Post by joecool2 on Dec 8, 2005 13:32:11 GMT -5
As many of you recalled, on Kat's proboard a while back dedicated to Neoquest and Neoquest II, I started an RP where you could be a made-up that would go around Maraqua, and there was prompts like D&D. This time I'm going with die for the combat part, but whether its two six-sided dice or a sixteen-sided dice or whatever, I don't care. And I haven't played much D&D before, so the dice system will probably be a tad different.
Here's a short summary of the plot from Neoquest...Negative 1 (the first one) so you know what I'm going to do with Neoquest Negative 1...Returned?:
In the present day time of Maraqua, a camoflague Kougra dives down into the ocean to visit his aunt, after his parents died to discover only something a little unbelievable. It was Isca. As he was coursing through the thick waters, the Maraquan Aisha bumped straight into him, knocking the two to the ground. When they both were done being sprawled onto the floor, they got up and Isca immediately started to panic. She told the camoflague Kougra fearfully to stop a lord, sealed away years ago, whom had returned. The task seemed a little overwhelming, especially at that time, but the Kougra had no time to question. Already one of the lord's giant minions had come upon him, and in a battle, Yaysmie the Aisha joined him (aka, another member in his party). Isca left, unexpectedly, and so the Kougra had to start on his journey. In time he gained a Scorchio, shadow Kougra, Eyrie, and a believe another.
As the journey went on, the camoflague Kougra found that something was wrong. What happened to Isca? Was she alright? Where was she?
Then a thought dawned on him...what if she was captured by one of the minions? What if she was dead? The party of adventurers decided that the boys would go and travel back to the place in which the adventure started from to begin search for Isca, while the girls would go off to continue forth and buy some new weapons. (I think that's how it was, right?)
...And then that's I believe about where we stopped...or else maybe at that swampy place. But, anyway, as you can see, I forgot even my own character's name (the camoflague Kougra x__x), and he did have a slight crush on Isca. And I would supposedly later make him like Yaysmie, because in truth the Kougra never really hated Yaysmie, just denied any like of her. And so the RP grew to a point of...let's say an almost point like a Writer's Block, and the RP shortly died.
Time to ressurect the dead! =D
Alright, rules:
Areas we will explore (each one will take a very, very immense amount of time to travel completely through, like the Neoquest II game):
-Ski Lodge (it's abandoned except for a few pets who come inside if they're caught in a blizzard)
-Scurvey Island
-Lost City of Geratikipu (I think that's how you spell it? XD)
-Kreludor
-(It would be amazing if we ever got this far, but if we do, and this RP goes on forever, we could find some more places for the adventure to continue on to, or just create a made-up area. Maybe like from some NT stories, like the canyon from Firejewel or the elemental realms from As Told.)
Form for characters
(All people who apply will be in the party unless otherwise told a side character or villain.)
* = Required
*Name: (pronounciation on the side if it's a complex name, please)
*Age:
*Birthday:
Horoscope/Year of the:
*Sex:
*Neopet Species:
*Neopet color (includes painted):
*Personality:
*General Appearance (do not include clothes):
*Formal Wear (I have an idea for a clad "James Bond" style party somewhere in the plotline. *Wink*):
Accessories/Birthmarks:
*History (any length is acceptable):
Combat
Class:
Skills:
Original Weapon:
Original Clothing:
Class- Foundation Classes are to be picked when you make your character. Foundation Classes are classes you are allowed to have at the start that can build up into even more precise, higher classes as your experience goes up. Here are the ones you can choose:
-Warrior (wields a sword and strikes forwardly, using few spells)
-Spellcaster (wields a wand and uses magic to destroy enemies, aid party members, and raise defenses)
-Archer (wields a shortbow and arrows. Uses long-range attacks to kill opponents and casts spells to increase the power of an arrow and resist the party from an element ((generally in touch with all elements.)))
-Healer (wields a scepter and uses magic to revive, heal, and restore party members fully.)
-Thief (wields katars and uses the act of illusion, sneaking, and stealing to bring down foes and obtain valuable items from them. Also uses spells and tricks of illusion to confuse and disrupt the enemy's next move.)
Here are classes that are built up from the Foundation Classes. These CANNOT BE PICKED AT WHEN FIRST CREATING A CHARACTER. When you achieve a high enough level at your class, you will get a prompt that christens you to the next class.
