Generic (Totally orginal) Fantasy roleplay!

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Re: Generic (Totally orginal) Fantasy roleplay!

Celadon's Penultimate
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@Neo: You couldn't anyway, without Phasma asking the guardian spirits of your victim to lay the smackdown on you.

But, you and Jester need to think smaller.

Think about the thread Power Techniques. What individual capabilities do you gain from--grrrrr, *twitch*-- soul manipulation? At each level (or every other level), that power gets more and more powerful and branches off into other things.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic (Totally orginal) Fantasy roleplay!

Celadon's Penultimate
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In reply to this post by jester_of_god
Bold your responses.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic (Totally orginal) Fantasy roleplay!

Zaleramancer
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By the way, Shadowulf, what do you think about Jester's class?
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Re: Generic (Totally orginal) Fantasy roleplay!

jester_of_god
In reply to this post by Celadon's Penultimate
Done
Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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Re: Generic (Totally orginal) Fantasy roleplay!

Celadon's Penultimate
Administrator
In reply to this post by Zaleramancer
OP, as usual.

Jester needs to choose a couple broad powers, and do what he would do in the Power Techniques thread, starting from the weakest, and going to the strongest, as he levels up.

@Jester: Don't debate it, just try to be introspective. It's not that your choices are not good, it's that they're TOO POWERFUL. You don't need to add entirely new manipulations with every level you attain. With every new level, you get better with something that's already within your class.

And it doesn't seem fair that you mix up the capabilities of so many classes without being a mage.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic (Totally orginal) Fantasy roleplay!

neogenetica
In reply to this post by Celadon's Penultimate
I'm addicted to maplestory, of course I'll try to have individual skills. Anyway, what I mentioned would require a high mastery. However soul stealing is a major part of the class and I don't intend to let your character stop me.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn


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Re: Generic (Totally orginal) Fantasy roleplay!

Zaleramancer
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In reply to this post by jester_of_god
jester_of_god wrote
Zaleramancer wrote
jester_of_god wrote
I'm thinking along the lines of this.


Mik Hael.

Class: Jester:


 Jesters are roaming vagabonds often described as Jacks of all trades and masters of none.Their abilities themselves are a mix between magicians, thieves, minstrels, and fighters. Jester's carry with them an aura of lighthearted trickery, but have been known to hide an almost innate wisdom of the workings of the world. They prefer hand to hand combat, but have been known to don light weight weaponry and armor when the Occasion calls for it.
You really love the Jester motif for some reason. So far so good.

Eh, what can I say, It fits.

With the use of Mystical abilities you accumulate mental and or physical stress, as well as the increase of your insanity stat. The insanity stat will decrease over time, but if it reaches the maxium you will loose consciousness. Maximum insanity increases per level.
Excellent, Excellent. We can work out how much the max per level later.

good to know

Level 1: Spiritual perception: Able to perceive and interact with spiritual beings and aura's.  As well as the ability manipulate their own aura in order to increase, Their defense and the strength of physical attacks. Increases upon each level.
Early problems. Saddening.  For one, this is very close to the Medium's starting ability, Only more powerful.
While I don't mind strength/defense passive boosts, I won't allow them together AND with a third ability on the first level.

...Okay I can tweak it a bit, I suppose. I was planning on actually just to the point where I could actually punch, or get punched by a spirit, and the aura enhancement on this level only would be the equivalent of brass knucles, or guantlets only with no weight....Also what would be the third ability, the perception and interaction would usually count as one.

 Glad to see you are being reasonable, Jester.

Level 2: Unnatural enlightenment: Physical parameters are enhanced,along with the development of a natural resistance to most poisons, and enchantments. You no longer need food or water, Functioning by absorbing the ambient energy around you. Increases per level.
 

Ok... This is fairly Ok. Maybe not exactly thematically fitting, but Ok in power.

When you're on the road without food or water in sight for months at a time it comes in handy.

 Ok then.

Level 3: illusions and elements: The ability to summon minor illusions and manipulate the elements at the strength of an amateur elementalist. Strength of illusions and elemental manipulation increases every other level
Ehhh... I'm not certain what minor is to you. This ability should not allow you to gain an equal proficiency to someone who should be good at it.  I.E An elemental mage of a similar level should be more powerful than you.


Also, I wont allow something as broad as "Elemental Manipulation" Even for someone specialized in that. While I would encourage bundling, I'm not letting anyone get two potent abilities at the same time.

At this level minor illsusions would be somewher near small objects and flashes of light. Elemental manipulation is small short range fire balls, and slight wind and water manipulation. No earth at that point, or later for that matter.

 I'm still firmly against anything that broad. No matter how weak.

