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Discussion Thread for BoCB members only.

Discussion in 'Archive' started by Haresuno, Aug 20, 2009.

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  1. merlinosheep

    merlinosheep A.K.A The Leaver

    Just be creative and use the older spellbooks as guidelines
     
  2. Zerieth

    Zerieth Head Game Reviewer

    I don't know were they are. Please send me a link, or tell me the page number.
     
  3. merlinosheep

    merlinosheep A.K.A The Leaver

    Mine:

    Shadowmage

    Shadowmages are mages who chose to specialize in the dark sides of the art. They are known as the Fallen Mages, and are typically evil. They stir shadows to their bidding and can fade into darkness. Some of the legendary shadow mages, are even known to be able to alter reality.
    But it's not only gold and sunshine... Shadowmages have to swear the oath of a demon before they can practice the art safely...
    Shadowmages are known to mostly live no longer then 18 years, but with incredible capability

    Initiate-

    Dark Aura - An Initiate Shadowmage must be able to surround himself with small shadows, mostly generated from the mages heart. Later on Shadowmages will be trained to conceal themselves in these shadows, and force them into a physical form.

    Create Darkness - As an Initiate, a shadowmage will also learn how to transform the surrounding area to his liking. This will, in sorcerer rank(or higher), be trained for making the foe(s) incapable of seeing, hearing or even moving.

    Stir shadow- As an Initiate, a Shadowmage will also learn how to be able to control shadows to their bidding. They will be able to make it a physical form, able of attacking.
    These Shadows can be stirred into everything imaginable. Maybe even a person...

    Scorcerer/Scorceress level spells;

    Conceal Presence - With your training in 'dark aura', you will be able to conceal your presence and fade into shadows. As long as you are surrounded by shadows or reveal yourself, you will not be noticed. How long it can be held, depends on strenght. Also shadowmages should be wary of holding it for a long time, as it slowly consumes your presence. Stay in this state for to long, and you'll be a hollow form of your old being...

    Requirements
    1.) Must have knowledge over Dark Aura.
    2.) Must have a minimum of 4 ranks in Shadow
    3.) Must have a minimum of 1 rank in Spirit


    Shadow weapons - With your knowledge over creating shadows, you will be learned to form them into the physical form of any weapon you can imagine. These can be thrown, used for attacking or dissolved for being stirred into another form. The stronger the mage, the bigger/faster and the more powerfull the weapon.

    Requirments
    1.) Must have knowledge over Stir Shadows.
    2.) Must have a minimum of 3 ranks in Shadow.
    3.) Must have a minimum of 2 ranks in Spirit.
    4.) Must have a minimum of 3 ranks in Create Darkness.

    Secret Art: Alter Reality (Sun)
    You have gained the first level of the secret shadow mage art. This spell depletes the rays of the sun in the current position. The light turns darker and almost purple, and makes the air cold.

    Requirements:
    1.) Must have knowledge over stir shadows.
    2.) Must have a minimum of 5 ranks in shadow
    3.) Must have a minimum of 5 ranks in Create Darkness


    Mage level spells;

    Black Box - One of the most powerfull shadow-control spells of the Shadowmage. After a very long training, the mage will be able to create a complete area of darkness in the form of a square (the black box is very feared among mages and warriors). Within this box, nothing grows, there is no light, and senses are depleted. driving the persons inside it nuts over time! (this all: except for the caster). This way the mage will have all the freedom attacking the foes for a short time, because this spell takes major energy and spirit to fufill.


    Requirments
    1.) Must have a minimum of 8 Ranks in Shadow
    2.) Must have a minimum of 7 ranks in create darkness
    3.) Must have a minimum of 6 ranks in stir shadows
    4.) Must have a minimum of 8 ranks in spirit


    Living Shadow- with endless training in the arts of stirring shadows, you are now able to perform the ultimate art of the Shadowmage... creating living shadows. With the help of dark rituals, and high concentration, you can create dark animals like: Ravens, bats, Rhyno, koi or even unknown ones...
    Legends tell a powerfull shadowmage once had the power to create copies of persons from the flow of their minds... later to be spies for the shadowmage...