-Sabresman (wields a sabre and attacks violently yet with a skill and agility that is unmatched by foes) -Level 2 of Warrior-
-Samurai (wields a longsword and attacks highly, working with honor and glory to deal fatal blows) -Level 3 of Warrior-
-High Mage (wields a staff and casts perfect elemental spells, while also being able to cast secondary elemental spells) -Level 2 of Spellcaster-
-Sorcerer (wields a mace and attacks with the power of magic while still using primary and secondary elemental spells) -Level 3 of Spellcaster-
-Vixen (wields a longbow and attacks highly long range while using unseen powers that even magic-oriented classes can't even use, such as spiritual summoning and being one with the earth) -Level 2 of Archer-
-Fox (wields a crossbow and attacks both highly long range and short range with immense speed while having most of the powers of a Vixen) -Level 3 of Archer-
-White Mage (wields a highscepter and uses supreme healing abilities while also able to use powers like that of faeries) -Level 2 of Healer-
-Angel (wields a sumpremescepter and uses holy powers of attack, defense, and especially healing. Can use light like a thief uses shadows)
-Ninja (wields a katana and uses the shadows as a complete hideaway. Knows the art of stealth and secret so well almost none can match, and has the skill of martial arts to help in the complete destruction of foes. And yet all so nobody even knows…) –Level 2 of Thief-
-Assassin (wields a longdagger and uses extremely violent attacks, but does it without anybody even knowing nearly one hundred percent of the time. Specializes in taking out the foe instantly but leaving the murder undetectable. Can actually turn into a shadow.) –Level 3 of Thief-
-Pilot (wields highly modern weapons such as blasters and uses the skill of piloting many vehicles from various worlds to cope with enemies. Can fix and repair equipment and navigate the surrounding area…most of the time) –Every level and class; specially obtained by skills and training-
-Jokerman (wields mines, throwing knives, and a staff. Can handle the power of chance and luck by turning it against the enemy while also using it as an aid against the party. Due to this, it also enables the ability of being able to go back in time for short lengths.) –Level 4 of Warrior, Archer, or Thief-
-Witchdoctor (wields staff and can use the power of spiritual forces to call upon death, defense, and healing. Has a little bit minor healing skills than Healer, but can still use divine powers from the teachings of tribes to unearth a fury of attacks and forces.) –Level 4 of Healer, Spellcaster, or Archer-
-Helldoctor (wields staff and can use the power of spiritual force from both the heavens, hell, and in between. Has very minor healing skills, and often goes so berserk that at times can use spells accidentally with the foe. Can harness the unsteady power of annihilation and evil, and often uses it cruelly and crazily enough to cause extreme madness, which leads to becoming berserk until the battle is over) –Level 5 of Witchdoctor-
If you choose any of these or become any of these along the way, it is your responsibility to remember some of the effects of your class. A gauge for yourself might be a good idea during a battle if you need it. Such bonus classes as Pilot or Witchdoctor can be obtained with the right skills, experience, or class. Sometimes even finding a teaching at a place can help.
Skills: Skills are generally made up by yourself but must require some guidelines for them to work properly.
-They MUST follow your class. Please view your class information more closely for better skill making.
-You must have at least five different skills with at least five levels for each (Level 1, 5, 10, 15, 20)
Here’s an example for an Archer’s skills:
-Attack (Level 1: Attack; Level 5: Attack V; Level 10: Attack X; Level 15: Attack XV; Level 20: Attack XX)
-Long Range (Level 1: Long Range; Level 5: Long Range V; Level 10: Long Range X; Level 15: Long Range XV; Level 20: Long Range XX)
-Poison Arrow (Level 1: Poison Arrow; Level 5: Ivy; Level 10:Toxicate; Level 15: Venom Struck; Level 20: Death Pool)
-Elemental Protection (Level 1: Elemental Protection; Level 5: Primary Barrier; Level 10: Primary/Secondary Barrier; Level 15: Pure Shell; Level 20: Witchdoctor’s Blockade)
-Three Shot (Level 1: Three Shot; Level 5: Multiple; Level 10: Split and Hit; Level 15: Five Shot; Level 20: Swarm)
Original Weapon/Original Clothing- These are the starting, named weapons/armor you can make-up. Later on you can buy ones that are priced but more offensive or defensive than your original.