Level 4: Warping: Short range teleportation: The ability to warp from one location to another. Maxium distance five feet.  If warping to maximun distance you will experience a fieling of extreme inertia and vertigo for several seconds. Maximum distance increases, and feeling of inertia decreases per level.
This is fine.

...Honestly I'm surprised.

 It's fairly short ranged, Jester. And the idea of a teleport-blinking Jester is amusing.

Level 5: Phasing The ability to become temprorily incorporeal for a short amount of time. During which you become invisible and are able to pass through non magical object and barriers. Maximum time two seconds. time increases every other level.
This is fine. But, possibly not thematically fitting.

It fits with the entire spiritualist motif.

 Ok then.

Level 6: Minor shape shifting: The ability to shapeshift and produce minor changes in other objects and people through touch. The ability to shape shift increases upon each level.
Would you be able to change from a human into something else? Or is this more of disguise-thing?

Disguises are fine. Human into bear is not for your class.

Anything other than human, or at least humanoid would take about a dozen more levels after this.
 Humanoid is fine.  I'm reluctant to allow anything outside of that.

Level 7: Fighting acrobatics: Develops a fighting style which can only be described as a double jointed monky learning Kung Fu.
Kung-Fu is more of a monk's shtick. Why not just take a level in that?

Because it doesn't fit semanticaly and honestly from the stat grouping you made I woudn't have enough raw power to excell in kung fu.
 Depends. When I think monk, I don't think raw power. I think a combination of muscle control and willpower working together to allow you to do far more damage than you should.

Level 8: Gift of Gab: The ability to speak, read, and understand almost all languages. As well as the ability to Talk your way out of or into almost anything. Persuasive abilities increase upon each level.
Charismatic persausion is more of bard/minstrels thing.  The speak/read/understand should only affect languages you should be able to speak. No understanding how animals talk- or dead people. Dead people, is already from the first level.

And animals no, not unless they already have an actual language of their own.

Persuasion can be a usable aspect of it. The other may be passive.

 Good. 

Level 9: Minor theivery: Develops the basic skills of a Theif, such as lock picking, And general sneakiness. Abilities increase every other level.
Why steal a thief's shtick? However, unless someone else makes a thief, You can do this.

Because it's useful, and would help in conjunction with the other skills

 So long as it doesn't outshine another person as a thief.

Level 10: Matter manipulation. Can create or destroy small amounts of non living matter. Can use this ability to create carbon copies of certain items.  Amount increases every other level.
And we have reached insanity. Besides being to board, This has huge potential for abuse. No. Just no, Jester.

I disagree. at this level you could only make something the size of a small dagger, and at the highest, a broad sword.

 You could make gold and buy things. Magical items, keys, maps, armor, You could destroy something important to an enemy or make a building collapse. Not to mention golems and constructs.  

 Which is to say, No.

Level 11: General Knowledge: You remember almost everything you see and hear and can recall it at a moments notice.
Perfect memory? This can slide.

Good to know

Level 12: Copy cat: An enhancement of the previous level. IF you've seen it, and have the physical, spiritual, or mental capabilities to do it, you can.
So you would be able to watch a master fighter use a sword and duplicate it. Or watch any other class do anything and copy that.

Not happening Jester.


No read the last part. A master fighter would have way too much power, I couldn't copy his skills because I wouldn't have the physical parameter's needed.

 Then what would you be copying?

Level 13: Instrumental mastery: Play any instrument with almost master ability.
This is fine, I guess. Seems bardic, but that's fitting.

Level 14: Fool's wisdom: Develope an unearthly wisdom at the further cost of your sanity.
Wisdom enchantment at the cost of max insanity? Explain this further.

It's basically a major wisdom increase at which point you basically loose most of your sense of reason.

A more tangeable loss would be nice. Something that isn't just "Losses sense of reason". Because I don't think your character would act much different.
 
Level 15: Soul manipulator: Can manipulate spirits, and being able to read and alter the souls and minds of others., as well as the ability to shift your body into an astral stae. ability increases per level.
This is pretty much Shadow's whole class.  And it's to broad for one ability.

Broadness again huh. Well like I was saying this would only be at the level of an amatuer one of shadows class.

 Amateurs can't astral project. Or control spirits. Or read people's minds and souls.

Level 16: Spacial manipulation: Minor telekinesis. Increases upon each level
Just Telekinesis? Considering it says spacial.


Unlike the other ones, I may allow minor TK. Mostly because this is a higher level ability.  So long as you don't start flying around mentally lifting boulders- I'm good.


....I could make it more powerful if you want then.

 If you make it to potent, it moves into "No. Jester. Just No."

