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    1. Tyki 12 yrs ago

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NoahFire said
XD poor Tyki


*pokes you with a stick* every time i start a fucking rp... this shit happens...
i already have the the thread up and have test run the idea but appearently it's wall of text explaining the mechanics plus the fact that it's dice based/emulates a tabletop rpg is turning everyone off so let's try this shit again everybody:

haven is set in modern day where magic is used by a select few and is monitored heavily by an organization known as "the witchers". the rp takes place in a school of magic called haven, a place where only mages are allowed in order to teach them how to use their newly discovered abilities in safety without fear of witch hunters, angry mobs of scared normal folk, or just plain not knowing what the fuck they're doing.

the dice mechanic is a reference to the fact that the rp is meant to emulate table top rpgs using my own stat system which is as follows and the fact that a lot of things will be judged based on dice rolls that either i or my co-gm (solamike) will be making personally to avoid cheating:

mind: controls your mana pool and grows exponentially ie. the first point gives you 1 extra mana, the next point gives 2, then 4, etc. however it also controls your access to magical weapons and armor ie. you need a certain level to wear that wonderful looking robe that boosts you sorcery spells by a fat number this starts at one
body: this stat controls your health pool and grows similarly to mind. this stat also starts at one and is used to judge whether you can equip that lovely spear with that nice lightning enchant
spirit: this stat controls spell effects ie. at level one (base level) a normal magic missile will fire one bolt that does a base of 2 damage, but at level 2 of spirit you can fire 2 bolts for the same price and damage

loot is handled smartly in that you'll never get aforementioned spear from a rat's nest and is also determined by a dice roll as to whether you get one and then a coin toss as to whether it's an item or crystals (currency/crafting materials)

spells:

as this is a mainly mage based rp (there is still ways to do melee) magic is of course the main focus. you start by picking from 4 at character creation, which starts you off with a spell from that class and a few other things that just generally effect your char. the way spells work is like this: each school has three spells that you learn/rank up by attending classes for each respective class of magic which then morph into more complicated spells with more effects for example: magic missle can morph into either mana bolt for more damage, or magic shards for more bolts/projectiles for the same cost as one upon reaching rank 3. these starting schools are:

pyromancy: as most of you might be familiar, pyromancy is fire based magic and starts you off with an attack spell called called flame bolt. this is the starting tree i'd suggest if you plan on soloing or rping when everyone's away

thaumetergy: as some of you might know, thaumetergy is the magic of nature and starts you off with the barb attack spell. this is the tree i'd suggest if you want to play a support roll or soloing as it's one of the few with reliable heals and damage

sorcery: everyone's probably familiar with this generic tree as it deals in raw magic and starts you off with the attack spell magic missile. this is the only class with heavy emphasis on summons... just a warning

aeromancy: the name might be a bit of a stretch, but aeromancy deals with wind magic which in turn means lightning and storm magic and starts you off with the attack spell spark. this tree has an emphasis on speed and aoe so i'd definantly suggest this if you plan on soloing horde jobs

jobs: jobs are quests essentially, and can range from anything to slaying a dracolich and it's undead horde to cleaning out a supply closet. jobs are ranked using the star/half star system and the only way you'll see combat outside of picking fights, however, they're only available from day three onward and replace evening classes which are a guaranteed level until level five but drain all your mana. jobs are also the only way to gain the crystals you'll need to pay for things like food and medical bills etc., the loot needed to compete against other players, and chances at much more experience gain depending on the job

now that you've sat through that wall of text, if you still wish to join then the cs is fairly small:

name:
appearance: pic is preferred
magical talent:
sexuality:
gender:
backstory: isn't required but is suggested due to reasons

stats: you get for points to spend as you see fit, but all of the stats start at one for their base

and this is just copy pasted from the thread...
and of course, in the natural fashion... as soon as i do shit everyone shits themselves and gets off their computers... fuck...
A Mage's paradise just gonna leave this here...
haven is set in modern day where magic is used by a select few and is monitored heavily by an organization known as "the witchers". the rp takes place in a school of magic called haven, a place where only mages are allowed in order to teach them how to use their newly discovered abilities in safety without fear of witch hunters, angry mobs of scared normal folk, or just plain not knowing what the fuck they're doing.

