Author Topic: The Element RPG  (Read 11602 times)

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Offline Ultima_Squirrel

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The Element RPG
« on: January 14, 2007, 09:04:41 am »
Well,  i decided to start one of these forum rpg things, so... yeah..

In a distant, parralel universe, where things never possible in our world are reality, there is a planet orbiting two suns, alternating between them. On this planet, there are six warring kingdoms, each very different. Because of the magical energy inside this planet, people randomly generate powers, and are eventually enlisted into the kingdoms armies. These people can control certain elements, depending on their location. You are one of them. You don't have to join the armies. I will plan out attacks and stuff, like battles and full scale assaults on cities. Only once in a while though.

Ok, so character bios can be anything you want, but heres what you need to include:

Kingdom:

Fyrus: Land of desert and volcanoes, you have fire and lava powers here. They are heavily militaristic and take people they need off the streets into the army. Most characters should have a rough lifestyle, but you don't have to. Stable law system, no crime.

Galena: The sky city, held up by massive helicopter wings and massive bridges, you gain the ability to fly and control wind here. They encourage enlisting in the army here. Most people live a rich lifestyle. Crime is low, but poorer people tend to rob houses. Any crime is punished by throwing them off the city.

Dawner: The bright land, never dark. You have control of healing and light. This city is perfect, everyone is joyful. It is almost eeire to outsiders. The army breeds their soldiers, they don't enlist. Crime just doesn't happen, everyone has food, and a great lifestyle.

Kazama: The forested area to the west of the sky city. People have control of earth and plant here. The city is mainly tree houses and bamboo huts. The people are native, and everyone has the same lifestyle.
The army is just unorginised milita, but their control of vines, poison and rock make them formidible foes. Crime isn't really known here.

Veskma: Land of constant darkness. People have control of the dark and negative energy. This is a rough place, crime is high and soldiers take random people off the streets. There is hardly enough food and water. Most people enlist in the army to get food. They are the most agressive nation and will attack without hesitation.

Jubaner: Island nation. Many islands with villages and trade routes. People gain control of water and ice. Everyone has a tropical lifestyle. Crime is common, but nothing is done. The military use ships, and go around to islands to enlist, with offers of food, water and shelter to their families. Their use of ships and many island makes them hard to attack.

ok, so you don't have to choose to have a power either. just say no power.

Role: Here you choose what role you play, like military leader, civilian ect.

Anyway, wait until five people join, then i'll start a few battles, and you can take it from there. I will do a few military desicions, and play a few roles.



Offline PatMan33

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Re: The Element RPG
« Reply #1 on: January 14, 2007, 09:13:33 am »
Hey this could be fun.

I want dibs Jubaner.


But before I do anything could you show us an example of how a round will work? Write up a quick exchange between a few armies if you don't mind.

Offline Tesla

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Re: The Element RPG
« Reply #2 on: January 14, 2007, 09:31:53 am »
Wait, so is this a personal RP, or an RP where we each control a nation?
No way dude, you're trolling me.

Offline Vivec

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Re: The Element RPG
« Reply #3 on: January 14, 2007, 09:32:49 am »
Galena sounds interesting. I'll take it.
Vivec, you're the best forum member ever.

Offline Tesla

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Re: The Element RPG
« Reply #4 on: January 14, 2007, 09:35:07 am »
Nooo! Why didn't I say that!

I don;t see where it says you can only have one person in each nation, but if it's true, I'll take Kazama, if it ain't, I also want to be in Galena.
No way dude, you're trolling me.

Offline p-luke

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Re: The Element RPG
« Reply #5 on: January 14, 2007, 09:54:35 am »
I'd also like to be in Kazama, but if everyone gets its own kingdom, then AW can have Kazema and I'll take Dawner.

Offline Vivec

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Re: The Element RPG
« Reply #6 on: January 14, 2007, 09:59:47 am »
Hey guys, there's a format in his post. Also, I don't think it's one person to a nation. Anyway.

Lord Vivec
Diplomat of Galena

Anyone want to be my cliched bodyguard that I've known since childhood?
Vivec, you're the best forum member ever.

Offline Tesla

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Re: The Element RPG
« Reply #7 on: January 14, 2007, 10:02:00 am »
I'll do it!

Gurus Kansen
Guard of Lord Vivec
No way dude, you're trolling me.

Offline PatMan33

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Re: The Element RPG
« Reply #8 on: January 14, 2007, 10:15:02 am »
Okay then...

Patrick Vincent -- Association Moderator of the Democratic Association of Jubaner


I'll write up a thing on Jubaner as soon as I see how this game is played.
« Last Edit: January 14, 2007, 06:13:36 pm by PatMan33 »

Offline PatMan33

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Re: The Element RPG
« Reply #9 on: January 14, 2007, 10:47:24 am »
I guess I'll come out and voice my worry now.

I do not think that Squirrel is going to be here frequently enough to be able to pull this off.

