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Azisien 01-09-2006 11:31 AM

Stradia Chapter 5 Sign-up
 
Stradia has lost some players for various reasons, be it they were morons, or they were too busy to continue keeping their character up to date, or they disliked how I format my RPs. Whatever the reason, Chapter 5 will be starting up when Chapter 4 finishes (soon), and a few new, good characters wouldn’t hurt anything.

About The World:

Stradia is the name of a large continent divided into two rough factions: Kenshuria and Venuria. For thousands of years, through multiple, forgotten wars their borders were split and the rift of tension between them grew. After a very long time, a great forest created a natural border between the two countries, Kenshuria to the south and Venuria to the north. It has been hundreds of years since any Kenshurian has claimed to have gone beyond the forest and into Venurian lands. Rarely, Venurians have been sighted across the border within Kenshurian influence and minor conflicts have ensued.

If more information is required about the geography of Stradia, I’d be glad to add more information, or you could sift through previous chapters, or even ask one of the posters.

Races of Stradia:

In order of population from highest to lowest: Human, Troll, Dwarf, Gargoyle, Elf, Dragon.

Note: Troll, Gargoyle, and Dragon are NPC only!

Trolls: Ranging from six and a half to seven and a half feet tall, trolls are naturally muscular and bulky. They are always used for manual labour or as grunts in the military, since they are not intellectual enough to learn academic or mental professions. They are immensely strong, and very fast during their charge, but they lack agility. Trolls commonly use greatswords, greataxes, and large double weapons. They will sometimes use a crossbow, but they're a lousy shot.

Gargoyles: Ranging anywhere from seven to ten feet in height, gargoyles are the largest known sentient creatures on Stradia. Due to their natural size and prowess, they are excellent warriors. Their mental capabilities are as good as any human, dwarf, or elf, so magicians are also a possibility. Gargoyles have tails for balance, but possess only partial flight abilities due to their stubby wings. They can take off, hover, and glide for short periods. Gargoyles like to skewer their prey with spears, lances, and other polearms. They are both strong and agile.

Dragon: Any priest of Kenshuria would tell you, "They are a gift from Bahamut." They are small, bipedal wyrms. Ranging anywhere from 6 to 9 feet in height, they are menacing to look upon. Glinting scales, deadly claws, massive wings, and muscular tails. Most dragons live a docile, peaceful life, despite these formidable traits. Dragons are very rare, sacred creatures who are often worshipped openly by Kenshurians as if they were an aspect of Bahamut.


Magic in Stradia:

Magic has been categorized into several different schools. There are no actual boundaries within magic, it is simply a means of classification for the people of Stradia.

Elementalism: Fire, Water, Air, and Earth. The manipulation, creation, and control of these naturally occurring elements. This can include anything from fireballs, tornados, whirlpools, etc.

Conjuration: Conjurers can create objects, small or large, depending on their skill level. They have been known to summon entire beings forth, able to control them at will. Many conjurers dabble in Elementalism, since this often leads to the ability to summon forth Elementals.

Enchantment: Enchanters can temporarily change objects or persons, bending them as their will would command. Enchanters may be able to make a sword sharper than any smith ever could. But their key strength lies in the ability to take control of other people's mind's temporarily.

Healing: While this form of magic may be tied in with any of the others schools, it has such an important place in society, it was given its own classification. A healer can cure venoms, stop diseases, and close wounds with life-giving magic. Typically, their magic only heals organic damage.


Current Events:

The story of Stradia has followed the various heroes and key figures of Kenshuria for the past sixteen days up to Chapter 4. Several weeks before the beginning of the story, armies of trolls, gargoyles, and humans came through the borderland forests hailing flags of Venuria. They have made a swift war so far, sweeping across hundreds of miles of Kenshuria and defeating almost every city, village, or hamlet north of Midgaard.

The morale of Kenshuria has been dealt a painful blow, but they remain confident that Midgaard will hold off the Venurian attackers and even repel them. Already, some of the heroes of the story have fought Venurian parties in very close proximity to Midgaard. A bloodier chapter of the Venurian invasion is about to begin.

Rules/Guidelines/Format for Stradia:

A) Must be able to type and read coherently and effectively. Proper utilization of grammar and capitalization is required (in moderation of course, everybody makes mistakes – making ten every post is bad, use Microsoft Word to proofread if necessary).