    Requirments
    1.) Must have a minimum of 12 ranks in Create Shadows.
    2.) Must have a minimum of 9 ranks in stir shadows.
    3.) Must have a minimum of 3 ranks in conceal presence
    4.) Must have a minimum of 10 ranks in spirit
    5.) Must have a minimum of 6 ranks in Summoning
    6.) Must have knowledge over Flora and Fauna

    Secret Art: Alter Dimension (portal)

    You have gained the Second tier level of the secret shadow mage art. With this, you are able to create a dark portal to the land of shadows. The mage, nor any human can enter, without being dissintegrated..
    But the shadows that lurk within, will not hesitate to come out...

    Requirements:

    1.)Must have knowledge over all other spells!
    2.)Must have a minimum of 10 ranks in stir shadows, create darkness and shadow
    3.)Must ahve a minimum of 5 ranks in spirit


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

    Thaumaturge;Student

    Level 0 Ice needles [offensive]
    Creates multiple miniature ice needles to rain down upon a target. Target- single

    Level 0 Ice Barrier [ defensive]
    creates a barrier of ice to block incoming weak spells. Target-Self

    Sorcerer/Sorceress

    Level 1 Ice needles: Creates multiple minor ice needles to rain down upon a target. Target-multiple.
    Level 1 Ice barrier
    creates a barrier of ice to block incoming minor spells. Target-Self or other

    Spells available to buy with accumulated MP

    Level 0 Icicle lance [offensive]
    Hurles a long, minor sized icicle lance at the target at fast speed . Target-single line

    Upgrade: 1big sized- 2huge sized, lightning speed

    Level 0 Freeze area [area-effect]
    Freezes a small area with minor thick ice. Target- small area

    Upgrade: 1minor area - 2huge area, very thick ice


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Dark Riku's:

    Pyromancer;

    Level 0 Spark
    Creates a small spark by snapping the caster's fingers. Spark is able to ignite flamable objects. Target-Object

    Level 0 Fireball (requires lvl 1 Spark)
    The most elementary of all magic spells. Beckons a small 2 inch ball of fire in the palm of the caster's hand. Target-Single

    Level 0 Flare (requires lvl 1 Fireball)
    Heats the air within a 6 ft max radius of targeted space, then can be ignited, causing a 6 ft max radial explosion. Target-Space.

    Level 0 Manipulate Fire (requires lvl 2 Spark, lvl 1 Fireball)
    Can manipulate and control a small flame to do your bidding.

    Level 0 Sear (requires lvl 2 Spark, lvl 2 Fireball, lvl 1 Manipulate Fire)
    Use the intense heat of your body to staunch a bleeding wound for minor healing. Target-Self

    Magnimage;

    Level 0 Earthen Barrier
    Creates a weak barrier of green light to defend against weak magical attack. Target-Single

    Level 0 Quake
    Shifts the earth to create a small quake and open trench to engulf foes, then crushes them inside. Target-Line

    Level 0 Grace of Gaia (requires lvl 1 Earthen Barrier)
    Beckons the power of earth to heal minor wounds of caster or caster's target. Target-Single

    Level 0 Wall of Earth (requires lvl 1 Earthen Barrier, lvl 1 Quake)
    Shifts the earth to raise a small wall of rock in front of the caster. Size: 6 feet wide, 4 feet tall. May be raised at a distance past level 2

    Level 0 Call Animal (requires lvl 2 Earthen Barrier, Lvl 2 Quake, lvl 1 Wall of Earth)
    Reaches out to the counsiousness of one combat capable animal/creature. Calls ONE combatant animal.

