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searching The Grail of Sunlight OOC(OPEN)


GreenGreenWhirlWind

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 Ok, i'll admit: last RP that i tried to start was pretty needlessly complicated, let's try something a tad simpler.

Background:

Ages ago, king Gunther of the Griffish Isles was sent by Celestia on a legendary quest in search of the long lost Grail of Sunlight, from which the princess of the sun herself drank in the night of her and Luna's coronation, and which was created with highly powerful magical properties bound to it. The grail was found and stored deep in the vaults of the royal sisters' castle, but now the grail has been stolen by none other than Crimson Crest, sworn enemy of the Griffish royal family and descendant of the evil sorceress Midnight Jasmine, and it is certain that his intent in doing so is malicious.


 With king Gunther now long gone, there is no one in the Griffish isles that can go on the journey to retrieve the grail, and the elements of harmony are occupied on a mission in Neighgypt from which they will not be able return soon enough to help. As such, the Griffish royal family has sent a letter to all inhabitants of Equestria, promising a great reward to all who volunteer to help  them and succeed, claiming that they will grant the volunteer anything they want should they bring back the grail.


Will you choose to heed the royal family's call and help them recover the Grail of Sunlight?

 Character sheet:

Name:
Race(can be any of the show's sentient races):
Class:
Sex:
Age:
Special talent:
Cutie mark(if the character has one):
Appearance(optional):
Personality:
Motivation:
Backstory(optional):

All characters start with 60 health and mana points and 400 bits(money).

 Classes:

Spoiler

 

  • Bard

Starts off with +1 Agility and willpower.

Starts off knowing Taunt, an ability that gives the opponent -2 disadvantage against you if it succeeds. It costs 20 mana points to use.
 

  • Druid

Starts off with +1 Intelligence and willpower

Starts off knowing Trim Magic, an ability that cuts the damage of attack spells used against you or an ally by half. It costs 5 mana points to use.
 

  • Fencer

Starts off with +1 Strength and Agility.

Starts off knowing Deep Cut, which causes the opponent to lose 10 HP at the beginning of each turn after recieving the attack if it succeeds. It costs 30 mana points to use.

  • Mage

Starts off with +1 Intelligence and Willpower.

Starts off knowing Fireball, which deals 20 points in fire damage to an opponent plus 10 points in fire damage to everyone around it. It costs 20 mana points to use;

  • Warrior

Starts off with +1 Strength and Agility.

Starts off knowing War Cry, which gives all your allies +1 advantage in all their actions. It costs 10 mana points to use.

  • Rogue

Starts off with +1 Agility and Intelligence. 

Starts off knowing Evasion, which forces the opponent to retry the attack upon attacking you once, even if they hit you. It costs 20 mana points to use.

  • Paladin

Starts off with +1 Strength and Willpower.

Starts off knowing Motivate, which recovers 10 of all your allies' health points. It costs 5 mana points to use

  • Ranger

Starts off with +1 Agility and intelligence.

Starts off knowing Arrow Volley, which shoots 4 arrows at once, all of which can target any of the opponents. It costs 30 mana points to use.

  • Cleric

Starts off with +1 Intelligence and Willpower.

Starts off knowing Heal Injuries, which recovers 20 of yours or one ally's health points. It costs 10 mana points to use.

 

 Stats:

Your stats are determined by your race and class, they will be given to you once you've submitted your character sheet. The stats are:

Strength: determines your success when it comes to performing melee attacks, blocking attacks, climbing, lifting objects, forging, mining, and any other activity that requires resistance and physical strength. Strength also dictates how many health points your character gains upon leveling up.

Agility: determines your success when it comes to performing ranged attacks, dodging attacks, performing acrobatics, juggling, balancing, moving in silence, jumping accurately, throwing objects, jumping over obstacles and so on.

Intelligence: determines your success when it comes to attaining and utilizing knowledge, locating hidden items or characters, understanding the contents of texts, brewing potions and recognizing the properties of creatures and plants. Intelligence also dictates how many mana points your character gains upon leveling up.

Willpower: determines your success when it comes to social interactions such as persuading, lying, intimidating, bargaining for prices and entertaining(or persuading) someone with engaging stories or songs.

Edited by GreenGreenWhirlWind
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Name: Squall Cirrus
Race: Pegasus
Class: Rogue
Sex: Mare
Age: Early 20s
Special talent: She has a knack for navigation and map reading, and has a keen sense of direction.
Cutie mark: A weathered parchment with a red X in the centre.
Appearance: She is a fit Pegasus with a turquoise-coloured coat and a chocolate brown mane and tail. Her hair is a little scruffy. She also has orange eyes. She always wears a navy captain's cap with a horseshoe flanked by spread wings on the front; her prized possession.
Personality: Squall is an energetic and somewhat eccentric Pegasus, who gets rather excited when the opportunity for adventure (and money) shows its face to her. Having quite a smart mouth on her, she's rather outspoken and it's difficult to shut her up. She's also quite proud and cocky, and fancies herself a born leader. She's incredibly protective of her hat, so messing with it is a surefire way to get on her bad side. She's also not a fan of taking orders, preferring to be the one giving the orders; but that comes with having your own (smallish) airship.
Motivation: Money and fame, what else?

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4 hours ago, Unicorncob said:

[...]

Nice, thanks for signing up, your stats are:
Strength: 2
Agility: 5
Intelligence: 4
Willpower: 3

Since you're a pegasus you can fly and walk on clouds, as well as use your turn and spend 30 mana points to cause either rain(makes the ground slippery, forcing the opponents to succeed in an agility test at the beginning of their turn, falling down in case they fail and making them lose their turn), fog(makes it difficult to see, giving all players a +1 advantage when dodging attacks and all opponents a -1 disadvantage when performing ranged attacks), lightning(hits one random opponent, causing a random number from 10 to 30 in shock damage), hail(deals 5 points of ice damage to every opponent for each turn it remains activated, but also drains 5 mana points from the user for each turn it remains activated), snow(makes it difficult to move, giving all opponents a -1 disadvantage when dodging any attacks and performing melee attacks) or frogs(deals 10 points of poison damage to all characters - players and opponents alike - for each turn it remains activated). These effects, however, can only be caused if the character has access to any clouds at the moment.

(BTW, if you know anybody you think would be interested in the RP, feel free to invite them to join in!)

Edited by GreenGreenWhirlWind
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