Level 17: Insanities rampage: The ability to transfer your accumulated insanity into another person or object, as well as the ability to cure the minds of others by temporarily taking it upon yourself.
With this, you could just dump your insanity somewhere and use your abilities as many times as you liked.

Can't let you do that Jester.

Doing this would also create an intense stress both mentally and physically of maybe twenty or thirty so points. it would only be used to prevent  unconsciousness 

 What's the point of using something to relieve stress if It makes more? Also, if you can avoid unconsciousness, then you can just do whatever you like. Just keep your insanity from every going to high.

Level 18: Authorities glare: The ability to impose your will upon animals, people and monsters.
Mind control? Over so many things? If you were using a telepathic/psychic theme I might allow it..

But as it stands, No. Unless it was balanced by needing a Wis Vs Wis check and only worked for one command.

good enough, that's what I was going to go for anyway.
 Good, Good.

Level 19: Jester's rampage: The ability to allow the insanity to consume you for a short period of time, in exchange for a large burst of power. After this occurs you loose consciousness for a time dependent on how long you've spent in this state.
This is acceptable.

...Interesting.
 Hey, It has a drawback.

Level 20: Jack of all trades: Master level Jeser: And acces to various techniques, including Jester's Carnival.
I know nothing about those techniques.

However, because it's the last one at level twenty, I may allow it.
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Re: Generic (Totally orginal) Fantasy roleplay!

Celadon's Penultimate
Administrator
In reply to this post by neogenetica
 And banishing spirits from bodies is part of Phasma's class. Just hope she never uses it to banish a soul from a body it belongs in...

Stick with harming MALEVOLENT spirits.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic (Totally orginal) Fantasy roleplay!

Celadon's Penultimate
Administrator
In reply to this post by Zaleramancer
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic (Totally orginal) Fantasy roleplay!

jester_of_god
In reply to this post by Celadon's Penultimate
........Hange it all then. I give up on originality


Fire mage:

1. small Fire ball.

2. Large Fire ball

3. Fire wall.

4. FIre enchantment.

5. COntrol pre existing flames

6. Complete heat resistance.

7. Wings of flame

8. Fire sword.

9. Fire shield

10. Summon Fire spirit.

11. Dragon's breath

12. dragon's claws.

13. Fire Ghoul Armor

14. Black Flames= burns everything, doesn't go out unless I want it to.

15. Fires of mentality= make other's angry.

16. Controlled explosions= Pinpoint locations explode at a finger snap.

17. Fire Dragon Manifestation.

18. Lava manifest

19. Fire eater= probably should be sooner.= eat fire for energy boost and recovery.

20. Living flames manifest: Create shape shifting sentient flames.
Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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Re: Generic (Totally orginal) Fantasy roleplay!

Celadon's Penultimate
Administrator
Whatever, if you wanna have a temper tantrum, that's fine.

Pouting doesn't bother me one bit.

I just said you could break the power down to make it SLIGHTLY less powerful. I never said anything about creativity, so if you wanna just give up and go for a less creative character, then that's your business, not mine.

You could just have easily have done something creative AND effective. And I'll give you an example in a little while.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic (Totally orginal) Fantasy roleplay!

jester_of_god
In reply to this post by Zaleramancer
Copy cat: I would be copying basic moves in a weaker form. I already would have the natural agility and coordination fro this class to be able to copy the sequenses of most moves, but they'd lack completely in the power sector.

Elemental illusionist: Then what would woul propose I could do with this ability then? Just leave it with illusions, or elemental manipulation?

Insanity rampage: the insanity isn't stress, it would fall more under a combination of vertigo, hallucinations, and Schitzophania.

Matter manipulation: I see wheere that would cause problems, but I'll just leave it as that I can't create gold or other objects with magical properties. As for key''s to exact, and I 'd need a copy of it anyway if to get the exact shape, and if I already had the key what would be the point?

Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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Re: Generic (Totally orginal) Fantasy roleplay!

Marvelous Miscreant
Administrator
In reply to this post by Celadon's Penultimate
Alright, tell me what needs to be changed on my skills. I'm not so great at making skills so I made some wierd skills to fill space.

Spellsword

Level 1: Sword Charge: Channels energy into his sword to increase damage and cutting power.

Level 2: Call Sword: Allows the Spellsword to call his blade to himself with magic.

Level 3: Warrior’s Edge: Boosts strength and fighting skills temporarily

Level 4: Warrior’s Shield: Temporarily boosts defensive properties of the Spellsword.

Level 5: Triple slash: Allows the Spellsword’s blade attacks to strike three times from only one hit.

Level 6: Battle Cry: the Spellsword shouts a battle cry that temporarily frightens nearby enemies.

