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searching Ascension Unto Darkness (Discussion)


Lily_Mae

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So here's the thing, I wanted to play a Legend of Spyro RP with some friends but none of them wanted to. Why not here since some RPs here aren't exactly pony-related? Anyone who played the Legend of Spyro series, do come and join. Even if you've never played before, you're still welcomed.

 

Story

 

Spyro and Cynder may have defeated Malefor and saved the world but Malefor is still a clear and present danger to the Realms. His defeat was but a setback. His ultimate goal was to achieve Ascension, to be more than who he was. A follower of his, Chiron the Vengeful, is seeking to release his master from his imprisonment. Gathering what was left of the Dark Army, Chiron travelled across the Realms to open five dimensional gates know as the Convexity Gates. But that was not all. Opening the Gates did not free Malefor but opened up a larger Convexity Gate that led to Selunia, a dimension populated by humans. It was under siege by an army similar to what Malefor had mustered against the Realms. You soon realize that while he was in the process of being sealed away, Malefor had purposely shattered his soul so as to prevent total imprisonment. Several of his soul shards landed in Selunia where its dark influence brought about the rise of a new Dark Army. Malefor's goal is clear. He seeks to reunite his soul and, by harvesting the souls of millions, he could achieve godhood. The Great Cleansing was a part of his plans but since Spyro stopped him in the Realms, Malefor directed his fury at Selunia where millions of unsuspecting humans lived. You must put a stop to him before he can destroy both Dragon Realms and Selunia.

 

You are the inhabitants of Dragon Realms. You can be a dragon, a cheetah, or a mole. You can also opt to play as a human but you will not come into play until players enter Selunia. To create a character, your character must have a name, appearance description (if you have a picture, you can use that), personality, powers, skills and character background (you may include the character's motive). It is optional for you to include other details such as age, hometown, date of birth and so on. I will not accept Mary Sues and I will look at each character before they are approved.

 

DO NOT:

- Have more than one elemental breath.

- God Mode other characters.

- Give dragons weapons. Armour is allowed.

- Rage at other players. Be respectful.

 

DO:

- Have fun

 

Rules:

 

Each character will have stats for combat and other interactive use. The stats are:

 

1. Health

2. Magic (for characters who can use magic)

3. Action

4. Attack

5. Defence

6. Accuracy

7. Agility

 

Each player is given 10 stat points in the beginning which can be allocated into the desired stats. Health determines how long you can survive in combat, magic allows the casting of spells and action points determine how many moves you can make in combat. Usually, a simple move such as attacking, moving, and using an item will cost 1 action point but moves like moving or attacking while in sneak mode will cost 2.

 

Attacking will make use of the d100 dice to determine whether it is a hit or not. During an attack, both the attacker and defender will make a roll (I will do that). If the attacker's roll is higher than the defender, it is a hit. If it's vice versa, it's a miss. Increasing Accuracy will increase the likelihood of a hit. Increasing Agility will help in avoiding attacks. If the attack roll is above 100, the one being attacked will receive a 2x critical hit. If the defence roll is more than the critical hit roll, the one attacked still gets hit but the critical hit is negated.

 

For damage dealt and received, this is how it works. It all depends on your attack power and weapon used. For example, a short sword deals 10 damage and your opponent has 5 defence. Your opponent will only receive 5 damage. Of course, attack bonuses and defence bonuses may modify the final outcome. For example, if an armour has bonus 3 defence against slash attacks, the bonus 3 will be added to the base 5. Final result is an 8 and if it goes head-to-head with a short sword, the one attacked will only receive 2 damage.

 

Attack points can help increase the damage dealt for melee weapons while defence points will further decrease total damage. For example, if you have a melee weapon that deals 6 damage and you have 4 Attack, half of your power will go to the final damage, which means your final damage is 8. If your power is 1, it cannot be halved so that 1 will be calculated into the final damage. If your power is an odd number, for example 3, half of 3 will be 1.5 and that will be rounded off into 2. So the 2 will be used in final damage calculation. Here is an example of how the combat system works.