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

    Pyromancer;Student

    Level 0 Spark
    Creates a small spark by snapping the caster's fingers. Spark is able to ignite flamable objects. Target-Object

    Level 0 Fireball
    The most elementary of all magic spells. Beckons a small 2 inch ball of fire in the palm of the caster's hand. Target-Single

    Sorcerer/Sorceress

    Level 1 Spark Creates a spark by snapping the caster's fingers Spark is able to ignite flamable objects, and can also be used as a small diversionary tactic. Target-Object

    Level 1 Fireball
    Beckons a small, 4 inch ball of fire in the palm of the caster's hand, or a small 2 inch ball of fire in each palm.Target-Single/Multiple.

    Spells available to buy with accumulated MP

    Level 0 Flare
    Heats the air within a 6 ft max radius of targeted space, then can be ignited, causing a 6 ft max radial explosion. Target-Space.

    Level 0 Manipulate Fire
    Can manipulate and control a small flame to do your bidding.

    Level 0 Absorbtion
    Focus your energies into the world around you, heating your surroundings and healing your wounds. Target-Self

    Magnimage; Student

    Level 0 Earthen Barrier
    Creates a weak barrier of green light to defend against weak magical attack. Target-Single

    Level 0 Grace of Gaia
    Beckons the power of earth to heal minor wounds of caster or caster's target. Target-Single

    Sorcerer/Sorceress

    Level 1 Earthen Barrier
    Creates a weak barrier of green light to defend against moderate magical attack. Target-Single

    Level 1 Grace of Gaia
    Beckons the power of earth to heal minor to moderate wounds of caster or caster's target. Target-Single

    Spells available to buy using accumulated MP

    Level 0 Wall of Earth
    Shifts the earth to raise a small wall of rock in front of the caster. Size: 6 feet wide, 4 feet tall. May be raised at a distance past level 2

    Level 0 Voice of the Earth
    Place self in a meditative state to listen to the voice of the earth to gain guidance. Can be used as a possible informant or warning of future danger/events.

    Level 0 Quake
    Shifts the earth to create a small quake and open trench to engulf foes, then crushes them inside. Target-Line


    The reason I made the spellbooks like this so that it would prevent confusion. I would rather have a spellbook that made it simple to see what I would be able to learn and achieve, rather than it being a mystery to me.

    If you guys would prefer something else, I can change it, but this is (as a player) what I'd prefer

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Hare's:


    Acolyte

    Acolytes typically take up oaths to do no arm to living creatures. This is an oath that makes Undead and Acolytes mortal -- Uh... Dire enemies. While Acolytes must be well knowledgeable in the other elements, they are vastly more trained in spirit. It is rare that someone who has a low threshold for spiritual training becomes and Acolyte, as it is seen as a waste.

    Initiate ~
    Herbology: Those wishing to study the art of healing must first be able to recognize a wide variety of medical plants, berries, and the like. When someone enters to be trained as an Acolyte, they are drilled to memorize a long list of harmful and helpful ingredients. The list of harmful are meant to help students identify what plagues their patient.

    Anatomy: Along with having to learn about herbs, initiates are also trained to memorize the complex systems of various animals. All ranging from mythical beings that live on the island with the mages, to the more mundane creatures such as humans. This knowledge allows for them to be able to perform small first aide, and later more difficult procedures such as surgeries on a battle field.

    Arbitrary Med Kit ~ This is a standard medical kit that all Acolytes take up after passing the herbs test. It signifies that they have moved up and are near ready to start the actual training for an Acolyte.

    Sorcerer/Sorceress level Spells ~

    Delve: With the aid of magic, Sorcerer level spell casters are able to examine their patient without having to move them or physically look at them. This technique -in addition to slow- will not tell a magic user if his patient is suffering from major injuries that are deep within their bodies. The full extent of Delving is to allow young, unpracticed, sorcerer's a chance to feel out what they should look for without the aide of magic.
    Requirements -
    1) Must have knowledge over Anatomy
    2) A minimum of 3 ranks in spirit
    3) A minimum of 2 ranks in earth
    4) A minimum of 2 ranks in water
    Light First Aide: More of a physical ability than a magical, however, there are certain techniques that are listed under first aide that do require magic. A full list of abilities for this technique is: Remedy, Splice, Small Sedative, Infusion, & Clotting. These become invaluable tools for Acolytes on long journeys as well as on a field in battle.
    Requirements -
    1) Must have knowledge over Anatomy
    2) Must have knowledge over Herbology
    3) A minimum of 5 ranks in spirit
    4) A minimum of 3 ranks in earth
    5) A minimum of 3 ranks in water
    6) A minimum of 1 rank in fire

