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Topics - Blue Valkyrie

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1
Roleplay / New Haven
« on: February 28, 2021, 08:34:56 PM »
A fantasy role play story where the cast travel to the recently discovered island of "Vale", the island once hidden within the never ending fog of the Pale Sea has in the last three decades been home to several attempts of colonization but these attempts have all failed due to the dangers of the island. "New Haven" is the most recent attempt and people of all ways of life are being drawn to the island either to make a new life for themselves or explore the ancient civilization who's ruins dot the land.

The Island of Vale found at the edge of the Pale Sea a treacherous patch of the ocean along a long but critical trade route, who ever controls the island controls trade across the world, you have decided to travel by ship to the island for reasons that are your own, its been a long journey from the mainlands but the island appears as the dawn of a new day creeps over the horizon-the ship is quite packed and your likely to bump into other people rather quickly if you so desire.

2
Roleplay / Haven - A manaverse Prequel
« on: August 05, 2019, 05:18:22 PM »
A prequel to the Mana-Verse story line taking place thousands of years before it's events during the time of the ancient precursor civilization, after a devastating war between the Pandorians (precursors) and their sentient machines leaves all but one land mass untouched those not living on the floating cities must eek out a living on the surface where the forces of magic have been disrupted and monsters and berserk machines roam the landscape.

Players play as adventurers, brought together by random chance and unknowingly essential to saving this dying world. Thematically similar to Mana-verse but with a darker more atmospheric tone.

Lore

It is the 531st year of the Pandorian Empire, 257 years after the great magitech war that left all but the continent of Haven untouched, the majority of the Pandorian survivors take shelter in floating ark cites known as New Pandora and New Eden while those lesser on the food chain eek out a living across haven in it's various regions in settlements hoping to survive the rampant monsters and remaining berserk machines.

The Empire of Pandora

The greatest civilization of this era, forged from a settlement called Pandora on the largest landmass known as Haven; the empire grew from a mix of different races banding together to control the local monster population only for that union to endure and grow into a government of its own. Over time the Pandorian empire expanded and mastered both magic and technology creating magitech and extending their rule far beyond the confines of Haven.

Before the great war the Precursors had conquered the entire world save for a handful of smaller nations or species. However in the wake of the conflict's resolution the world and by extension the empire was devastated only a shadow of it's former glory, the vast majority of the population taking refuge in two floating city arks known as New-Pandora and New-Eden. The rest not rich or magically talented enough are forced to remain on the surface now lawless outside the various scattered settlements due to the lack of resources to maintain order outside the Arks.

The Great Magitech War


The greatest most devastating conflict in Imperial history, at the height of their golden age the empire used vast numbers of magitech constructs known as guardians-from cleaning to fighting the empire relied heavily on these intelligent machines to make their day to day lives easier and safer, this golden age however came to a violent end when the machines grew too intelligent and resenting their lot in life turned on their creators en mass leading to conflict so brutal that millions would die.

The Empire unable to effectively fight the machines as they relied on them for their military now and only had small number of living soldiers still in service were forced to rely on a deadly weapon known as the "Atomos" based on a demon from folklore the Atomos caused all mana within it's range to effectively become inert preventing the life giving magic from powering the machines--however it would also kill any organic life as well. With no choice and the two other landmasses of the world all but fallen to the machines the empire unleashed Atomos destroying vast swathes of their number----however Atomos ran unexpected wild when exposed to wind elemental mana and shifted like a storm across most of the world destroying entire continents and it's life giving mana.

Only stopped by a massive magictech barrier created by the empire was Haven spared from that fate--however the other two landmasses were left barren and are now known as "The Deadlands" The Empire would build two massive Ark cites to house most of their remaining populations and retreat into the sky hoping to restore the world to it's former glory.

Haven's Regions

Haven is split into five separate regions below are their names and as the RP continues any locations or settlements will be added to the list.

 --- Mor'Dall ---
Birth place of the empire, notable for it's lush green fields and hills and scattered forests. Once had multiple settlements but many were destroyed in the war leaving many ruins across the untended great road.

Pandora - The former capital of the Pandorian empire, over hundreds of years this settlement grew into a massive city and houses the largest number of people on Haven in one place, while the empire has mostly retreated from the surface the majority of their forces still defend this last Bastian of civilization although much of the lower city has become slum like in the wake of the empire's fall.

--- Faelands ---

The homeland of the various Fae races, surrounded by a circular forest enchanted by great magics preventing easy access by land with magic currents of wind preventing access by sky, while there is no general government of the Fae they have banded together to remain the one free land from the empire even in the wake of the war. While conflict between to two sides have long since ended relations are still considered cool as many mortals find Fae to be dangerous despite their playful natures. Despite this there are Fae who occasionally leave the Faelands and integrate with mortal cultures peacefully.

Midsummer - The closest thing to a Fae capital, when the empire attempted to invade the Fae land centuries ago the various tribes all banded together under a queen known as Titania who ruled from city during the conflict. While a mere figurehead in modern times Titania still governs the beautiful city woven into the great trees of the fairy forests and acts as mediator between her own peoples and the mortals beyond the forests. Few if any mortals have ever set foot willingly within these lands however.