Offline Vivec

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Re: The Element RPG
« Reply #10 on: January 14, 2007, 11:09:12 am »
I changed my mind. I actually want to be from Veskma.

Sorry, Always, but a dark evil type guy won't need a bodyguard.  :-\
Vivec, you're the best forum member ever.

Offline Tesla

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Re: The Element RPG
« Reply #11 on: January 14, 2007, 11:11:37 am »
Well then -

Gurus Kansen from Galena.
Citizen
No way dude, you're trolling me.

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #12 on: January 14, 2007, 02:45:17 pm »
yeah ok, lets answer questions in order.

1. I will do a demonstration after these answers
2. As many people can be in a nation as they want, but try to even them out

You can also have multiple characters, so long as they don't know everything about the others (rp).


Ok, heres how a battle would commence.

Army 1.

100 warriors
100 archers
50 trebuches
20 flame casters

Army 2.

50 pikemen
150 crossbow men
70 healers
10 light blasters



Round 1.

warriors attack pikemen. 50 pikemen lost, 57 warriors lost
trebuches fire on crossbowmen, 150 crossbow men lost, 2 trebuches lost.
100 archers fire on 70 healers, 70 healers lost.
20 fire blasters fire on 10 light blasters. 10 light blasters lost, 6 fire blasters lost.

something like that. This is a very uneven battle,bascially what we don't want. but depending on your rank, you can send in reinforcments depending on what you have. you will automatically gain troops.
« Last Edit: January 14, 2007, 02:50:01 pm by Ultima_Squirrel »

Offline Neoadept

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Re: The Element RPG
« Reply #13 on: January 14, 2007, 03:19:59 pm »
Sounds interesting, but I'm a bit concerned about the battle system.  It seems to be a numbers game, where the guy with the largest army will always win.  Where's the strategy?  What if I want my pike men on the forefront to prevent direct attacks on the archers and trebuches?  What if I want my warriors to flank the enemy?  And what about terrain, is any advantage given to ranged units who hold the high ground?  I'll decide whether or not to join after these possible issues are explained.
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #14 on: January 14, 2007, 03:29:41 pm »
hmm, interesting..... very well....

say where you are placed compared to the enemy.
tell your soliders where to attack from, and adjust powers to the location, (an earth master can't control lava). Your soldiers will gain attack bonuses from flanking, or cornering an enemy into a cliff. archers will hit more from a higher vantage point. rocks can be rolled off cliffs onto enemys, and they can be pushed back into an erupting volcano. many different factor will help adjust the damage you deal

Offline PatMan33

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Re: The Element RPG
« Reply #15 on: January 14, 2007, 03:41:38 pm »
Sorry... I am not to keen on that system.

It's not structured enough and godmodding will probably run rampant...



Maybe make it more story based...

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #16 on: January 14, 2007, 03:46:09 pm »
hmm, ok, so an individual person fighting a few soldiers, no stats though...

Offline Neoadept

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Re: The Element RPG
« Reply #17 on: January 14, 2007, 04:22:30 pm »
I find this acceptable.  Are we allowed to refine the customs and background of the nation we pick?

Anyways, I'll take Dawner.

Name:  Alpha Delta
General and Light manipulation specialist.
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline PatMan33

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Re: The Element RPG
« Reply #18 on: January 14, 2007, 04:24:27 pm »
Yeah just the story of our individual person fighting in battles would be great.


Although I may take a back seat when it comes to the fighting and talk about the diplomacy between the nations.

Offline Neoadept

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Re: The Element RPG
« Reply #19 on: January 14, 2007, 04:29:10 pm »
That would make sense considering that your character is a senator.  He wouldn't do much fighting, would he?
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #20 on: January 14, 2007, 04:33:04 pm »
hmmm, ok, you can edit the storyline, and the past of your nation a bit, but don't do any god modding.
And i'll post major story updates, like attacks on citys, along the plot...

Offline PatMan33

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Re: The Element RPG
« Reply #21 on: January 14, 2007, 04:36:31 pm »
Okay cool. This is sounding fun!

I'll write up a thing on my nation soon. Maybe I'll even make a map!!!! :D

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #22 on: January 14, 2007, 04:42:17 pm »
Ok, once 5 people have their bios ready to go, i'll start a storyline using your character bios in the past. Make them detailed, with some signifigant events so i can work them into the story with minimal affects on your creations. i don't want to control every move. i influence.

Offline Neoadept

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Re: The Element RPG
« Reply #23 on: January 14, 2007, 05:53:30 pm »
Overview:  The Dawner civilization was founded with one goal:  Prosperity.  Through the use of their elemental powers they succeeded.  Healing virtually eliminated sickness and extended lifespans to lengths that other nations find amazing, some members of the upper class living close to two centuries before healers can no longer keep them alive.  Their power over light ensures that crops are growing year round and that starvation is a thing of times long past.