    Mend: Although first aide on a battle field is all well, it cannot -however- perform the task of repairing severe wounds such as gashes, deep cuts, & harsh burns. With this technique, such a feat is possible. While a physical toll may be taken out on the caster, and all wounds may not become fully healed, this is only a Acolytes first step to becoming a Healer of the Gods.
    Requirements -
    1) Must have knowledge over Anatomy
    2) Must have knowledge over Herbology
    3) A minimum of 5 ranks in spirit
    4) A minimum of 4 ranks in earth
    5) A minimum of 4 ranks in water
    6) A minimum of 3 rank in fire
    7) A minimum of 2 ranks in air

    Spirit Away: Pesky zombies and their brain-eating, blood-sucking cousins putting a push on your party to flee, scream, and commit a crime that makes the Gods weep (I speak of suicide people)? Fear no more! Well at least not if you have a well trained Acolyte in your group. You see, while Acolytes may take up a vow not to harm the living, that most certainly does not stop them from bringing about a Holy War down on the Undead (or as I like to call them; our dearly un-departed family). As part of their training, many Acolytes -if not all- are given some form of training against the undead or the like. For the first step, Acoylytes at a sorcerer level can only send ghosts, banshees, and other apparitions to some far away place. Preferably very, very, very far. Like on an island mountain. This is not destroying an apparition!
    Requirements -
    1) A minimum of 7 ranks in spirit
    2) A minimum of 5 ranks in earth
    3) A minimum of 2 rank in fire



    Wizard/Witch ~

    Sorcerer's and Sorceresses who have passed the Test of Raising obtain the rank of Wizard or Witch. This signifies that they have trained and are adept in their area of expertise. Not only does the title suggest a larger amount of knowledge, but also strength with the elements. However this is not necessarily true, as there have been records of very rare cases where students with low elemental control surpassed the expectations of the teachers by compensating their lack of control. Usually it is made up for in creativity and knowledge.

    Adept ~

    Extended Herbology: One who is already familiar with the Herbology course may extend their knowledge. No longer bound to a strict list of herbs other greenery, Wizards and Witches may study what they wish to. Testing and experimenting, even gaining access into deeper parts of the Wizard's Foundry library for Acolyte books. As another bonus they are able to make crude potions to cure most toxins as well as being able to identify all but the rarest herbs in existence.

    Extended Anatomy: Just like Extended Herbology, this skill allows for newly raised Wizards and Witches to gain more knowledge about the complex systems of nearly all creatures - save for the extremely rare and any creature without proper anatomy (e.g. Shadow Beasts). While it seems as though there is no real boost in having this skill, it is otherwise untrue. With this skill students may attend surgeries inside the operating rooms, rather than watching from a portal or magical barrier.

    Boastful Med Kit ~ An advanced medical kit that is put together specifically for the wizard, by the wizard along with the help of his teachers. This is a medical kit is for Acolytes that have passed the Test of Raising and varies from student to student as they are allowed to decorate them. It's basically a badge that states the person wearing it has truly started their training.

    Wizard/Witch level Spells ~

    Prod: A bump up from it's Sorcerer/Sorceress counterpart, Prod allows the caster to gain a full status report on their patient. The only downfall to this is that it does not diagnose any mental problems. Some explanations are beyond the realm of magic.
    Requirements -
    1) Must have knowledge over Extended Anatomy
    2) A minimum of 10 ranks in spirit
    3) A minimum of 7 ranks in earth
    4) A minimum of 6 ranks in water
    5) A minimum of 4 ranks in fire