Level 7: Flare: Casts a blinding flash of light to distract and blind enemies

Level 8: Increased Senses: Temporarily boosts the Spellsoword’s Senses to allow for amazing combat moves.

Level 9: Rally Call: Emits a call that causes allies to temporarily fight better.

Level 10: Reflect: Temporarily reflects a fraction of damage back at the attacker.

Level 11: Blade Throw: The Spellsword throws his blade with pinpoint accuracy.

Level 12: Fire Blade: Allows the Spellsword to ignite his blade with flames to increase damage.

Level 13: Magic Slash: Allows the Spellsword’s blade attacks to fire a slash of energy towards the enemy. (Power increases with leveling)

Level 14: Lightning Blade: Allows the Spellword to channel electricity into his blade to increase damage.

Level 15: Frost Blade:  Allows the Spellsword to channel cold into his blade to increase damage.

Level 16: Blade Ward: The Spellsword sticks his blade into the ground to provide a protective aura for his nearby allies.

Level 17: Eagle Eye: Allows the Spellsword to magically see an enemy’s weak point.

Level 18: Big Blade: Increases the size of the Spellsword’s blade for a huge attack

Level 19: Magic Blades: Temporarily summons two magic blades to assist in fighting. The magic blades float and fight on their own.

Level 20: Blade Storm: Summons a small storm of magical blades to attack the enemy.
Praise the Sun
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Re: Generic (Totally orginal) Fantasy roleplay!

jester_of_god
In reply to this post by Celadon's Penultimate
...Apologies are worthless on the internet so I'll go without it. I'm going to stick with the Jester calss, but if it causes to much problems and continues being called overpowerd I'll have a back drop.
Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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Re: Generic (Totally orginal) Fantasy roleplay!

jester_of_god
In reply to this post by Marvelous Miscreant
looks good to me.
Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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Re: Generic (Totally orginal) Fantasy roleplay!

Zaleramancer
Administrator
In reply to this post by jester_of_god
You do not need an original class to have an original character.

The only real problem is you are very very very good at using rules to win.

Also, maybe if you made your character's personality/back-story a bit different.

jester_of_god wrote
Fire mage:

1. small Fire ball.

Good.

2. Large Fire ball

Good

3. Fire wall.

Ok.


4. Fire enchantment.

Define Enchantment.

5. Control pre-existing flames

This is basically fire manipulation.

6. Complete heat resistance.

I would go with one that scaled for level, but w/e.

7. Wings of flame

Swap this for fire shield. Flight is a bit advanced.

8. Fire sword.

Good.


9. Fire shield

Good

10. Summon Fire spirit.

Fire Spirits are fun.


11. Dragon's breath

Dragon-level fire? I guess at this level.

12. Dragon's claws.

It's thematically appropriate.

13. Fire Ghoul Armor

Define this.


14. Black Flames= burns everything, doesn't go out unless I want it to.

Ehhhh.. This should be a bit costly. But ok.

15. Fires of mentality= make other's angry.

You make people angry? Ok.

16. Controlled explosions= Pinpoint locations explode at a finger snap.

I like this one.

17. Fire Dragon Manifestation.

Do you summon a dragon or take on it's traits?


18. Lava manifest

Creating Lava. Ok.

19. Fire eater= probably should be sooner.= eat fire for energy boost and recovery.

Good, Good.


20. Living flames manifest: Create shape shifting sentient flames.

Great for a capstone.
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Re: Generic (Totally orginal) Fantasy roleplay!

GreenDay
I edited my abilities, how do the changes look?
You aren't symmetrical. You. Aren't. Symmetrical.
YOU! AREN'T! SYMMETRICAL!?!?!?!?!?!
DDDDDDDDIIIIIIIIIIIIIIIEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: Generic (Totally orginal) Fantasy roleplay!

Zaleramancer
Administrator
In reply to this post by jester_of_god
Ok for Copy Cat then.

I'm good if you just go with Illusions.

Ok for the Rampage.


If you agree to be restricted to mundane items for creation I don't mind.. much. Destruction should be kept to a minimum, though.
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Re: Generic (Totally orginal) Fantasy roleplay!

jester_of_god
In reply to this post by Zaleramancer
see when I'm not trying to put myself in a story I can be what you call not over powered. but I'm stilll probably going to go with Jester.


Fire Ghoul Armor: Basically imagine a humanoid dragon featured armor.

Summon fire dragon:....it's about fifty fifty. Imagine being encased inside of and controlling a giant magical fire dragon.
Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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Re: Generic (Totally orginal) Fantasy roleplay!

jester_of_god
In reply to this post by Zaleramancer
Most it will ever do is destroy armor after several seconds of contact......I'm on the edge about illusions though, I might just exchange it for the elements.
Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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