There is, of course, a down side to this prosperity.  With a continually growing population the Dawners require a never ending supply of resources that simply cannot be held in check by trade alone.  Because of this the military is constantly waging war the surrounding nations in order to gain more land to keep the civilians fed.  Because of this there are two branches of government:  The democratic civilian branch which ensures that the public is kept happy, and the military branch which acts independently from the civilian branch to protect and expand the nations borders.

OOC:  Question on light power:  Can they actually create light, or only manipulate it?
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline PatMan33

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Re: The Element RPG
« Reply #24 on: January 14, 2007, 06:12:34 pm »
The Democratic Association of Jubaner
The Democratic Association of Jubaner or DAJ, is a small group of islands located in a remote part of a large sea. The nation is comprised of ten islands of varying sizes that fan out from a central point. The natives make up a vast majority of the population but over time a sizable amount of immigrants have settled in. The capital is located on a central island and contains a large stone building which is where the Senate meets and where the various consulates are located.

Each of the nine outlying islands has a single Senator. They are tasked with conveying the thoughts and opinions of their respective citizens. Senators also serve as leader of their island. At the top of the DAJ Government is a person known as the Association Moderator. The Moderator's job is to keep order in the Senate and serve as the voice of the DAJ abroad.

The DAJ maintains ports on each island with militias to keep order. While not known for it's standing army, the DAJ boats the largest and most powerful sea-based Navy in the world. Outnumbering opponents by at least five to one has assured the small island nation a safe place in world affairs. The current role of the DAJ on the world stage is the protection of international trade across the sea and key waterways.

Over many years the natives of Jubaner have mastered the power of water and ice and they wield it with a precision that is revered all over the world.

Daily life in Jubaner is simple compared to most of the other nations of the world. A person is only required to work five hours a day in a shift of their choosing: morning, evening, or night. Half of the population works and the other half serves in the Navy. The majority of the working population works in the shipyards while the remaining citizens work in agriculture.

Crime is a bit of a problem but the laid-back nature of the citizens means that there is not much done about it. Despite the crime issues all of the citizens feel a strong connection to their nation and hold it in high regard.

The DAJ upholds a policy of non-aggression and strives to be a negotiator between the various nations. Currently the DAJ is the only nation to house a consolate from every other nation.

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #25 on: January 15, 2007, 04:34:19 am »
i like it! :D

ok, some powerful people can create it, others can only manipulate.

Offline a14gt

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Re: The Element RPG
« Reply #26 on: January 15, 2007, 07:58:06 am »
man this is great just like the elemental war only without the actual storyline...

anyways this has all the powers of my charaters exept sound,time, and space so i already have a nice array of moves in hand.

I'll be Chorcs Ekaj of Fyrus
Soldier: A master of many fire techinqes and inventd a few himself, such as the metor bombardment and the bullet flare.
Bow down fool. HAHAHA!

Offline Neoadept

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Re: The Element RPG
« Reply #27 on: January 15, 2007, 10:03:12 am »
Light Castes:  Due to the complexity of controlling light, its use has been separated into three castes, and although some powerful light masters can use all three, most are limited to one or possibly skilled in one and having amature knowledge in another.  These castes are:

Light Blasters:  Can focus and redirect light into deadly beams.  Primarily used in the military, but certain civilians use to send long range messages in a form similar to morse code.

Illusionists:  Alter the color and direction of light to alter somethings appearance, or, in the case of some of the more powerful, remove it from sight or make an image that wasn't there before.  Can generally control the least amount of light among the castes, but with the most skill.

Thinkers:  Extremely powerful light manipulators with the ability to manifest light of their own creation.  To utilize their power they must enter a deep meditative state with all their thoughts focused on their task.  They work in shifts to keep the citys in light and maintain the Wall of Shadows (see geography).  Can control the most light but are the least skilled.


Geography:


The Wall of Shadows:  A few miles within the Dawner border is the Wall of Shadows, a half mile wide ribbon of land where Thinkers continually channel away all light to a hundred foot wide section just within the wall.  Nothing grows within either area and those who try to pass through without a guide will almost always get lost.  Although the bright stretch within the wall is not focused enough to do any real damage in the time it takes to cross, those without a light master as a guide will be blinded when they exit and the extra light will give light masters an advantage.

Diluculo:  The capital and heart of Dawner.  Home of the Minister (like a President) and the congress.  Also home to the militarys central base.

Shron:  The nations main port and naval base.

Caflin:  A combination mining city and trade center with the other nations.  Its control of a large mountain pass forces many merchants through it.

Harth:  A small city that thrives on trade from up and down river.

Droun:  A city devoted nearly entirely to mining, exports most of the nations minerals.

Cravin:  Trades with ships going up river to the large lake and its two rivers that lead to other nations, and ships going in the other direction.