--- The Jagged Peaks ---

A massive stretch of high peak mountains across much of the edge of Haven, granting a natural defense from sea attack to Mor'Dall the mountains are rich with ore and are home to the Dwarves who joined the empire after a short conflicts hundreds of years ago. Scattered Dwarven settlements stretch across the mountain ranges deep under them as well as on the surface. While the Dwarves remain imperial subjects the empire generally lacks the resources to enforce law upon them however relations still remain mostly warm. The lands surrounded the jagged peaks are generally more arid in nature with sparce farmable land leading to most dwarves preferring to live underground.

Great Rock - The last of the Dwarven great cities, and home of the current reigning royal family. The sprawling underground city coils through the mountain range and connects through the serpent road to other smaller deep settlements and mines. Unlike the empire the dwarves have not relied on Magitech guardians and prefer Golems as such their kingdom as not fallen into disuse like the lands above.

Little Twister - A small town boarding between The regions of Jagged Peaks and the Mor'Dall, the western themed train town was once a bustling hub of trade between the rail systems that at one point crossed the whole breath of Haven, nowadays much of the tracks beyond Little Twister remain in poor repair---leaving only the dwarven side of the railway operational, however trade between Mor'Dall and Great Rock and other small towns remain consistent.

--- Emerald Wetlands ---

A large swath of wetland covered in massive ancient trees, while fertile and overflowing with life and mana the wetlands are near impossible to build in due to the swamps and are mostly uninhabited outside the occasional intelligent monster tribe or Fae. However one notable curiosity does inhabit these untamed jungles an ancient city slowly being consumed by the swamp remains---and is an avid point of discussion for the scholars of the empire.

"The Mire" - A small settlement of beastmen (intelligent mostly non-aggressive monsters) who have come to live near the edges of the wetlands. Mostly a trading post with a shantytown built along it's edges they tend to welcome all outsiders as long as their coin is good.

Tall-Terra ruins - An ancient civilization built by a long dead race, little is known about this enigma of a city only that despite the primitive (Aztec like) design the Tall-Terrans were clearly a magically advanced culture with their stone work and golems surviving thousands of years after they vanished. However many scholars note that within a few hundred years these great stone structures will fully vanish as they sink below the swamp. Many adventurers travel to Tall-Terra in hope of striking it rich--only to never return as the guardians and traps still are very functional.

--- Mor'Fell ---

A former region of the empire found close to the great sea, once littered with farms and sea side towns it was also home to the former great city of Eden where a majority of sea side trade with the other continents occurred. However when the machines began their uprising Mor'Fall took the brunt of the conflict and was abandoned as the remaining armies battled on the fields beyond the city of Eden to prevent the spread into the homeland. Generally considered the most dangerous location in Haven due to the number of roaming guardians however the great road still remains the best method of by passing this old battlefield and reach Eden.

Eden - Second largest imperial city on Haven before the end of the war, the city was under heavy siege by the guardians and while it survived and remains a place of port for sea fairing trade much of it lies in ruins the empire lacking the resources to restore it. Crime and poverty run rampant and its considered a safe haven for pirates leaving the name to be someone ironically kept.

The Graveyard - The plains were the final battle of the war was fought, in the hours before Atomos was released on the world the armies of the empire and even the Fae banded together in a last desperate attempt to prevent the invasion of Haven, thousands died but the battle was won leaving a vast swath of these plains to covered in ruined machines with many of them still slightly functional but in disrepair. While some attempt to scavenge magitech parts most avoid this area via the great road as many guardians are still quite active despite their states of disrepair.

--- Scattered Islands ---

The Blue Isles - A chain of island-states ruled by a single Royal Family. Isolated enough to escape the brunt of the war, and with next-to-no magic being employed in its lands, the Isles are very much self-sufficient, with not much more than rudimentary trade and commerce with Eden, months from its shores. Indeed, the Isles have always been not much more than a small blip on a map - if included at all. Ironically, that worked to their advantage in the wake of the war.


--- The Dead Lands ---

A general catch all term for the two other continents of the world that fell victim to Atomos, their mana became stagnant and without the life giving substance flowing through them became unable to support life-the few that explore these regions describe it as if someone took the color from the world. While it is possible to enter the deadlands they have a negative effect on the body causing a slow stagnation of one's mana and leaving most machines unable to function at all. Short trips into the Deadlands are not like to cause permanent damage but extended stays can leave the body inflicted and in some cases unable to cast magic at all.

The ruins of old civilizations dot the dead lands but none have ever been able to do exhibitions deep enough into these lands to see if any parts of them were ever spared.

Races of Haven

While not a comprehensive list of species on this world these are the primary races discovered here, any race you choose to play beyond these will have had their origins in the dead lands and as such are either close to extinction or much less in numbers nowadays.

Humans - Most common race in the Mor'Dall and Mor'Fell regions, common life spans of fifty to eighty years and capable of casting magic. They are the founding race of the empire and one of the few races to not be led to near extinction due to the war.