B) To get a feel for the "power level" of the roleplay, and much more detail compared to the Summary above, you should read through parts of Chapter 1, 2, 3, and 4. In Word format, this would be akin to reading a Lord of the Rings length novel, so this is not compulsory. However, reading small portions to get a feel for Stradia would be great. This is also the very best way to see how Stradia is formatted, as well as collect in-character information.

C) Tone is serious but not formal. Do your best to stick with the era in your descriptions. (Ex. Try to stay away from posts that use modern-day analogies). Comical relief is a great thing, and several characters already use it very frequently. Stradia as a story, however, is not a comedy.

D) Fill out your character sheet and get it approved. Made-up locations will have to be cleared through me (I've already built Kenshuria, so I need to integrate it, etc etc).

E) This is a cooperative roleplay. You can take actions (mostly basic and dialogue) of other characters that are not your own. I allow this because it helps smooth out the flow of the RP. Don't make major life decisions or revelations for other people's characters, and don't start taking actions for them until you know how they act. As the GM, I obviously narrate anyone and everyone based on how events are going. The more contact you make with me, through PMs or whatever, the more easily I can accommodate your character’s wishes.

F) From observation, this particular format doesn’t seem to cater well to a lot of roleplayers, and I have no problem with that.

Skill System in Stradia

Because I can trust almost no one to free-form to my liking, I created a very simple skill system for Stradia that all characters (including my NPCs) must follow:

Quote:

Originally Posted by Me
Stradia's Skill System (Innovated and Patented by Azisien Industies Ltd.)

I'm using a basic Your Skill vs. Their Skill comparison system with regards to combat. It allows things to go smoothly, lets PCs make their own actions, and doesn't always require clearance from the DM (In general, more spectacular moves do, or if you're unsure of a result and want someone else to decide).

You allocate skill points into the availible skills in Stradia (Melee, Ranged, Elementalism, Conjuration, Enchantment, Healing) and you gauge outcomes by comparing them to another person's skill level in the skill. If you have double the skill level, you are twice as good.

Circumstance bonuses exist. Using the method above, someone with Melee II can beat (with moderate ease) someone with Melee I. However, if two Melee I's attack the Melee II, there is a circumstance bonus for the two attackers since the defender needs to handle more than one opponent. I'm not going to throw a bunch of equations at you, this is judgement-based. In the majority of cases, Each extra opponent adds a skill point to the pot, and skill points are cumulative if people are working in unison. (Ex. The two Melee I fighters work in unison to become Melee II. If they fight one person, they gain a circumstance bonus and as a whole become Melee III. Understand? )

It might not sound so 'basic' anymore, but I was being thorough in my explanation. Magic and Ranged is trickier, since you don't really 'duel' with those trades. If you have problems in that respect, I can help.

Character Sheet

Name:

Age:

Race: Human, Dwarf, or Elf.

Appearance: What your character looks like. Facial features, build, height, weight, and how you wear your equipment.

Personality: Everybody has a personality. Emotionless, cold, anti-heroes are frowned upon. You can be an anti-hero, but you need to have substance.

Bio: You must be in Midgaard at the start of the RP. Most people have family and friends, not everyone dies in a tragic accident or attack. Where are you from? How has your life shaped your personality? Where did you train to learn your skills, get your equipment, etc? If you need names of villages, towns, or cities, Midgaard and Kenshura are the two largest and you can post/PM me if you want more. Making up your own is cool, but it needs to be cleared so I can integrate it into my notes.

Equipment: Clothes, travelling supplies, weapons, and armor. May include things like mounts (ponies and horses only, for the time being). No overly magical equipment for the time being. Remember, food and water exist in Stradia, if you have a waterskin, you probably have a travel pack. Magicians usually have books and scrolls. (Spell components are not required at the current power level)

Skills: 9 skill points to distribute.

Death Dealer 01-09-2006 07:54 PM

Name: Elmric

Age: 32

Race: Human

Appearance: Unkempt black hair falls to the top of his shoulders, and his beard falls to the middle of his chest. He stands at 6 ft 4, and is composed of a great deal of muscle. His blue eyes posses a raging inner fire that is indomitable.

Personality: Slightly Gruff, but always willing to help the needy.

Bio: Elmric grew up in Gole, son of a blacksmith and a loving mother. As a child, Elmric always dreamed of becoming a fierce warrior like all of the men he saw in his father's shop. Elmric apprenticed under his father as a blacksmith from the age of 14 until he turned 20. Elmric's father passed away from illness a few months after Elmric turned 20, and Elmric always wished there was something else he could do for his father to ease the pain in his final months. The church, though a little leery of a non-priest learning of their healing abilities, decided to take him under their wing. Elmric now serves as a Paladin under the service of Avelia.