Antis:  Called "the small capital" by some because it serves as the political and military center of east Dawner.
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Tesla

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Re: The Element RPG
« Reply #28 on: January 15, 2007, 10:56:14 am »
    Galena, the clean beautiful city, actually uses many methods to enlist people in the army, keep the city clean and keep up the cities economy. For instance, homeless people are immediately enlisted in the army in exchange for food and shelter. This also keeps them from crime and messing up the city, not to mention they get more people in the army!
    The city has many skyways where people fly along long transparent tunnels made of glass. It is a spectacular sight to see many people flying with no supports casually down these tubes.
    The whole city of Galena is united, with no slums and only glittering buildings. There are various types of powers over air.

Gliders
These are simply people who are very skilled at flying by themselves, being able to maneuver easily around many obstacles.

Boomers
Able to manipulate air more viciously, firing balls of air or suffocating enemies, they can only hover but are still very useful in battle.

Undecided People
Not really a type, but in here anyway, these are people who are fairly good at everything.
No way dude, you're trolling me.

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #29 on: January 15, 2007, 01:00:59 pm »
this is great!

ok, we need 1 more person, and a14gt needs to add a backstory and we begin!

Offline PatMan33

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Re: The Element RPG
« Reply #30 on: January 15, 2007, 01:33:20 pm »
The Democratic Association of Jubaner: Geography and Magics


Geography
As stated before, the DAJ is made up of ten islands of varying sizes. Each island operates as it's own state save for the central island which has been designated as the capital of the DAJ. Here is a detailed list of the states. Some important things to note: All cities have at least one port in them. Also, fishing is prevalent on all of the islands.

Senator's Rock: This is the island located at the center of the DAJ and where the Senators meet to deliberate. The island is heavily fortified and is the location of the Jubaner Senate Building. There are very few people who actually live on this island. It serves primarily as a meeting place and also as a place where various festivals are held so oftentimes it is empty.

Jyuus: This is a large island located on the eastern side of the inner ring. It is the home of the second largest shipyard in the world. The large city on this island is made up entirely of shipyard workers.

Ponn: This is a small island located on the southern side of the inner ring. There are two cities on this island. Both contain large military populations.

Ehoe: This is the large island on the west side of the inner ring. Three mid-sized cities are located here and the population is made up mostly of military personnel and immigrants.

Iwawee: This island is located at the northern side if the inner ring. The island is nearly covered by one large city. This island is the primary training center for military recruits.

Lruox: This is the northern most island on the outer ring. One of the DAJ's largest agrarian centers is located here. Everyone on this island works the fields.

Cruug: This is the largest island in the DAJ and is also the largest agrarian center. Nearly all of this island's population works the fields. The remaining population operates the Great Lighthouse located at the top of this island's large mountain. The Great Lighthouse provides light to ships in any part of the DAJ.

Phuuyer: This island is in the extreme southeast of outer ring. It contains the world's largest shipyard. The population of this island subsequently works the shipyard.

Eom: This is the easternmost island in the DAJ. It houses the world's third largest shipyard. The population here is spread between the Eom shipyards and the Jyuus and Cruug shipyards.

Ruid: This island is in the northeast of the outer ring. It is dominated by the large inland lake. This island houses the largest fishing population in the DAJ.





Magics
The native peoples of the Jubaner islands are masters of water and ice magics. While both related, they are considered two separate schools on the islands.

School of Water

Dousers: Native Jubaners are born with the skills of the Douser. This basic skill gives the wielder the power to direct small amounts of water on a path of their choosing. This skill also let's the user hold orbs of water for a few seconds.

Inundaters: The skills of the Inundater are gained after years of study. An Inundater can control large bodies of water for a short time and are able to hold orbs of water indefinitely. All members of the Jubaner military are proficient in the skills of the Inundater or the Freezer.

Envelopers: The Enveloper is a person who has mastered the School of Water. They have the ability to control water as they see fit, no matter how much there is. They also have the amazing power to create water. Envelopers are very rare but can be found at the top of the Jubaner military.

School of Ice

Frosters: Native Jubaners are born with the skills of the Froster. This basic skill gives the wielder the power to freeze small amounts of water for a few minutes. This skill also gives the user a higher tolerance to temperature extremes.

Freezers: The skills of the Freezer are gained after years of study. A Freezer can freeze small bodies of water for a few minutes. Freezers can also withstand high temperature extremes. All members of the Jubaner military are proficient in the skills of the Freezer or the Inundater.

Icers: The Icer is a person who has mastered the School of Ice. They have the ability to freeze bodies of water indefinitely or until they decide to thaw it. They are able to create ice out of thin air and shape it any way they want. Finally, they are immune to cold temperatures but have have lost any tolerance to heat that the lower classes have. Icers are very rare but can be found at the top of the Jubaner military


In addition to these two schools, there are people who decide to try to learn both schools. While very difficult, it is not unheard of to be a master of the second tier of both schools. These people are often elected to the position of Senator. While learning one of the two schools is not required to be a Senator, most Senators have reached the second tier of one of the two schools. The Association Moderator has often been a person of high standing in one of the two schools. The current Association Moderator, Patrick Vincent, is said to posses no magical prowess at all, however some speculate that he is only hiding his power and that he is, in fact, one of the few Masters of both schools.