Elves - A former race from across the sea on the second largest continent. The eleves come in a variety of types and banded together to prevent the empire from expanding into their lands over four hundred years ago---only to be brutally defeated and enslaved by the empire. When Atomos was unleashed the vast majority of elves were wiped out with their limited numbers now spread across Haven. Elves are tall and slim and naturally pretty, they are long of life living for up to two hundred years and are fairly magically talented. Elves have managed to become a greater part of imperial society due to these abilities in the years following their enslavement.

Dwarves - A short and stoic race known for their beards, stone craft and mining abilities. Like the elves they had other dwarven cultures strewn across the world but in the wake of the war only the tribes on haven remain. Unlike the Elves they willingly allied wit the empire to avoid a war they knew they could not win and have prospered through trade since. Dwarves are known for being stubborn but are fairly friendly if not blunt.

Fae - Fae is a catch all term for the races of the Faelands, too numerous to list any species born from natural magic is considered a fae and as such they come in countless forms and sizes. Fae are generally all either incredibly long lived or outright immortal and as such tend to have difficulties seeing mortal races as their equals. They are often known for living in the moment and preferring to do things that bring them happiness or pleasure. Humanoid Fae are known to be impossibly beautiful and it is not uncommon to see half-fae folk within haven as many Fae will "acquire" partners from mortal areas when someone catches their fancy.

Beast Tribes - Like the Fae this is more a catch all term, beast tribes may have their own names for their people but they are essentially sentient monsters who are for the most part non-hostile to the other races, they tend to most live within the wetlands but traders or mercenaries are not uncommon across Haven.

Demons - Entities from another dimension, demons are beings of chaos and tend to pop up when the barriers of reality become thin in an area. Like Fae and the Beast tribes demon is more of a catch all term than a singular race. However unlike the latter two Demons rare desire peaceful interaction and will either attack, corrupt or enslave when they have the opportunity to be let lose. Lesser demons are susceptible to magical covenants and dark mages often use Demons as their minions. Due to the lack of mana in the Deadlands Demons are abundant adding another danger of trying to explore the wastes.


Once players have their characters ready post in the secrect origins thread, any questions please PM or post to me on Discord. I will post the opening post when everyone is ready to do so, again any lore questions please dont hesitate to ask me.

3
Roleplay / Blue Valkyrie Adventure
« on: November 12, 2016, 05:11:34 PM »
BV RP System Version 1.1

Recent Addition: Added the skill system.

A light hearted tale of magic, technology, pirates, adventure and treasure!

BVA runs mostly like your typical RP here with players interacting to what ever situation arises however dungeons and combat will be mechanics based allowing for more tactics and hopefully a more enjoyable experience for all players.

Creating Characters
-----------------------

Creating classes is a simply affair requiring mostly a concept on the player's own part however before getting into that a player must select a class for their character.

Stats
------

Stats are a important part of the combat system and function as follows...

HP (Health Points): Function like any other RPG, HP hits zero your character is KO'd and cannot act until the battle ends or are revived in battle somehow.

SP (Surge Points): Surge Points are spendable points that as a minor action in battle allow a player to restore an amount of HP depending on the related "Surge Value" stat, Surge Points can only be restored by resting for several hours and the amount of points will differ per class.

AC (Armor Class): AC or armor class is the defense/dodge stat of a character, when any enemy or monster attempts to use a power they must roll a D20 dice and add the "Attack" bonus of the power to that roll, if the roll matches or exceeds the AC value of the target the attack is considered a hit while failing that will be considered a miss or blocked (depending on how the player wants to fluff that) AC is determined by class and for the most part will remain the same through the whole RP.

Speed: Speed is the stat that helps determine the action order of both the party and the monsters attacking them. When the DM calls for initiative the players and Monsters roll a D20 and add their speed score to the result. Higher the score the higher on the turn order you are.

Surge Value: Surge Value is the stat that determines how much HP you get from spending a Surge Point, the amount is determined by class and will remain consistent however some powers or items can add bonus HP to the total briefly.

Action Point" An action point is expendable point that can be used once per in game day (restored by an extended rest) to take another turn immediately in battle or re-roll if you don't like the result of a dice elsewhere. Players can only have one action point however monsters may have several.

Combat Classes
------------------

The class of a character is a base that determines their role in the party and what their starting stats as well as how many of each Power type they can equip at once is. While this does dictate the roll a character will fill the Power creation system will allow players to act outside this roll into another if they choose.

Tank
-----

The tank is designed to protect their allies by drawing the ire of enemies off them and onto the tank themselves, tanks have high HP and AC, but are slower than the other classes and only have one One At-Will power although they have more options for Encounter and Daily powers.

The Tank class has a special built in mechanic called "Mark" when a tank class character uses any power that targets an enemy (regardless of effect) they will mark the target, a marked target will suffer a -3 to hit any target that is not the person who marked them.

An enemy can only have one Mark on them at a time and any new Mark effects will cancel out the old one. A tank can mark multiple enemies at once as long as the Mark effect is not canceled out.