Here's a short summary of the plot from Neoquest...Negative 1 (the first one) so you know what I'm going to do with Neoquest Negative 1...Returned?:
In the present day time of Maraqua, a camoflague Kougra dives down into the ocean to visit his aunt, after his parents died to discover only something a little unbelievable. It was Isca. As he was coursing through the thick waters, the Maraquan Aisha bumped straight into him, knocking the two to the ground. When they both were done being sprawled onto the floor, they got up and Isca immediately started to panic. She told the camoflague Kougra fearfully to stop a lord, sealed away years ago, whom had returned. The task seemed a little overwhelming, especially at that time, but the Kougra had no time to question. Already one of the lord's giant minions had come upon him, and in a battle, Yaysmie the Aisha joined him (aka, another member in his party). Isca left, unexpectedly, and so the Kougra had to start on his journey. In time he gained a Scorchio, shadow Kougra, Eyrie, and a believe another.
As the journey went on, the camoflague Kougra found that something was wrong. What happened to Isca? Was she alright? Where was she?
Then a thought dawned on him...what if she was captured by one of the minions? What if she was dead? The party of adventurers decided that the boys would go and travel back to the place in which the adventure started from to begin search for Isca, while the girls would go off to continue forth and buy some new weapons. (I think that's how it was, right?)
...And then that's I believe about where we stopped...or else maybe at that swampy place. But, anyway, as you can see, I forgot even my own character's name (the camoflague Kougra x__x), and he did have a slight crush on Isca. And I would supposedly later make him like Yaysmie, because in truth the Kougra never really hated Yaysmie, just denied any like of her. And so the RP grew to a point of...let's say an almost point like a Writer's Block, and the RP shortly died.
Time to ressurect the dead! =D
Alright, rules:
- This made-ups only. >__> That means no one can play as Rohane and then someone as Talinia and then it's make-out time. Even though that's highly unpossible as Rohane's nose would need to be propped up on a stick, as told so many times before.
- Love is allowed, but please, for God's sake, I'm not talking about "lOvE", cause no one wants to see that described in perfect RP tone to them. *Has and would not like it to happen again*
- As I said, this is in a very slight D&D style. Die or a six-sided dice is required, as the combat in the last Neoquest Negative 1 was a little difficult, and I think we got some parts with our companions wrong with it. You can look on the internet for a dice-roller to download for you.
- I'm going to say this right now, as this was a slight problem with the last Neoquest Negative 1: this is for people who know how to roleplay and are relatively experienced with it. Last time we had one or two people who would roleplay the entire party instead of just their character, which left me irritated and made the plotline jumbled up a bit.
- Please follow all instructions to join properly. ^^
Areas we will explore (each one will take a very, very immense amount of time to travel completely through, like the Neoquest II game):
-Ski Lodge (it's abandoned except for a few pets who come inside if they're caught in a blizzard)
-Scurvey Island
-Lost City of Geratikipu (I think that's how you spell it? XD)
-Kreludor
-(It would be amazing if we ever got this far, but if we do, and this RP goes on forever, we could find some more places for the adventure to continue on to, or just create a made-up area. Maybe like from some NT stories, like the canyon from Firejewel or the elemental realms from As Told.)
Form for characters
(All people who apply will be in the party unless otherwise told a side character or villain.)
* = Required
*Name: (pronounciation on the side if it's a complex name, please)
*Age:
*Birthday:
Horoscope/Year of the:
*Sex:
*Neopet Species:
*Neopet color (includes painted):
*Personality:
*General Appearance (do not include clothes):
*Formal Wear (I have an idea for a clad "James Bond" style party somewhere in the plotline. *Wink*):
Accessories/Birthmarks:
*History (any length is acceptable):
Combat
Class:
Skills:
Original Weapon:
Original Clothing:
Class- Foundation Classes are to be picked when you make your character. Foundation Classes are classes you are allowed to have at the start that can build up into even more precise, higher classes as your experience goes up. Here are the ones you can choose:
-Warrior (wields a sword and strikes forwardly, using few spells)
-Spellcaster (wields a wand and uses magic to destroy enemies, aid party members, and raise defenses)
-Archer (wields a shortbow and arrows. Uses long-range attacks to kill opponents and casts spells to increase the power of an arrow and resist the party from an element ((generally in touch with all elements.)))
-Healer (wields a scepter and uses magic to revive, heal, and restore party members fully.)
-Thief (wields katars and uses the act of illusion, sneaking, and stealing to bring down foes and obtain valuable items from them. Also uses spells and tricks of illusion to confuse and disrupt the enemy's next move.)