You okay with all of this folks? I tried to make the magical classes balanced. Questions or Comments? Send me a PM!
« Last Edit: January 16, 2007, 04:41:26 pm by PatMan33 »

Offline Neoadept

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Re: The Element RPG
« Reply #31 on: January 15, 2007, 04:36:07 pm »
The Military:  Due to the humanitarian values that Dawner was founded on, civilians find the constant wars distasteful.  Or they would, if they knew about it.  During the first expansion wars there was civil unrest and the government was faced with the prospect of open rebellion.  At first there appeared to be only two options, end the war and risk starvation as the population grew, or continue and risk rebellion.  But then one of the generals suggested the Wall of Shadows as a defensive measure and they realized a third option, tell the people that the war had ended, but continue it out of their sight.  At first the congress and Minister were kept aware of this, but over time they were gradually cut out of the loop until only the military knew.

In the end, the government became as unaware as the citizens, with the military ensuring that they learned nothing of the outside.  Because the only guides available to allow passage through the Wall of Shadows are military personnel, it can easily be ensured that outsiders are monitored at all times by having the guides stay with them "for their own convenience."  At present the true rulers of the nation are the military leaders, with the civilian government only able to affect civil law.

Rank:  Officers of the Dawner military are designated by two Latin letters and have no birth names.  Those too low in rank to receive letters are given a serial number.  The highest lettered rank is Alpha Alpha, and the lowest is Omega Omega.  The four highest ranking officers are specialists in different parts of the army and technically have equal authority.  Together they make up a council that has supreme control over the military.

Alpha Alpha:  Combat specialist.
Alpha Beta:  Ranged weapons specialist.
Alpha Gama:  Healing specialist.
Alpha Delta:  Light specialist.



There, I managed to turn what at first sounded like a peaceful paradise into something sinister.  I love being a villain ;D
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #32 on: January 15, 2007, 04:49:15 pm »
Love it! ;D ;D ;D

Offline PatMan33

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Re: The Element RPG
« Reply #33 on: January 15, 2007, 05:01:51 pm »
The Democratic Association of Jubaner: Other Stuff

Just a few other things about the islands.

Some people may wonder how the Navy can flourish with the finite number of materials on the islands. The answer is quite simple actually. There is a species of tree that only grows on the Jubaner islands called the Jubaner Tree. These trees have an amazingly fast maturation rate. A tree will go from a sprout to a full sized tree in the span of two years. While the trees have been successfully grown in other parts of the world they only seem to mature quickly on the Jubaner Isles. The Jubaner Tree is as strong as steel and glides through the water like no other type of lumber. The Jubaner craftsmen are masters at working with Jubaner Tree stock and furniture made from the them is sold to the wealthy all around the world.

As a safety measure, the Jubaners have surrounded their nation with what they call "The Ring of Protection". About thirty miles out is a section of ocean that is constantly agitated. The area is about a mile wide and is full of ice and rough water. A ship without a Jubaner escort will be torn to shreds. Any native Jubaner can pass through unscathed however.

Offline PatMan33

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Re: The Element RPG
« Reply #34 on: January 15, 2007, 06:39:21 pm »
Double Post. Deal with it.



I still would like to know how we are going to play.


For those of you that have joined up, what did you envision?



Are we going to detail how our nations deal with other nations? Are we going to talk about battles? Are we going to do personal stories and adventures around the world?

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #35 on: January 15, 2007, 10:17:55 pm »
Ok, yes, if you have the right status you can eventually make diploymacy, or go all out hatred on them.
You can talk about battles if you want.
If you want, you could have your character sneak into an enemy city and kill an important npc.

Offline PatMan33

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Re: The Element RPG
« Reply #36 on: January 15, 2007, 10:19:22 pm »
Okay cool then. I guess I'll stick with diplomacy then since that's how I set up my nation.


I'll have a character bio up some time today...


Allies & Enemies

Fyrus: Neutral
Galena: Allies
Dawner: Neutral - Cautious
Kazama: Neutral
Veskma: Neutral
« Last Edit: January 16, 2007, 01:02:38 pm by PatMan33 »

Offline Tesla

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Re: The Element RPG
« Reply #37 on: January 16, 2007, 01:09:32 pm »
Gurus Kansen's Bio

   Gurus is a boy at the age of 12, both his parents are in the military but he has no taste for killing. His passion is exploration and he would rather spend his older days being in a job that could bring peace to the nations and the prospect of traveling around the world makes him drool.
   Because of his dream of travel he is studying to be a Glider, and is the best at it at his age in his whole neighborhood. In fact, he has already completed the "Trusting Yourself Challenge" where you basically have to muster up the courage to jump off the side of a building, which is an astounding feat because a lot of buildings in Galena are so high because you cannot see the ground!
   Gurus is actually quite antisocial because he sees that since he has grown up alongside other Gliders and Boomers so he is actually very bored and uninterested in air now.
No way dude, you're trolling me.