HP:10
SP:3
AC:16
Speed:5
Surge Value: 5
At-Will Powers: 1
Encounter Powers: 3
Daily Powers: 2


Striker
-------

Strikers are the primarily damage dealers of the party, they have the most options with At-Will and Encounter Powers as well as high Speed but have low HP, AC and only a single Daily Power. All Strikers have the special ability "Second Chance" an affect that allows them to after making an attack roll they are unhappy with re-roll it once per battle for free.

HP:6
SP:1
AC:14
Speed:9
Surge Value: 3
At-Will Powers: 3
Encounter Powers: 2
Daily Powers: 1


Support
---------

Support characters are well equipped to assist their allies through healing, buffs or even debuffs on their opponents through their large number of encounter and Daily power slots. They have balanced HP, AC and Speed and a higher surge value than the other classes.

Support Class characters have access to the special power "Aid" a minor action that allows the user to grant an ally the ability to spend one of their healing surges right away with a +1 bonus once per encounter/floor.

HP:8
SP:2
AC:15
Speed:7
Surge Value: 6
At Will Powers: 1
Encounter Powers: 3
Daily Powers: 2


Once a character class is chosen a player may create their concept as normal and prepare to create powers.

Power Creation
-----------------

Powers are split into three categories, At-Wills, Encounters, and Daily Powers, each class has a certain number of these powers that can be active at once; although a player can during their adventure gain new powers and swap out old ones if desired before entering a dungeon.

All classes start with a full set of powers based on their class. Note that role does not dictate the type of powers you must use, classes merely act as a template for the type of character you want to play. (A tank can be focused on damage, while a Striker can also have healing powers for example)

*At-Wills MUST be single target attacks, however Encounter and dalies can target multiple foes.
*At-Wills must be standard actions.
*Encounters and Dailies can be Minor actions as long as they do no damage.
*Powers cannot directly heal HP but they can trigger healing surges.
*Healing cannot be caused by At-Will powers
*Certain Status Effects cannot be applied to At-Wills (Silence/Controlled/Cursed)
*Debuffs cannot stack but two different debuff powers doing the same thing can stack.
*Players can only have one summoned minion at once and they must function like a monster with a set of tactics they follow on their turn.
*Buffs and Debuffs cannot exceed +3 or -3
*Status healing powers cannot be At-Wills
*Powers cannot restore Action Points
*SP can be restored by Daily Powers ONLY.
*A power can only have one element (or none) and can only apply to powers that deal damage
*Elemental defenses can be remove by powers


Elements
----------

Elements are added to all damaging attacks and depending on the target's weakness and strengths can add or reduce the total damage. A player can add one element to their attack
and this cannot be changed later unless the DM okays it.

Target's weak to an element take one extra point of damage than normal while enemies that resist and element take one less damage than normal. Enemies who are immune to an element nullify the attack completely.

Basic Attack - A power with no elemental modifier simply deals it's effect.
Fire
Water
Wind
Earth
Light
Dark


Status Effects
---------------


Status effects add detrimental effects onto the target often damaging or debilitating them in critical ways-at the end of the inflicted target's turn they can roll a D20 with a 15+ roll removing the effect.

Poison - takes one damage at the start of their turn
Blind - takes a -3 to their Attack rolls
Silence - Cannot use Encounter or Daily powers
Bind - Cannot make a Standard or Minor action
Prone - Is knocked over and cannot act until their next turn
Controlled - Target cannot act on their own and must follow the orders of the controller.
Cursed - Suffer a -3 to all dice rolls.



At-Will Powers
----------------

At-Will powers are basic attacks that have no limit to the number of times they can be used in combat, they tend to have weaker effects and lower damage however. When creating an At-Will power the Attack Roll can never exceed 4 and damage should never be higher than 4.

At-Wills can have basic effects as well such as marking or status effects, if the player wants something different to happen please run it by me when making your powers and we can hash it out.

"Encounter Power"
-----------------------
Encounter powers are stronger than At-Will powers possessing higher damage and more varied and useful effects however the also cannot be used indefinitely like At-Wills can and may only be used once per individual combat encounter (being refreshed once a battle ends).

Attack Rolls of Encounter Powers cannot exceed 5 and the Damage cannot exceed 6

Encounter Powers are where a player can really flex their character concept.


"Daily Power"
------------------
Daily powers are the ultimate abilities of your characters, they have greatest damage and most powerful effects allowing a character to turn the tide of battle, they can only be used once per in game day and require multiple hours of rest before one can be used again.

Daily Powers' attack roll cannot exceed 8 and the damage cannot exceed 10 points.

Power Cards
--------------

Powers are written like such...

