So I have ideas for making an open-worlded fantasy Plot AND Character-driven RP. I'm still working on a plot but what you CAN expect is the following: -Currency & Shops -Ability to buy your own house, cottage, or mansion. -Open-world driven with a bunch of quests and hopefully an Immersive plot. -A 'Threat' Level system, which serves as a Pseudo-Cosmetic ranking to show how powerful a character is. -Tournaments and the classic PvP stuff. -Character Development -A Armor & Weapons Tier system which isn't TOO complicated. -[b] A Special Limitation and Reservation List for Overpowered and Divine/Legendary/God Items. Races, Items, and Spells included [/b] [B]How Death Works [/b] Death in the roleplay is PERMANENT otherwise it wouldn't be fair to have Limited Items, Races, and Magicks. But there IS a catch. In Cities, Temples, and sometimes towns Revive Tomes will be for sale: Each Character will start off with ONE Revive tome, you have a maximum of ten with you at a time. Revive tomes keep you from dying permanently and thus it's best to have a lot of them. They are found via Item Drops, Cities, and Temples, and again, sometimes Towns. If you die without ANY revive tomes in your inventory, your character is dead...forever. [Url=https://docs.google.com/document/d/1jREFIGf8rPVuSIR2rCEbl2Fc-C93-lg1ZJ9E-2F0Nl0/edit] Aragonia Lore, Go here to read the world was created, religions, and small factions.[/url] Most Spells will be custom spells that players may create! Meaning you can create any spell you like! There IS a beginner spellbook for reference and for starting spells though! Also note: you may choose to share your spell as in teach others or write your spell in a scroll, or keep it private. [Hider=Beginner Spellbook & Create Your Own Spell Sheet] You are allowed to make your own spell which where most of the spells will come from; the playerbase. Name: Tier: (Beginner, Intermidate, Moderate, Advanced, Very Advanced, or God. Limited is a special tier in between Advanced and God) Type: (Elemental, Summoning, Traps, Healing, Support, Manipulative [Blood Manipulation for example], and Limited) Description/What it does: Mana Cost: Private or Public: (You may choose to share your spell as in teach others or write your spell in a scroll, or keep it private.) [B]Beginner's Spellbook Elemental Basics[/b] Fireball: Casts a magical projectile of elemental fire that bursts upon impact. - 10 MP per use Umbral Ice: Aura of ice generates around caster before releasing outwards in force, damaging anything enemies that touches it. -10 MP per use Shatter: Caster designates an area and breaks the earth, sending a shard of rock upwards to damage an enemy. -10 MP per use Arc: Caster chains an enemy with an arc of lightning, doing consistent damage with mild output. -10 MP per use Gust: Caster commands an angry blow of wind equivalent to that of a strike of a hammer. -10 MP per use Torrent: A whirlpool of magic water ensnares an enemy, ravaging them in harsh erosion. -10 MP per use Glitter Lance: Two particles of burning light expel from the caster's hand with great speed simultaneously, leaving a trail of light before impacting the enemy. -20 MP per use Ravage: Caster summons a spectral claws that can bind, slash, and grab enemies. -15 MP per use [B]Summoning Basics[/b] Summon Boar: Caster calls upon nature, granting user to a mighty, feral boar for three turns. Heavy attacks and knock-backs. -15 MP per use Summon Hawk: Caster calls upon nature, granting user to a fierce hawk for three turns. Can survey or assist through aerial combat. -10 MP per use Summon Fox: Caster calls upon nature, granting user to a cunning fox for three turns. Quick strikes and harassment. -10 MP per use Summon Fairy: Caster calls upon the Queen of the Fae, granting user to the assistant of a fairy solider. Can do minor healing and assist in combat. -15 MP per use Summon Elemental: Caster call upon nature, granting user to an Elemental type of their choice for three turns. -30 MP per use [B]Traps[/b] Snare: Summons a magical contraption