Offline a14gt

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Re: The Element RPG
« Reply #38 on: January 16, 2007, 01:47:22 pm »
right away, also do we have a world map, if not i can make one with all the current maps.

Fyrus: a land where you have to make do to get by, most men and women enlist in the army under flame masters as apprentices. Chorcs Ekaj is such a master, considered a revolutionary man of fire for his many contribution to the techniques, although not very high in the military branches he still has their respect. the land borders many other nations in the planets equator and is always on the edge of war, their government strong and demanding has shaped the people into a hard but capable society

more on Chorcs, a man with an open mind and is always focused on his goals. a creater of many fire techniques.

Fyrus soldiers are trained in close combat and ranged combat. different soldier use different techniques

Basic: techniques known by most soldiers are the fireball, with various sizes and temperatures depending on skill and technique.

Fighters: set their hands and feet ablaze and charge into close combat and let loose dazzling moves with high speed and precision, more advance users have been known to set their whole body's a flame and uses it to intimidate and shield them from attacks.

Fire manipulator: masters of the fireball and other techniques such as heat spike where they move their hands in various way and fire follows it, can be made into a shield or spike or sword. last a move invented by Chorcs heat wave where the user blankets an area in heavy heat, takes time but master can cover large areas or a small one to really cook'em.

Fire bombers. these are usually the most talented as they require the most concentration to do thier moves. they are usually in high area in the back of the fields. the fire flare a technique created by chorcs is the root of all techniques in this unit, kind of a super fire ball, a tiny hyper ball of ballistic heat soaring into temperature nearly melting rocks. one proper flare is difficult as first you need to pour energy into a large fire ball then compress, the stronger the ball of heat the stronger the flare. now as you have lots of power into a small ball you then fire at the enemy, most utilizing Manipulator techniques and control the ball even if it is pretty hard with fatigue and the balls speed but as it zooms and collides with the enemy it explodes after contact from its lost stability and the compressed power goes off. bomber are also thought to work to gether and by another technique made by Chrocs made the fire bombardment where they unleash lots of varying Flares in random areas of a set location, the location is destroyed by lots of minute explosions and enemy soldiers are flung about on fire. Bombers have one last technique to wreck havoc wit, the nova bomb, require at least 15 elite bombers and some manipulators where they are put together a massive ball of fire and i mean big and lounge it at the enemy, the ball leaves a crater and all inside enemy or not are incinerated.
Bow down fool. HAHAHA!

Offline PatMan33

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Re: The Element RPG
« Reply #39 on: January 16, 2007, 01:58:15 pm »
Patrick Vincent's Bio

Patrick Vincent was born into an average family by Jubaner standards. He always had a knack for solving problems and was quite popular amongst his peers. His father was a devout follower of the School of Water while his mother favored the School of Ice. Eager to please his parents he set out to learn both Schools. Because of this he was forced to learn everything by himself seeing as learning both schools was frowned upon.

At the age of sixteen he joined the Jubaner Navy and had a successful career there. In only ten years time he became an accomplished Vice Admiral and was well-known across the nation. After his ten years in the Navy he ran for public office and was elected Senator of his home state, Phuuyer, in a landslide victory. Shortly after becoming a Senator Vincent hit it off with Jubaner's Junior Ambassador, Eintia Aquacharm and the two married soon after. He passed many economic reforms in his state which were quickly adopted nationwide and five years later was elected to the position of Association Moderator by a unanimous Senate vote.

At the current date, Vincent is thirty four and is poised to be the longest serving Association Moderator in Jubaner's history. Vincent and his wife, now Ambassador to Jubaner, lead a happy and prosperous life on Senator's Rock. The two have been working tirelessly to try to quell tensions in light of the most recent Dawner scare. Additionally, Vincent keeps his affinity to the Schools of Water and Ice a secret from all but his most trusted friends. Though it took many many years, Vincent did finally become a master in both Schools and has developed highly advanced techniques that combine the teachings of both. Eintia, his wife, is well known as a Master of the second tiers of both Schools.

Vincent is treated with respect from nearly everyone on the Jubaner Isles and is seen as a great negotiator. He chooses his words very carefully and does not speak unless he has something important to add. Vincent deals with things in a very rigid and strict way, likely due to his military background. He only says things once and expects compliance, but is very happy to answer any questions a person may have. Vincent always treats others with respect and never flies off the handle.

His style of dress relates back to ancient tradition. He is  always seen in the Association Moderator's ceremonial garb which consists of a long ocean blue cloak with icicle patterns. He wears the hood up at all times and only shows his full face to trusted friends and allies. In addition to the cloak Vincent wears a pair of ice gauntlets and ice boots reminiscent of classic military garb. Vincent puts a strong emphases on Jubaner history and has passed many educational reforms to get history back into the classrooms.