"Pummel" - Name
"Inflicts basic damage to one foe." - Effect (include the element/status effect/number of targets)
At-Will Power - The type of power it is
Standard Action - The type of action it is
Attack+4 -Roll to Hit
Damage 3 -Damage inflicted


Example Character
---------------------


Blue (Kid)
-----
Gender: Female
Age: ??? (appears to be a child of twelve or so?)
Race: ??? (Appears human?)
Class: Striker
Bio: (for story and such)

HP:6
SP:1
AC:14
Speed:9
Surge Value: 3
At-Will Powers: 3
Encounter Powers: 2
Daily Powers: 1

Powers
--------
"Pummel"
"Inflicts non-elemental damage to one foe."
At-Will Power
Standard Action
Attack+4
Damage+3

"Snap Punch"
"Inflicts minor damage to one foe and the snap punch debuff lowering the target's AC by 1"
At-Will Power
Standard Action
Attack+3
Damage+1

"Photon"
"Inflicts light elemental damage to one foe."
At-Will Power
Standard Action
Attack+4
Damage+3

"Aura"
"Allows an ally to spend a healing surge instantly."
Encounter Power
Standard Action

"Throw"
"Non-Elemental damage to one foe, less to a second of the player's choice if possible."
Encounter Power
Standard Action
Attack+5 (Roll separately for both targets if applicable)
Damage 4 to target 1
Damage 2 to target 2

"Lumina"
"Generates a blade of light around Blue's right arm, adding the "Lumina" buff to her that raises all attack damage by +3 player must roll a D20 after every turn a roll less than 15 ends the effect"
Daily Power
Minor Action


Skills
-------------


Skills are abilities that are shared across all characters, they determine a person's ability to do various things, such as picking a lock, jumping a great gap or deciphering some puzzle. Each player can train their character in three skills and any skill that is "trained" gains a +3 to a roll requiring a check involving one of these skills. Untrained a skill roll is a straight D20 roll.

During the Adventure or Encounter phases preforming checks is considered a "Minor Action".

"Acrobatics" - The ability to keep one's balance on treacherous surfaces, dodge traps, slip free from restraints or take less damage from a long fall.

"Athletics"- Any physically demanding action like running, pushing heavy objects, swimming or jumping.

"Arcana" - The knowledge one has regarding magical lore or the ability to sense magical things.

"Bluff" - You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You make a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies.

"Diplomacy" - You can influence others with your tact, subtlety, and social grace. Diplomacy is used to change opinions, to inspire good will, to haggle with a patron, to demonstrate proper etiquette and decorum, or to negotiate a deal in good faith. 

"Dungeoneering" - The ability to navigate a dungeon, notice a trap or otherwise remember information about the current area.

"Endurance" - The ability to push yourself beyond your physical limits or fight off ill effects on the body such as poisons or injuries.

"Heal" - The medical knowledge of the character, such as basic first aid, set bones, treat illness or disease.

"History" - The ability of a character to remember historical facts or important information of people, places or things.

"Insight" - You can discern intent and decipher body language during social interactions. You make an Insight check to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. You use Insight to counter a Bluff check

"Intimidate" - The ability of a person to influence the actions of others through threats, or hostile actions; in battle a player can also try and preform an intimidate a target.

"Nature" - The ability of the person to understand nature, the natural world, living off the land, natural hazards or creatures as well as navigating the outside world.

"Perception" - Make a Perception check to notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects. This skill is a counter to stealth checks.

"Religion" - Your character is well versed in matters of religious lore, the gods and people of importance within theses religions.

"Stealth" - Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard. Stealth checks can be foiled by a perception check, anyone who is under stealth gains a a free action at the beginning of battle, if multiple players/enemies are under stealth follow turn order until all free turns are complete.

"Streetwise" - Allows someone to gain information within a social area like a town or city.

"Thievery" - This skill determines thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand; stealth checks can assist on thievery checks.


Phases
-----------


Roleplay Phase

In this phase players can interact and do things in any order, with no need of rolls or turn order unless a player is doing something that requires effort where they will be required to roll a D20 based on the skill roll the DM wants the player to try for.

Example: Sakura wants to pick a lock but she's not trained in thievery. She rolls a D20 and gets a 10 but the roll requires a 15 or higher to succeed so it's a failed roll and she can't unlock the door. Mean while Quickie is trained at thievery and rolls a 14 but being trained in thievery gives Quickie a +3 to her roll so her total roll is 17 and as such is a success.

When the party leave to explore something like a dungeon we enter the "Adventure Phase"

Adventure Phase

Adventure Phase also doesn't require a turn order but does focus more on rolls, for the sake of simplicity when the players explore a location each encounter will be considered a "Floor" regardless of whether they go up or down while proceeding, so traveling through a forest is also considered "floors". HP lost during the adventure phase can be restored via powers, or resting. Resting can only be done on floors where making a campsite is possible.

When players reach a new floor the party must decide how they want to proceed, do they search the area to make sure there is no danger? Or do they simply look for treasure? Regardless a roll must be made with any party members who wish to take part all rolling individually. (the rolls are all counted separately and as long as one beats my difficulty it's considered a success)

Encounter Phase

The final phase is the encounter phase is the final phase where players need to battle monsters, this is where character sheets come into play and some stats exists. So Quickie, Sakura and Phi enter a new floor, they decide to carefully check the area for traps or other hazards but fail their checks, sudden a giant fuzzy spider drops from the ceiling on top of them, OH NO! This monster ambushed the party so it gets a free attack when combat starts!

Players will now roll initiative, Roll a D20 and add your speed stat to that result for your Initiative.