that roots the target when stepped on. -5 MP per use Cluster Mine : Caster generates and throws a handful of marble-sized magic that detonates with small explosions and induces slow on enemies. -10 MP per use Elemental Sigil : Caster places a hidden sigil of desired element on designated location that does elemental damage when enemies pass over. -20 MP per use Mist of Silence : Caster places a a condensed ball of magic at designated location. When detonated, creates an AoE cloud that silences enemies for a short time. -10 MP per use Paralyzing Bomb : Caster throws a bolt of magic at an enemy that detonates after three seconds of leaving the hand. Stuns the enemy for a short period of time. -15 MP per use [B]Healing[/b] Embrace: Heals minor bruises and cuts of an ally. -10 MP per use Invigorate: Removes exhaustion from allies. -10 MP per use Serene Winds: AoE minor healing of bruises and cuts of party. -15 MP per use Regenerate: Places HoT on ally that continuously heals an ally of minor wounds for three turns. -20 MP per use Cleanse: Removes any magical infliction on an ally. -15 MP per use [B]Support[/b] Mastodon: Caster generates an aura that buffs defensive capabilities of party. -20 MP per use Battlespirit: Caster generates an aura that buffs offensive capabilities of party. -20 MP per use Erosion: Caster generates mist that weakens enemies' defensive capabilities. -20 MP per use Rust: Caster generates mist that weakens enemies' offensive capabilities. -20 MP per use Divine Touch: Caster instills magical properties to an ally's weapon. -25 MP per use [/hider] There IS a material system in play and may be confusing at first, but here you go: [hider=Material System] The Material System is a "tier" system of armors in what is better than the others. Anything that is within two tiers is what is able to be destroy, dented, damage. Anything OUTSIDE of those four (two below and two above) tiers are either liable to be broken, damaged, dented QUITE easily, or will be impossible to destroy. (Dragon Steel & Enchanted Mithril is an exception to this) Note that "sub-tiers" (Tier 2&1/2) still counts as Tier 2. The Matariels listed underneath the tiers are requirements to forge weapons/armor, matarials are earned via item drop or Mining, because in Aragonia all adventurers a Magic Pickaxe that never breaks and can mine anything. Then go to a Town or City to forge your armor/weapon, but NOTE you must visit a City or Temple to enchanted the armor such as Holy Grail Armor which needs Holy Magic. You can either learn the "Forging" Spells via a Temple or Blacksmith Tutor or bring it to a player/NPC. [b] Tiers [/b] Tier 0- Bare Bones, Naked, Clothed -Cotten -Skin Tier 1-Leather Armor (Cow Farms are in every city and in some towns. If so, you can ask the farm for permission to kill some to use the leather for Leather Armor) - Cow Hide Tier 1&1/2-Hardened Leather Armor -Tough Cow Hide Tier 2- Chitin Armor/Weapons - Brass Ingots Tier 2&1/2 - Leather-Chain Armor -Tough Cow Hide -Brass or Iron Rings Tier 3 - Bronze Armor/Weapons - Bronze Ingot Tier 3&1/2 - Chainmail Armor -Brass or Iron Rings -Brass Ingot Tier 4- Iron Armor/Weapons -Iron Ingot Tier 5- Ebony Armor/Weapons -Ebony Ingot Tier 6- Steel Armor/Weapons -Bronze Ingot -Iron Ingot Tier 7- Dwarven Steel Armor/Weapons -Steel -Iron Ingot -Bronze Ingot Tier 8- Kalathium Armor/Weapons - Dwarven Steel -Steel Tier 9- Raw Silver Armor/Weapons -Silver Ingot Tier 10- Quicksilver Armor/Weapons -Super heated Silver Ingot Tier 12- Purified Silver Armor/Weapons -Silver ingot -Holy Magic/Water Tier 12&1/2 - Overly Purified Silver Armor/Weapons -Silver ingot -Holy Magic -Holy Water Tier 13- Silvathium Armor Armor/Weapons -Kalathium -Purified Silver Tier 14-MoonStone Armor/Weapons - Natural Moon Stone - Moon Energy Tier 15-Sun Stone Armor/Weapons -Natural Sun Stone - Sun energy Tier 16- Elven Steel Armor/Weapons - Steel -Purified Silver Tier 17- Aegis Armor/Weapons -Purified Silver -Steel Tier 18- Tartic Armor/Weapons - Dwarven Crystals -Dwarven Steel Tier 19- Zephyr