Equipment: A large spear made of ivory (broken; church artifact), A battle shield of Elmric's own designs, round with blades surrounding it at intervals. An ivory mace that is an artifact of the church. Heavy Half-plate mail with large pauldrons (one armplate completely gone, currently battered), and a pair of riding gloves that he uses when he isn't wearing his spiked gauntlets.

Skills: Melee 3 Healing 4 Ranged 2 (+2 to healing from previous; +1 to ranged. Party Healer, methinks?)

Barahad 01-09-2006 08:44 PM

This is just to let everyone know that Raenor will be returning for Chapter Five.

Using the three skill points so generously provided, Raenor becomes:

Melee - VI
Ranged - III

I'll see everyone else (hopefully) in Chapter Five.

Ecgtheow 01-09-2006 09:57 PM

Name: Darren "Darr" Llewellyn
Human; Age 23
5'10"; 165 lb.
Physical Melee IX (You were expecting Conjuring maybe?)

Description: Skilled young swordfighter; looking to test his skill, boast and better himself. Self-centered but will help innocents and those who haven't crossed him or are worthy of single combat. Fairly charming but has a higher opinion of himself than warranted. Handelbar mustache and grey eyes. Darren's shoulder length hair is most often found in a ponytail and he is encouraging what is currently a 2-day-old beard.

Equipment: Formerly possessing a splendiferous and sexy wardrobe, all of his items were lost, destroyed or beyond repair when we last left this hero. His new outfit has been designed and will be revealed at the appropriate moment in Chp 5.

Backstory:Currently consumed with his goal of bladed perfection, Darr's life was not intended for this path. When he was but a small child he was left at a Kenshurian monastery, seemingly an orphan needing a home. Unbeknowst to him he is actually the son of a great legend of the (Venurian) arenas and was left at the monastery in the hopes that the bloodline would not remain trapped in a cycle of enslavement and violence. His father, like many gladiators, was not a free man but was the property of those who ran the arena. Many join the trade, thinking to make a name for themselves and fight for glory and wealth however, in reality they are but pawns. Darr's parents hoped that by sneaking into Kenshuria and leaving their son with monks they could honour their ancestors (by continuing their bloodline) and provide their son with a life as a free man.

Darren quickly grew bored with the monks, their meditations and their silence about his past. At the age of 12 he left and proceeded to make his way in the world, taking up the sword, with which he had long been fascinated. Darr wishes, like his ancestors, to achieve glory and fame and he wants to test his skill against all comers, regardless of fighting style or weapon choice. He sees this invasion as an excellent chance to show the world what he is made of as the initial news spread like wildfire and, his name is sure to follow.

Little does he know that these invaders are in truth his relatives and the nation which he protects, his ancestral enemy.

The swordsman is experimenting with meditation techniques to enhance his prowess in martial combat. Additionally he continues to acquire new techniques and skills to improve himself and seeks out any and all opportunities to engage in melee.

OOC: Schweet! 3 skill points.... *drool*

CallmePrismatic 01-09-2006 11:03 PM

Anyone have the links to Chapter 4's sign-ups? Artemis's sheet is on my non-laptop computer.

New points: Enchanment XII (I was five before correct?), Elementalism I (imprinted knowledge gained from the temporary magical-connection used to make the Elemental Artemis)

Azisien 01-11-2006 09:14 PM

Okay, looks good. CMP, you can bump Arty up to 9 skill points like the original heroes, I forgot you were at 5/8. Slight typo otherwise, V is five, X is ten.

It doesn't look like people will be signing up, which is a slight bummer, but I am prepared for it. Since Chapter 4 is done, I'll probably get Chapter 5 is in the near future (this week).

--Edit-- What are peoples opinions on actually trying a discussion thread this time? Ecgtheow suggested one, but it'd be good if it was used (see: multiple failed discussion threads). We may not have enough people to keep it alive, but anyway...opinions?

CallmePrismatic 01-11-2006 10:10 PM

Damn Roman numerals...this isn't the first time I've had the opportunity to scorn them.

Anyways, sure VII Enchantment, II Elementalism.

Also, thanks to Azisien...