Quickie a tank rolls a 1d20 for a total of 14 and her tank's speed stat of 5 for a total of 19.
Sakura rolls a 1d20 for a total of 2 and adds her Striker class speed of 9 for a total of 11.
Phi rolls a 1d20 for a total of 16 plus her speed of 7 for a total of 23.
The giant fluffy spider rolls a 14 plus it's speed of 7 for a total of 21.

So the turn order is...   Phi, Fluffy Spider, Quickie, and then Sakura. however the spider gets a free turn because it took the party by surprise. Otherwise the order continues until the encounter ends (KO'd enemies or allies are skipped from the imitative)

The Monster bares it's sharp fangs and attacks Quickie! Rolling a 1d20 roll of 13+ the attack roll of 4 from it's bite attack for a total of 17. The roll is then compared to the target's AC or armor class in Quickie's case her AC as a tank is 16, if the roll equals or is greater than the target's AC the attack counts as a hit causing the damage of the attack and applying any other effects.

Quickie as such is unable to defend/dodge the attack and takes the Bites' 1 point of damage. The spider is also poisonous so it's bite also applies the status effect "Poison" Quickie will take one point of damage at the start of ever turn from this point on until she rolls higher than a 15 on a D20 roll at the end of every turn. If poison persists into the Adventure Phase after battle Quickie can try to roll once per floor and will take the damage for each floor they move to.

Now Phi is up, player turns are handled as followed.

A player can take one standard action and a minor action or two minor actions by not making a standard action.

A standard action is an attack or any action such as trying to solve a puzzle during combat or freeing a tied up ally from a rope for example. Most Powers (the attacks everything has in battle) are considered Standard Actions unless said otherwise.

Minor actions are simple things that don't require a full turn such as spending a Healing Surge or pulling an item from your bag or making a check to try and solve a situation during combat.

Phi decides to attack the spider back, as such she must select one of her "Powers" to strike at the target. Phi decides to use the At-Will power "Slash" she rolls a d20 dice and adds "Slash"'s Attack bonus of +4 to the roll for a total of 15, the spider's AC is 12 so that hits and she applies the power's damage of 2 to the spider as well as any effects slash might have had. This counts as a Standard action.

Phi also decides to pull an antidote from her pack to help Quickie and this counts as a Minor action. Quickie can then use a minor action to accept the antidote on her turn and a standard to use it, or Phi can wait until her next turn to spend a minor to give it to Quickie.

While on the topic of Minor actions, Healing Surges can be spent to restores HP to the user in emergency, each class has a different amount of SP or Surge Points and each class gets a different amount of HP back from a used Surge (Tanks get 5 HP back per surge, while Strikers only get 3 back). You can spend as many surges as you have minor actions and SP is restores after an extended rest like Daily powers.

Finally each player has once per in game day an "Action Point" and action points can be used to give the user a new turn right away, or allow that player to re-roll a failed check once.

4
Gaming / Dragonball Xenoverse 2
« on: July 01, 2016, 10:00:04 PM »
[yt]http://www.youtube.com/watch?v=cuLet4x1KDk[/yt]

October 25th 2016 is the confirmed release date-so just four months to go.

Several big DBZ youtubers got a chance to have some time with a demo build recently finally giving us some hands on footage of the game.

Obviously more will be shown off as the weeks go by but I'm excited about the change to Sayian transformations.

It's no longer different abilities-but rather you start by going to Super Sayian-then if you have enough Ki you can go to Super Sayian 2 then finally Super Sayian 3-and while it's not confirmed if they added the CaC hair changing to fit the transformation we definitely get the SS3 long hair if a CaC managed to get to that level. No word on transformations for other races-but the dev team have been listening to feedback since Xenoverse 1 and I doubt they'll just have sayian transformations this time.

Oh and Super Sayian Ki Blast spam is gone-thank Kami.  8D

Game play looks so much smoother-the removal of a lot of invincibility frames will make combos way more natural than Xenoverse 1 especially online. Also the little added detail of rocks floating around you when you are at full Ki is really nice.  owo

5
Roleplay / The Mana-Verse
« on: December 25, 2014, 07:40:05 PM »
((Been feeling like doing re imagining of the Blue Valkyrie story and I've been kinda itching to do some RP so here is something new! ))

Rough Timeline can be found here!
http://forum.rockmanpm.com/index.php?topic=7266.575

It is said with every choice you make another world is created one where you made the choice another where you didn't. Some alternate worlds are so similar you could spend countless lifetimes trying to find differences between them while some are so different they defy logic.

Welcome to the "Mana-Verse" an alternate RPM where magic became the focus of the world and not technology. A world where one's imagination shapes and expands the land constantly, where anything is possible! This is another open world RP where alternate versions of our characters can go on adventures and weave new stories.

The "Mana-Verse" or Arcadia as it's called is the location of the Blue Valkyrie reboot/re-imagination project I'm currently working on, RPM Adventure was kinda a prototype to see if people were interested in a fantasy themed RP, that will still be updated as long as people are interested in continuing, this however is more open; so no DMing just interact and expand your stories as you want. Also a lot of this is elements of the Blue Valkyrie story re imagined, I'll try to avoid spoiling stuff for the main RP story line.