Armor/Weapons -Silvathium -Moon Stone filled with moon energy. Tier 20- Orkston Armor/Weapons - Ork steel - Iron Tier 21- Ahzidal's Armor/Weapons -Steel Ingot -Orkston - Dwarven steel Tier 22- Crimson Armor/Weapons - Blood Stone Tier 23- Xanthous Armor/Weapons -Lesser Dragon scales -Chitin Tier 24- Black Iron Armor/Weapons -Cursed Iron -Lesser Dragon Scales Tier 25- Holy Grail Armor/Weapon - Purified Iron -Holy Magic -Dragon Scales Tier 26- Platinum Armor/Weapons -Platinum -Steel Tier 27- Titanium Armor/Weapons - Titanium Ingot - Steel Tier 28- White Steel Armor/Weapons -Holy Magic -Steel -Purified Steel Tier 29- Dragon Scales Armor/Weapons -Raw Dragon Scales -Platinum Tier 30- Mithril Chain Armor/Weapons (Ranged & Throwing Weapons don't work too well due to being too light) -Mithril Rings Tier 31- Mithril Armor/Weapons (Ranged & Throwing Weapons don't work too well due to being too light) -Mithril Ingots Tier 32- Enchanted Dragon Scales Armor/Weapons -Refined Dragon Scales -Purified Iron -Holy Magic Tier 33- Lesser Dragon Steel Armor/Weapons -Lesser Dragon Steel Ingots Tier 34- Enchanted Mithril Armor/Weapons -Mithril Ingots -Holy Magic -Elven Magic Tier 35- Dragon Steel Armor/Weapons -Dragon Steel Ingots Tier 36- Enchanted Dragon Steel Armor/Weapons -Dragon Steel Ingots -Holy Magic -Elven Magic -Elder Dragon Magic [/hider] [hider= Tier Damage Help] To work out the confusion, treat every tier as the middle tier, two tiers below and two tiers above is what can damage the middle tier. The middle tier will always severly dent and possibly destroy anything two tiers or more under it. So here is a key: -3 tiers below or more = You'll have a huge chance of nearly destroying if not breaking their armor/weapons. No resistance. Walk in the park. -2 tiers below = Severly Damage Armor/Weapons, expect dented armor and bent weapons, expect to be able to pierce easily. Little resistance -1 tier below = Will Pierce through the armor to damage the opponent and damage armor. Some resistance. Same Tier = Will have to attack a few times to make a dent and damage. Moderate Resistance. +1 Tier higher = Tougher to break and will require more attacks, more vulnerable to damage your armor. Hard resistance. +2 Tiers higher = Very tough to break and will require many repeated attacks, very vulnerable to your armor and weapons. Very hard resistance +3 Tiers or higher = Impossible to break, don't try it pal. Your armor/weaponry will either be broken or very damaged. (Bent, Very Dented, etc) [/hider] And, here is the current story arc! [Hider= Story Arc 1 - The Scorpion Man's Threat] [I]Year 100 Anno Domini. two-thousand years after Bleda saved the world..[/I] Aragonia, a world full of opportunity and adventure, it is common for a civilian to be armed with a weapon to protect themselves against the bandits in the night. Though, there are some who are more adventerous, those who wish to seek their fortunes by battling against monsters to keep the civilians safe, or being a mercenary for the Grand Army of Daggerfell, and yet there are some who are surviving in the harsh world. We begin our story Zorrodawn, the Festival of Bleda is starting in honor to him whom saved us from having to live underground in fear and casting off Zhiena, the evil goddess back to her hovel. The festival is about to start, and some armed individuals, who knows what they mean, are in the crowd, covered in hoods and wearing steel chestplates and greaves. The air was uneasy, even the people there knew something was going to happen, they seemed to brace themselves. Though another less-mean looking group of individuals were outside on the Plaza Square, waiting for the Festival to start, some were even in the nearby Flaming Dagger Inn & Tavern. Well then....are you out on the Plaza Square? Or in the tavern? [/hider] And that's about it! Those are the main things of this RP! Keep in mind it's a fantasy open world RP that you can follow the plot or do your own thing. (I highly suggest following the first plot to get a hang of it) and of course, have fun!