 

Ape Soldier vs. Spyro

(80 vs. 62) = Ape Soldier hits Spyro

 

Damage Calculation:

 

Ape Soldier uses Long Sword

[12 (long sword damage) + 2 (half of Attack power)] = 14

 

Spyro defends

[5 (steel armour) + 4 (half of Defence power)] = 9

 

Final Result:

Spyro receives 5 damage

 

Just like that. If you opt to fight without weapons, the damage you deal equates to your Attack power. Dragons do not use weapons, hence giving them the advantage of utilizing their Attack power fully. What if an enemy hits you but your defence power outclasses your enemy's attack power? You will register as receiving 1 damage.

 

What happens when critical hits come into play? Let's say the Ape Soldier rolls a number above 100 while Spyro rolls below 100. The ape will deal a critical hit. If his attack damage is 14, multiply the damage by 2 for the final result. He would deal 28 damage instead. What if the defence power outclasses a critical hit? The one attacked will receive 10 damage.

 

Each weapon has an attack range. Most melee weapons have a range of 1 square (longer weapons like spears and halberds have 2) while ranged weapons may vary. Range is denoted by squares. Note that if you move beyond 5 squares, it will cost you 2 Action points. Maximum movement distance is 10 squares.

 

When players level up, players will receive 10 stat points to be allocated and 3 skill points for learning magic/skills.

 

Character Creation Details

 

These are Level 1 stats for each species. Be sure of what you want to be. You are given 10 stat points and 3 skill points to modify your character.

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Dragon

Health: 110

Magic: 75

Action: 4

Attack: 8

Defence: 10

Accuracy: 1d100 (+1)

Agility: 1d100

 

Pick dragon type: Fire, Earth, Ice, Electricity, Wind

 

Fire Dragon Skills:

 

Flame Breath (default)

Cost: 10 mana

Damage: 7 (3 burn damage for 2 rounds)

Range: 4 squares

Upgrade cost: 1 skill point

Upgrade effect: +3 damage (5 burn damage for 3 seconds), 15 mana cost

 

Comet Dash (cost 1 skill point to learn)

Cost: 20 mana

Damage: 12

Range: 2 squares

Upgrade cost: 1 skill point

Upgrade effect: +5 damage (stun enemy for 1 round), 25 mana cost

 

Fire Bomb (cost 1 skill point to learn)

Cost: 17 mana

Damage: 10 (3 squares explosion radius)

Range: 4 squares

Upgrade cost: 1 skill point

Upgrade effect: +5 damage, 22 mana cost

 

Earth Dragon Skills:

 

Earth Breath (default)

Cost: 20 mana

Damage: 15

Range: 2 squares

Upgrade cost: 1 skill point

Upgrade effect: +6 damage, 26 mana cost

 

Earth Flail (cost 1 skill point to learn)

Cost: 10 mana

Damage: 8

Range: 5 squares

Upgrade cost: 1 skill point

Upgrade effect: +3 damage (hit 1 more enemy in range), 15 mana cost

 

Earthquake (cost 2 skill points to learn)

Cost: 18 mana

Damage: 14 (all enemies within 5 squares are hit)

Range: 5 squares

Upgrade cost: 1 skill point

Upgrade effect: +4 damage, 24 mana cost

 

Ice Dragon Skills:

 

Ice Breath (default)

Cost: 7 mana

Damage: 5 (freeze enemy for 2 rounds)

Range: 4 squares

Upgrade cost: 1 skill point

Upgrade effect: +2 damage (freeze enemy for 3 rounds), 10 mana cost

 

Ice Slash (cost 1 skill point to learn)

Cost: 10 mana

Damage: 7 (freeze enemy for 3 rounds)

Range: 2 squares

Upgrade cost: 1 skill point

Upgrade effect: +3 damage, 15 mana cost

 

Ice Lance (cost 1 skill point to learn)

Cost: 13 mana

Damage: 9 (pierce through 2 enemies)