Magic is everything in this world pretty much everyone can use it even if they aren't really trained, there are exceptions of course and normal technology does exist here and there; however most use Magitech. Otherwise reinvent your characters however you want but remember this is meant to be an alternate reality so if you want to explore new ideas with your characters go nuts!

Legends say Arcadia was once an endless void of chaos with no shape or form, then a mysterious woman appeared from another realm and gave it shape with the help of the six elementals.

"The Queen" - Her identity is unknown, but she was said to be the one who created this world and united the elementals to help create Arcadia. She is typically identified by the sigil of a cat in the world's mythology.
Reva- The elemental of Darkness, known as the goddess of darkness
Reya- The elemental of Light, known as the goddess of light
Jin - The elemental of Fire, known as the god of fire
Mina - The elemental of Water, known as the goddess of water
Titan - The elemental of Earth, known as the god of earth
Slyph - The elemental of Wind, known as the goddess of wind

Together they created the Omni-Gem and used it's infinite elemental power to create a balance in the abyss forming the land of Arcadia, using her magic the mysterious woman drew the souls of adventurous people to the fledgling world and granted them the power to shape it with their imagination; for every person's hopes and dreams would expand the land of Arcadia always offering new adventure and experiences. Satisfied, this woman departed perhaps to new worlds to do the same, leaving the elementals to maintain Arcadia in her absence..

As time passed a mighty empire rose under the protection of the elementals; ruling the world from the floating city and building a civilization across Arcadia it seemed like there was nothing the precursors could not do. Yet, without warning the civilization was suddenly and violently cast down and now only questions remain as to what could have destroyed the precursors.

Remnants of their civilization still remain however and are desired due to the advanced nature of their magic and magi technology.


Character Name: Aya (Alternate Blue)
Race: Magic Construct (Human like in appearance)
Age: Unknown
Gender: Female
Hair Style/Colour: Light blue, lower neck length and slightly spiky.
Eye Colour: Light blue, lightly glows.
Build: Slender but athletic.
Outfit: Her outfit resembles that of a genie's, with the classic pants (blue but slightly transparent, and blue top with gold trimming.)
Power: Can summon a magic curved sword, can cast various spells through magic rings acquired in her adventures.

Aya like her main counterpart is a curious and adventurous soul, she jumps into a fight without thinking preferring action rather than careful planning. Her naive and upbeat personality is infectious to others making it easy for her to befriend others. (So not to different from the prime universe Blue)

The floating city, known to all who inhabit the lands of Arcadia as the place where the world began, protected by whirling winds and other magical defenses according to legend. Many have sought to infiltrate the old city in hopes of claiming the omni-gem but none have ever succeeded and fewer have returned, Until now.

The pirate stepped off ramp of his drop ship, puffing from his pipe a wide grin on his face; years of effort and preparing had finally paid off and the ancient city was his to plunder. "Arrr! Alright crew grab anything of value but remember why we are here!" A buccaneer approaches his captain, saluting as the others all scatter in small groups entering the houses and taking anything thats not nailed to the floor. "Yes sir! Alright boys lets get to work!"

White Beard and another group of Buccaneers as well as some of his "Smiling Copter bots" move toward the center temple for White Beard knew deep down the cause of his quest was here. His troops struggled to open the large doors, despite being uninhabited since the dawn of the world the temple was surprisingly well preserved, not even any dust. White Beard grinned as the Omni-Gem appeared before him high above the steps at the center of the room. "Arrr, this is it mateys! We've finally found it! Grab it carefully who knows what the "queen" left here to defend the gem!"

As the smiley copters to latch onto the Omni-Gem as one of the Buccaneers tugs on White Beard's sleeve. "Uhh...captain what about that crystal?" White Beard groans annoyed by the interruption at his moment of triumph. "What are you on about...huh?" White Beard glances upward noticing the other crystal above them. He shrugs and motions for the last copter to grab it. As it's pincers try to get a hold of the crystal it begins to shine in reaction, the copter is quickly sent flying into the near by wall and explodes. "It's a trap!" White Beard yelps covering his eyes and light fills the room.

After a few moments the crystal's glow fades the crystal having vanished and in it's place a young woman in blue floating above the ground for a moment before descending to the ground near White Beard and his pirates. She yawns stretching her arms above her head as if she had just had a good night's sleep. "*Yawns* Common master just five more minutes...huh? Who are you?" Aya frowns when she notices the copters leaving with the Omni-Gem "HEY THAT does not belong to you..you theives!"

Taking a combat stance and raising her hand above her head she summons a curved blade and charges at the Omni-Gem before she finds herself surrounded by the buccaneers all wielding cutlasses or arm cannon flintlock weapons. White Beard grumbles "So you are the guardian the Doctor warned us about? I'm not impressed; you'd think the queen would leave a more capable protector for her precious omni-gem! Alright boys, get rid of her and return to the ship; we have a scheduled to keep!"

White Beard waddles off with the Omni-Gem as Aya is surrounded by the Buccaneers all looking a little nervous perhaps not sure how strong this woman is. "Oh common! If I don't get that back my master will be rather annoyed with me!"

