Author Topic: The Element RPG  (Read 11615 times)

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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