirely unaffected by its might, and anyone who wears it is actually has a mere 10 hp when attacked by that person. (counted as a separate meter.) This means high level warriors are a huge threat to these types of wizards, labelled 'Noruas'-es.
Here's a rough map of the world.
o=town
.......=plains/forest
^^^^^= mountain
| = border
___________________________
|....o Wasteland..............................|
|....o Eerb.....^^^^.........................|
|....o Erihs....^^^^.................o Laketown
|...................^^^^.........................|
|...................^^^^...The Dark Land|
|o Naroh........................................|
|..................o Rondog...................|
|__________________________|
Last edited by Harry Delvin on Tue Mar 05, 2013 8:02 pm; edited 8 times in total
Fri Dec 27, 2013 12:47 am by snap-on27
» My Favorite Movie
Fri Dec 27, 2013 12:39 am by snap-on27
» WHO AM I??
Thu Dec 26, 2013 9:25 pm by snap-on27
» Hello
Thu Dec 26, 2013 9:21 pm by snap-on27
» Earthbound Z
Thu Dec 26, 2013 6:45 pm by snap-on27
» NEVER ENDING WORD GAME!
Thu Dec 26, 2013 6:41 pm by snap-on27
» YONKERS!!!!!!!!!
Thu Dec 26, 2013 6:40 pm by snap-on27
» Dwarf Fortress
Thu Dec 26, 2013 6:36 pm by snap-on27
» SMILEY STORY GAME (neverending)
Sun Sep 22, 2013 4:47 pm by Squidney16