Name: Artemis Withel
Age: 27
Race: Human
Appearance: A black haired girl who walks around in a knee length skirt and blouse. Usually carries a knapsack with one book inside. Likes to hide her calloused hands if possible and has a face that imprints a nagging sense of farm onto the viewer's mind.
Personality: Flitty (Of or having impressions of flit). Almost always smiles and speaks in tones befitting a five year old with the same sort of outlook on life (things'll work out, no need to worry, etc.). She's still testing the limits of her powers and doesn't really pay attention (or show any recognition) of the lasting effects some of the more powerful spells have. Friendly and, if needed, flirtatious. Believes that life is too short for real names and is perfectly willing to hand out nicknames based on three-second meetings.
Bio: Hailing from a small farming village you've probably never heard of (Ugon) Artemis grew up knowing one thing in the deepest section of her psyche: She didn't want to grow up into a milk maiden, nor a seamstress, nor the wife to a man named Ernie.
On her 14th birthday her godfather, a man she had never met or even heard of, died, bequeathing to her the only posession it was deemed worthwhile to actually leave to someone, a semi-comprehensive tome of magic on the uses and applications of enchantments. Seeing it as the only chance to escape her 'prison' Artemis began poring over the contents of the grimoire.
At first most of the spells either backfired or proved to have unwritten uses (many chickens began to subconciously fear the Withel farm), but eventually she found that many of the things she always wanted to do could be achieved by 'looking' like she was doing it. The village people of Ugon started to venture over to watch Artemis 'juggle' things that weren't even readily available in the area, never questioning why she never asked for things to be thrown to her.
At twenty she left, quietly sneaking out of the village and 'venturing' forth. While passing through some quiet rural areas a fresh young recruit from the military named Victor stumbled upon Artemis. Flustered, Artemis cast her first ever mind-enchantment, Ridcully's Everlasting Dream, throwing Victor's mind into a constant state of dreaming. As it was unfocused Artemis realized the effects of the enchantment couldn't be undone, by her at least, so she decided to do the responsible thing and have Victor accompany her as a bodyguard/gofer/manservant.
Since that minor interruption she has continued her escapades without much consequence, honing her 'craft' through use and becoming quite accomplished if rather haphazard.
Equipment: Clothes, travelling supplies, and Baba Yaga's Collection of Enchantments and other Majikal Oddities (Unabridged).
Skills: Enchantment IV

Minor character
Name: Victor Tuglebend
Appearance: A somewhat dashing young man with a somewhat muscular build attained from basic boot camp and fighting off whichever petty drunkard is trying to get too close to Artemis. Wears a breastplate, chainmail and a broadsword.
Relation to Main Character: Friend-ish/bodyguard
Skills: Melee II
Anything else you want: Kept under a permanent state of delusion that he is inside a dream so his nonsensical ramblings and muttering, along with the occasional outbursts of non-sequiters, are quite commonplace (Artemis has managed to tune these bits out to the point where she only acknowledges Victor if he makes physical contact). Artemis can shape the current dream-scenario if needed (making Victor think that the thief that accosted them is an evil dragon that must be slain and such) and any reality-relapses usually occur when he sleeps (where he's most 'concious').

I admit, I hadn't forgotten about Victor, but I just couldn't figure out a way to fit him into the Jorluke battle. Maybe he followed Artemis, led by the book, to where they are now?

Ecgtheow 01-12-2006 12:07 PM

Warning: Science and Engineering students should skip ahead to the demarkated conclusion section, so as to avoid sifting through my ARTS(y) bull. (you may do so by reading only that which is bold)

I guess the issue with discussion threads is exactly what their content is. OOC posting covers explainations of past actions and PMs can coordinate future actions.

A discussion thread would have allowed us to avoid involving the moderators in this (they had to delete my posts whilst I was away) but I suppose that as that's only happened once it isn't directly relevant.

Conclusion! All of which to say that I feel we do not need a discussion thread. Hence I vote nay.

Aieris 01-12-2006 01:08 PM

Aieris wouldn't mind staying in, at VII elementalism, and II ranged.

If she's not doubt yet that is...she has some doubts.

I'll try to post her original character sheet when I can find it.

Death Dealer 01-12-2006 03:15 PM

I've got a few people I've invited, one seemed interested. So maybe we'll get one or two new people. Still - At least we have a semi-healer...that gets hurt the most it seems...sometimes....turn undead!


What? You aren't undead? Crap.


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