the dice mechanic is a reference to the fact that the rp is meant to emulate table top rpgs using my own stat system which is as follows and the fact that a lot of things will be judged based on dice rolls that either i or my co-gm (solamike) will be making personally to avoid cheating:

mind: controls your mana pool and grows exponentially ie. the first point gives you 1 extra mana, the next point gives 2, then 4, etc. however it also controls your access to magical weapons and armor ie. you need a certain level to wear that wonderful looking robe that boosts you sorcery spells by a fat number this starts at one
body: this stat controls your health pool and grows similarly to mind. this stat also starts at one and is used to judge whether you can equip that lovely spear with that nice lightning enchant
spirit: this stat controls spell effects ie. at level one (base level) a normal magic missile will fire one bolt that does a base of 2 damage, but at level 2 of spirit you can fire 2 bolts for the same price and damage

loot is handled smartly in that you'll never get aforementioned spear from a rat's nest and is also determined by a dice roll as to whether you get one and then a coin toss as to whether it's an item or crystals (currency/crafting materials)

spells:

as this is a mainly mage based rp (there is still ways to do melee) magic is of course the main focus. you start by picking from 4 at character creation, which starts you off with a spell from that class and a few other things that just generally effect your char. the way spells work is like this: each school has three spells that you learn/rank up by attending classes for each respective class of magic which then morph into more complicated spells with more effects for example: magic missle can morph into either mana bolt for more damage, or magic shards for more bolts/projectiles for the same cost as one upon reaching rank 3. these starting schools are:

pyromancy: as most of you might be familiar, pyromancy is fire based magic and starts you off with an attack spell called called flame bolt. this is the starting tree i'd suggest if you plan on soloing or rping when everyone's away

thaumetergy: as some of you might know, thaumetergy is the magic of nature and starts you off with the barb attack spell. this is the tree i'd suggest if you want to play a support roll or soloing as it's one of the few with reliable heals and damage

sorcery: everyone's probably familiar with this generic tree as it deals in raw magic and starts you off with the attack spell magic missile. this is the only class with heavy emphasis on summons... just a warning

aeromancy: the name might be a bit of a stretch, but aeromancy deals with wind magic which in turn means lightning and storm magic and starts you off with the attack spell spark. this tree has an emphasis on speed and aoe so i'd definantly suggest this if you plan on soloing horde jobs

jobs: jobs are quests essentially, and can range from anything to slaying a dracolich and it's undead horde to cleaning out a supply closet. jobs are ranked using the star/half star system and the only way you'll see combat outside of picking fights, however, they're only available from day three onward and replace evening classes which are a guaranteed level until level five but drain all your mana. jobs are also the only way to gain the crystals you'll need to pay for things like food and medical bills etc., the loot needed to compete against other players, and chances at much more experience gain depending on the job

now that you've sat through that wall of text, if you still wish to join then the cs is fairly small:

name:
appearance: pic is preferred
magical talent:
sexuality:
gender:
backstory: isn't required but is suggested due to reasons

stats: you get 4 points to spend as you see fit. all of them are base at one point
mind:
body:
spirit:
if you want an explanation then you're going to have to wait until i wake up... night everyone
TheyMostlyComeAtNight said
no? I mean the US has the highest gun count per capita on the planet, we are in an post nuclear apocalypse so the actual military is gone, we are around 30 years post nuke. so weapons havn't had time to degrade that badly if they were stored properly. certainly sometime in the next 100 years or so someone is going to have to start up a gun factory, but we are good for now.edit: gtg don't forget what I said a post or two up!!


dafuq?... 30 years post nuke isn't exactly fit for life there brah... and guns degrade faster than you think...
Wired said
I don't understand. The military is gone as far as I know and it's not like guns are a rarity in the U.S.


maybe, but the closest we have to military (in this rp) are town militias, and while guns may be somewhat easy to find in the usa, caring for them is alot more difficult and the expenses in a post apocalypse would be astronomical to do it properly. while i can just make a breach loaded, single shot shot gun out of some scrap metal, a 2x4 and some tools. all of which would be abundant in this situation, not to mention if it ever needed maintenance then i could just scrap it and make another :P
anyone else had the the thought nagging at them in the back of their heads that most of the weapons (firearms) would be home made due to the fact that actual guns would be pretty much for the high ranking military?
Wired said
Difficulty depends on what you write mate, being stuck in a house with a single raider packing a shotgun can be lethally or even fatally dangerous if you want it to be. :P


the thing is: i made mr. smith to be a hunter of men... it's wildlife and lack of resources that are hard for him
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