Here are classes that are built up from the Foundation Classes. These CANNOT BE PICKED AT WHEN FIRST CREATING A CHARACTER. When you achieve a high enough level at your class, you will get a prompt that christens you to the next class.
-Sabresman (wields a sabre and attacks violently yet with a skill and agility that is unmatched by foes) -Level 2 of Warrior-
-Samurai (wields a longsword and attacks highly, working with honor and glory to deal fatal blows) -Level 3 of Warrior-
-High Mage (wields a staff and casts perfect elemental spells, while also being able to cast secondary elemental spells) -Level 2 of Spellcaster-
-Sorcerer (wields a mace and attacks with the power of magic while still using primary and secondary elemental spells) -Level 3 of Spellcaster-
-Vixen (wields a longbow and attacks highly long range while using unseen powers that even magic-oriented classes can't even use, such as spiritual summoning and being one with the earth) -Level 2 of Archer-
-Fox (wields a crossbow and attacks both highly long range and short range with immense speed while having most of the powers of a Vixen) -Level 3 of Archer-
-White Mage (wields a highscepter and uses supreme healing abilities while also able to use powers like that of faeries) -Level 2 of Healer-
-Angel (wields a sumpremescepter and uses holy powers of attack, defense, and especially healing. Can use light like a thief uses shadows)
-Ninja (wields a katana and uses the shadows as a complete hideaway. Knows the art of stealth and secret so well almost none can match, and has the skill of martial arts to help in the complete destruction of foes. And yet all so nobody even knows…) –Level 2 of Thief-
-Assassin (wields a longdagger and uses extremely violent attacks, but does it without anybody even knowing nearly one hundred percent of the time. Specializes in taking out the foe instantly but leaving the murder undetectable. Can actually turn into a shadow.) –Level 3 of Thief-
-Pilot (wields highly modern weapons such as blasters and uses the skill of piloting many vehicles from various worlds to cope with enemies. Can fix and repair equipment and navigate the surrounding area…most of the time) –Every level and class; specially obtained by skills and training-
-Jokerman (wields mines, throwing knives, and a staff. Can handle the power of chance and luck by turning it against the enemy while also using it as an aid against the party. Due to this, it also enables the ability of being able to go back in time for short lengths.) –Level 4 of Warrior, Archer, or Thief-
-Witchdoctor (wields staff and can use the power of spiritual forces to call upon death, defense, and healing. Has a little bit minor healing skills than Healer, but can still use divine powers from the teachings of tribes to unearth a fury of attacks and forces.) –Level 4 of Healer, Spellcaster, or Archer-
-Helldoctor (wields staff and can use the power of spiritual force from both the heavens, hell, and in between. Has very minor healing skills, and often goes so berserk that at times can use spells accidentally with the foe. Can harness the unsteady power of annihilation and evil, and often uses it cruelly and crazily enough to cause extreme madness, which leads to becoming berserk until the battle is over) –Level 5 of Witchdoctor-
If you choose any of these or become any of these along the way, it is your responsibility to remember some of the effects of your class. A gauge for yourself might be a good idea during a battle if you need it. Such bonus classes as Pilot or Witchdoctor can be obtained with the right skills, experience, or class. Sometimes even finding a teaching at a place can help.
Skills: Skills are generally made up by yourself but must require some guidelines for them to work properly.
-They MUST follow your class. Please view your class information more closely for better skill making.
-You must have at least five different skills with at least five levels for each (Level 1, 5, 10, 15, 20)
Here’s an example for an Archer’s skills:
-Attack (Level 1: Attack; Level 5: Attack V; Level 10: Attack X; Level 15: Attack XV; Level 20: Attack XX)
-Long Range (Level 1: Long Range; Level 5: Long Range V; Level 10: Long Range X; Level 15: Long Range XV; Level 20: Long Range XX)
-Poison Arrow (Level 1: Poison Arrow; Level 5: Ivy; Level 10:Toxicate; Level 15: Venom Struck; Level 20: Death Pool)
-Elemental Protection (Level 1: Elemental Protection; Level 5: Primary Barrier; Level 10: Primary/Secondary Barrier; Level 15: Pure Shell; Level 20: Witchdoctor’s Blockade)
-Three Shot (Level 1: Three Shot; Level 5: Multiple; Level 10: Split and Hit; Level 15: Five Shot; Level 20: Swarm)
Original Weapon/Original Clothing- These are the starting, named weapons/armor you can make-up. Later on you can buy ones that are priced but more offensive or defensive than your original.