Abilities
Patrick Vincent has all the the abilities in the two Schools at his disposal plus he has overcome the disadvantages of the Icer and has mild resistance to heat.
In addition, he has three special abilities.

Hard Rain: This is an ability available to all Jubaners who are Masters of the second tier of each School. This ability allows the wielder to rain thousands of semi-solid beads of water down onto a foe. It should be noted that the caster must be near a water source for this spell to work unless they are a Master in the skills of the Enveloper.

Sub-Zero: This is an ability available to all Jubaners who are Masters of the third tier of each School. This ability allows the wielder to fire torrents of extremely cold water at a foe. Weak foes will be frozen fairly quickly while stronger foes will suffer harsh burns on exposed flesh. The water will freeze fairly soon after it's creation so it is advisable to stay out of any puddles that are still liquid.

Blades of the Master: This is a skill that Patrick Vincent created himself. Using his power he creates two blades, one of water and one of ice. These two blades are used in tandem to great effect. The ice blade is good at damaging a target while the water blade is good at stunning a target.




I know he seems strong but don't worry. Anyone who has done an RP with me before knows that I don't take advantage of it.
« Last Edit: January 16, 2007, 04:40:32 pm by PatMan33 »

Offline PatMan33

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Re: The Element RPG
« Reply #40 on: January 16, 2007, 05:05:50 pm »
Hey when do we get to start this?

We may start loosing interest if it isn't soon...

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #41 on: January 16, 2007, 08:26:44 pm »
hmm... we still need one more person... ME! ;D

Name: Ze'rul Makar
Postion: Negative Shadow Master
Background: Born into the army, Ze'rul had his ability when he was born. He quickly became known as the 'Shadow Master', and was rightfully feared for his power. He has led a rich life, with more food than he needs, and slaves to do every job. His abilitys are being able completly blacken an area, blinding shadows, and sucking the energy out of people, sometimes to death. His weakness is light, he cannot expose himself to the sun, so he always is seen as a black fog. At 15, his abilitys had fully grown, and he was captain of a team of shadow blasters. Soon he was leader of all the shadow blasters, and killed all who got in his way.


Kingdom Backround:

Veskma was founded by barbarians, who started the capital of Hestrek. The army was the first priority, as it is today. There were many leaders, all of which had an affinity in shadow magic. They are ruthlessly expansionist, and attack any settlement they want. The closest nation is Kazama, who have only survived because of their powers.

Soldier Types:

Dimmer: They can blur an opponents vision, and can dim direct sunlight.
Darkerner: They can make an opponent have 5% vision, and can blot out the sun on a certain spot.
Blinder: They can blind an opponent and can darken entire areas.

Stunner: Can move shadows to stun opponents.
Blaster: Can control shadows into blasts to damage the enemy.
Shadow: Can control shadows into any shape or size, like solids. (Ex. Swords, or wrap them and crush.)

Drainers: Can sap small amounts of energy from people.
Nightmares: Can cripple enemys by absorbing energy.
Deathbringers: Can kill enemys by taking their energy.

so, what do you think?  :)

Offline PatMan33

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Re: The Element RPG
« Reply #42 on: January 16, 2007, 08:49:11 pm »
Sounds great!

Let's do this thing!

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #43 on: January 16, 2007, 09:19:06 pm »
ok!
but, um, i have a mental blank right now... any suggestions on how to start it off?

Offline HolsteinCow

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Re: The Element RPG
« Reply #44 on: January 16, 2007, 11:58:00 pm »
ok!
but, um, i have a mental blank right now... any suggestions on how to start it off?

with a bang

literally

Offline PatMan33

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Re: The Element RPG
« Reply #45 on: January 17, 2007, 12:07:52 pm »
First off you should probably start an RP topic and begin the story in the first post. This can become the OoC topic.

Offline Neoadept

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Re: The Element RPG
« Reply #46 on: January 17, 2007, 01:13:58 pm »
Healers:  In addition to their healing abilities, healers continually exude a field of positive energy.  This field causes those within it to feel calm and trusting, allowing healers to help with psychological wounds in addition to physical ones.  A side affect to this field is that animals naturally trust healers and are easier to tame because of it.  The typical healer keeps multiple pets, with military healers taking such animals as attack dogs, hawks, and certain special units using more exotic creatures.  After years of training a healers creature will be so well trained and so in tune with its master that the two will act as one.


Alpha Deltas Bio:
The soldier who would one day become Alpha Delta began life as countless others had before him, with the entry into recruitment* at the age of four.  There he quickly caught the instructors attention and was marked for the upper ranks of officers school.  At the age of sixteen he graduated at the head of his class.  On the field he proved himself to be a strong leader who could gain the admiration of his troops while remaining at a safe emotional distance.  At the age of thirty two he was promoted to Alpha Delta when his predecessor died in battle.  He has proved himself proficient in this position and has directly led to Dawner victories on multiple occasions.