((Will continue next post, let some others get their own intros started too, so yeah fill this world with places and characters how you want; and hopefully we get some neat stories going. I'll be more active now that I'm basically past my crazy Christmas hours for this and the Wilypocolypse, RPAdventure too is people still want to continue.))




6
Roleplay / RPM-Adventure!
« on: August 12, 2014, 05:42:37 AM »
Plot - Stories tells of the lost kingdom of Zepter once prosperous but now lost in a deep fog, a legend of a king who in his quest for power led his people down the path of ruin. While the kingdom has fallen into the realm of legend many heroes brave the fog in hopes of finding fame and fortune yet none ever return, did they fall to the monsters and traps of the lost land or did the fog simply swallow them up?  Perhaps a new generation of heroes will brave the fog and unlock the secrets to the lost land and become legends.

Locations

Zepter
The lost kingdom, in it's golden age the land was a place of great wealth and magical knowledge; however it's king greedy and decadent sought even greater fortune and was said to have unleashed ruin on his kingdom. While the details of this fall are unknown a deep fog acts as a barrier around it's borders slowly expanding over the generations. Many heroes and adventurers have breached the fog to stop the expansion of the unnatural fog or pillage the land of it's treasures yet none have ever returned.

Goldwood
A small village on the border of the encroaching fog, modest but friendly. Contains an Inn/Tavern, a weapon, armor and item shop and several houses. The goldwood forest is the source of the town's name.

Reva
Class: Fighter
Race: Human
Age: 25
Weapon: Silver Sword and Buckler
Magic: None



A young adventurer traveling across the world searching for adventure and riches, Reva is confident and brave although somewhat overconfident and stubborn. Wielding her families' silver sword a once enchanted blade that has lost most of it's magical power over the centuries she hopes to find the fabled "Crown of the Beast King" said to belong to the lord of Zepter before it's fall.

-----

Reva sighed as she passed the wooden gates of Goldwood, it had been a long if not dull journey; the town looked peaceful enough and if her information was right should have everything she needs to stock up for her journey into Zepter. It was getting dark and her tired legs made their point that it was time to find lodging for the night, taking a moment she manages to track down the inn the largest building in the town.

"Goldwood Inn, huh not a very creative name...oh well." Reva shrugs pushing open the door entering the homely inn. A middle aged man sits at the counter near the far wall while a young woman moves between tables seeing to orders from the patrons, it would appear the inn also doubles as a tavern too. It's oddly busy for a town so close to the fog, Reva was almost sure the town would have been abandoned by now like the others consumed by the fog.

"Greeting stranger, looking for a room?" The middle aged man beckons her over with a smile as Reva closes the door behind her.

"A meal and a bed would be lovely." Reva leaned on the counter sighing

"Well we have a few rooms available still, it's ten gold a night plus dinner and breakfast." The innkeeper reaches below the counter laying a sign in book in front of him.

"Alright I'll take it...seems kinda busy tonight." Reva noted as she placed her coins on the table.

"Lately all sorts of adventurers have come to Goldwood, I guess they all hope to brave the fog and explore the ruins of Zepter. Oh whats your name miss?" The Innkeeper begins scribbling in the book and reaches back for a silver key to Reva's room.

"Reva, guess I'm not the only one then." Reva takes the key and looks back to find a free table.

"Go find yourself a table and I'll have dinner brought out, stew tonight." The innkeeper nods writing in her name before turning back to his work.

Reva moved out into the eating area, the light glow of the fireplace created a homely ambiance although she might have to share with another patron as all the tables seemed filled.

((Okay I think goldwood inn is a good meeting place for everyone, when you post give a brief description of your character and perhaps their motivations for wanting to travel to Zepter.))

7
Gaming / Project Beast; possible sequel to Demons Souls?
« on: May 05, 2014, 02:11:47 AM »
http://www.neogaf.com/forum/showthread.php?t=812089

Not long ago screenshots popped up of a possible new project being developed by FROM Software tentatively called "Project Beast", this should all be taken with a gain of salt at this point but if these are real it certain does look like FROM' excellent dark phantasy style present in King's Field,Shadow Tower/ABYSS, Demons Souls and the Dark Souls series.

Myazaki has gone on record saying he was working on a new project and was only consulting on Dark Souls II so perhaps this is it? Also shotguns; well Shadow Tower Abyss had firearms so not like this is a new thing FROM is doing. Either way I hope this is true, will give me a reason to save up for a PS4.

Guess we'll find out come E3?

8
Fan Creations / Blue Valkyrie's Stuff
« on: December 03, 2013, 04:18:33 PM »
Just my "attempts" at doing sprites, mostly edits of Extreme X, minus the row under the head. I scratched that row since I hated X's standing pose.



Blue lacks a charge shot but can rapid fire her buster as well as aim in multiple directions. Equipped with a dash system, she can also hover for a short time during a jump, she begins to descend immediately however.

Story is...ah a work in progress.



Possible design for a nemesis. A robot space pirate of sorts, not a fighter but pilots large mech suits and machines. Not sure what inspired him honestly, kinda like how he turned out though.



Last one, possible minions of said villain. I'm terrible with doing names and I kinda made these as I brainstormed.

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