Range: 5 squares

Upgrade cost: 1 skill point

Upgrade effect: +5 damage, 18 mana cost

 

Electric Dragon Skills:

 

Lightning Breath (default)

Cost: 8 mana

Damage: 6 (stun enemy for 2 rounds)

Range: 4 squares

Upgrade cost: 1 skill point

Upgrade effect: +4 damage (stun enemy for 3 rounds), 13 mana cost

 

Lightning Ball (cost 1 skill point to learn)

Cost : 10 mana

Damage: 7 (3 squares explosion range, stun enemies for 3 rounds)

Range: 5 squares

Upgrade cost: 1 skill point

Upgrade effect: +3 damage, 15 mana cost

 

Call Lightning (cost 1 skill point to learn)

Cost: 11 mana

Damage: 8 (enemy gets struck for 3 rounds)

Range: 2 square

Upgrade cost: 1 skill point

Upgrade effect: +5 damage, 17 mana cost

 

Wind Dragon Skills:

 

Wind Breath (default)

Cost: 6 mana

Damage: 5 (enemy immobile for 2 rounds)

Range: 4 squares

Upgrade cost: 1 skill point

Upgrade effect: +2 damage (enemy immobile for 3 rounds), 10 mana cost

 

Tornado (cost 1 skill point to learn)

Cost: 8 mana

Damage: 7 (hit all enemies within 3 squares)

Range: 3 squares

Upgrade cost: 1 skill point

Upgrade effect: +3 damage, 13 mana cost

 

Wind Blast (cost 1 skill point to learn)

Cost: 7 mana

Damage: 6

Range: 3 squares

Upgrade cost: 1 skill point

Upgrade effect: +4 damage, 12 mana cost

--------------------------------------------------------------------------------------

Cheetah

Health: 85

Magic: 0

Action: 4

Attack: 5

Defence: 7

Accuracy: 1d100 (+1)

Agility: 1d100 (+2)

 

Skills:

 

Sword Mastery (cost 1 skill point)

Effect: Increase all sword damage by 2

Type: Passive

Upgrade cost: 1

Upgrade effect: Increase all sword damage by 1, +2 attack to short swords

 

Bow Mastery (cost 1 skill point)

Effect: Increase bow accuracy by 1

Type: Passive

Upgrade cost: 1

Upgrade effect: +1 square range, bow accuracy +1

 

Aimed Shot (cost 1 skill point)

Damage: 10 (add bow damage in)

Cooldown: 4 rounds

Type: Active

Upgrade cost: 1

Upgrade effect: +3 damage

--------------------------------------------------------------------------------------

 

Mole

Health: 50

Magic: 0

Action: 6

Attack: 5

Defence: 4

Accuracy: 1d100

Agility: 1d100

 

Mole Skills:

 

Burrow (default)

Effect: +100% defence but unable to attack

Cooldown: 2 rounds

Type: Active

 

Plant Bomb (cost 2 skill point)

Damage: 10 (5 squares explosion range)

Timer: 4 rounds

Cooldown: 6 rounds

Type: Active

Upgrade cost: 1

Upgrade effect: +4 damage (6 squares explosion range), 7 second cool

 

Anti-Arrow (cost 1 skill point)

Effect: Reduce arrow damage by 2

Type: Passive

Upgrade cost: 1

Upgrade effect: Reduce arrow damage by 3

 

Throw Bomb (cost 1 skill point)

Damage: 5 (2 squares explosion range)

Cooldown: 3 rounds

Type: Active

Upgrade cost: 1

Upgrade effect: +5 damage (3 squares explosion range), 5 second cool

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Humans will come later.

 

That's all for the rules and details. Get creative and once this RP has at least 2 players, I will commence it. I may not be around all the time to check in so bear with me please. Oh, this is Phase 1 of the RP, meaning the game will take place in Dragon Realms. Phase 2 will take place in Selunia. Max players for Phase 1 is 5 players and more spaces will be available once Phase 2 starts.

 

HAVE FUN!

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