He is currently forty, though his health regimen and regular healing treatments have left him looking to be in his late twenties.  He is calm at all times, to the point where he is said to stroll through a battle as though it were a market street.  Over the course of his position as Alpha Delta there have been four assassination attempts made on him, three by inferiors hoping to receive a quick promotion, and one by another nation.  He never so much as flinched.  As the military is the only part of Dawner to directly interact with other nations, its officers are also trained in diplomacy, and although he has seldom had the opportunity to use this skill, he is prepared for the day when he might.

Abilities:
As the Light Specialist of the four generals, Alpha Delta has mastered Light Blasting and Illusionism, with moderate skill in the Thinker caste.  He also has two abilities that are rare in even the most skilled, and one of his own invention.

Self Image:  Most Illusionists have to see what they altering, but Alpha Delta is one of the few who can change his own image by altering the light reflected off him.  With this technique he can change his appearance, his apparent location, or even become invisible.  Over the years he has further improved this technique by learning to throw his voice, allowing him to completely mask his location.

Nova Flare:  By using Thinkers to create and concentrate large amounts of light into an area of a few hundred yards and light blasters to further concentrate it onto a single powerful Light master.  Using energies that would normally last an entire day this Light master takes control of all the light striking them.  This technique is powerful enough to bore a hole large enough for a man to walk through twenty feet of solid rock, but can only be used for roughly ten minutes and is extremely dangerous for all involved.

All Seeing Eye:  A technique invented by Alpha Delta that allows the user to alter light in his immediate vicinity.  This technique can bend light around the users head so that it all enters the eye, giving them a three hundred sixty degree view.  It can also enlarge and enhance images, allowing them to see small or far off objects with perfect clarity, or enhance low light environments.  This technique uses little energy and he uses it almost continually in combat.

*The Dawner military does not recruit, but the first level of training is called so because it is where individuals who show signs of becoming good officers are selected and assigned to the officers academy.
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline a14gt

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Re: The Element RPG
« Reply #47 on: January 20, 2007, 06:02:44 am »
when are you going to start, will you make this a OOC or start it here.
Bow down fool. HAHAHA!

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #48 on: January 21, 2007, 06:52:16 pm »
hey.

my computer at home's power supply has blown, so i need to get it fixed. I am using the library computers.
Start the rpg here, but i can't start it right now, so if anyone wants to do first post, thats cool.

I won't be on as often, until my computer gets fixed, which will take a few days, maybe a week or two.

peace out.

Offline a14gt

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Re: The Element RPG
« Reply #49 on: January 24, 2007, 12:37:26 pm »
don't worry we will just wait as it seems, also some info on my nation.


: the people of flyrus besides have a rough army are the world leaders in smiting and mechanics. their land though dangerous is a filled with valuable ores which are smelted into great pieces of machinery or tool. Weapon Smiths can make indestructible Swords able to wist and great conditions. Fyrus homes are also reinforced. Being able to make weapons allows them to be able to send non- fire casters into the fray, heavily armored and ready to fight. these kind of metals can also be shipped to allies.
Bow down fool. HAHAHA!

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #50 on: March 15, 2007, 09:33:06 pm »
well, its been a couple of months but finally my computer has been fixed... i really dont know where to start off but im back so i decided to revive this topic

Offline a14gt

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Re: The Element RPG
« Reply #51 on: March 16, 2007, 04:57:36 pm »
hooray! when do we start, also I've worked on some nice stuff for my city.

Fyrus is a City surrounded by active volcanoes. The military is pretty decent but the thing that they do with expertise is crafting metal. The surrounding lands minerals and metals. These people have strong sturdy walls and hard weapons.
Bow down fool. HAHAHA!

Offline PatMan33

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Re: The Element RPG
« Reply #52 on: March 16, 2007, 05:09:04 pm »
I'm gonna pull out of this one... it's not relative to my interests at the moment.

Offline Neoadept

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Re: The Element RPG
« Reply #53 on: March 16, 2007, 05:26:16 pm »
Well, I'm out of a villain role in Superpowers right now, so I'm in.  Just don't expect me to post as often as I do there.
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #54 on: March 22, 2007, 11:11:06 pm »
greaqt stuff guys,! patman, its fine, your welcome to join whenever you want

i'll stqart this soon, in a different thread, so keep an eye out for it.

Offline Neoadept

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Re: The Element RPG
« Reply #55 on: March 23, 2007, 03:14:19 am »
I go through all the trouble of writing a history and you slap on a beginning like that?  And you assign us allies?  I'm not so sure about this anymore.
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Ultima_Squirrel

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Re: The Element RPG
« Reply #56 on: March 23, 2007, 07:53:26 pm »
hmmmmmm....
this is why i need you guys to tell me what you want...
choose your own allies then...