    Medium First Aide: High grade Remedy, Splice, mild Sedative, Infusion, speedy Clotting, & transfusion are the upgraded versions that come with this.
    Requirements -
    1) Must have knowledge over Extended Anatomy
    2) Must have knowledge over Extended Herbology
    3) A minimum of 10 ranks in spirit
    4) A minimum of 7 ranks in earth
    5) A minimum of 6 ranks in water
    6) A minimum of 5 rank in fire

    Weave: Much like its predecessor, Weave's function is to perform the task of repairing severe wounds (see Mend). The physical toll that was once felt by Mend is reduced, and all wounds (save for fatal and instant death) may become fully healed.
    Requirements -
    1) Must have knowledge over Extended Anatomy
    2) Must have knowledge over Extended Herbology
    3) A minimum of 10 ranks in spirit
    4) A minimum of 10 ranks in earth
    5) A minimum of 9 ranks in water
    6) A minimum of 7 rank in fire
    7) A minimum of 4 ranks in air

    Book of Banish: Because they have progressed in faith towards the Gods, as well as their devotion to the art of healing, Acolytes take it upon themselves to save the unfortunate souls who are forced to raise from the dead. Headmasters at the school have books that contain a variety of spells designed specifically to fight the Undead and their like. Spells included are ~
    Banish - an advanced form of Spirit Away, only instead of a place, its a realm. (See Realm)
    Smite - in case you don't want to send the dearly revived back nicely.
    Gentle - for those who want to send the Undead back with no ill will.
    Requirements -
    1) A minimum of 10 ranks in spirit
    2) A minimum of 10 ranks in earth
    3) A minimum of 9 rank in fire
    4) Need a book on banishment from the ancient archives (few rare copies in the world outside of the school. The school itself makes copies of the original).


    Hare's:

    Sage
    **Sages cannot mix classes! Once you have chosen an element for your sage, that is that!**


    Student:
    Elemental Focus~ Before any student can wield an element for Sage training, they must first harmonize their body with their chosen element. This means rigorously training with mages and students of that class.

    Calm~ After gaining ones element, students then learn to seal away their emotions so that they do not lose focus mid-battle.

    -Fire Sage-
    By combining the power of fire as well as physical combat, Fire Sages are fierce fighters who utilize fire with every strike. A Fire sage's symbol is a dragon. This is because history tells that the first fire sage learned his fighting style from a dragon. "Fiery passion. Boldness in the face of fear. A dragon rages on until their enemy is defeated!" Famous words from the first Fire Sage.

    Dragon's Fist (1, 2, & 3)**
    Dragon's Armour (1, 2, & 3)
    Dragon's Breath (1, 2, & 3)
    Dragon's Claw (1, 2, & 3)
    Dragon's Palm (1, 2, & 3)
    Dragon's Tail (1, 2, & 3)
    Dragon's Heel (1, 2, & 3)

    -Water Sage-
    Hydra's Fist (1, 2, & 3)
    Hydra's Armour (1, 2, & 3)
    Hydra's Breath (1, 2, & 3)
    Hydra's Claw (1, 2, & 3)
    Hydra's Palm (1, 2, & 3)
    Hydra's Tail (1, 2, & 3)
    Hydra's Heel (1, 2, & 3)

    -Earth Sage-
    Gaea's Fist (1, 2, & 3)
    Gaea's Armour (1, 2, & 3)
    Gaea's Breath (1, 2, & 3)
    Gaea's Claw (1, 2, & 3)
    Gaea's Palm (1, 2, & 3)
    Gaea's Tail (1, 2, & 3)
    Gaea's Heel (1, 2, & 3)

    -Wind Sage-
    Tengu's Fist (1, 2, & 3)
    Tengu's Armour (1, 2, & 3)
    Tengu's Breath (1, 2, & 3)
    Tengu's Claw (1, 2, & 3)
    Tengu's Palm (1, 2, & 3)
    Tengu's Tail (1, 2, & 3)
    Tengu's Heel (1, 2, & 3)

    -Ice Sage-
    Nymph's Fist (1, 2, & 3)
    Nymph's Armour (1, 2, & 3)
    Nymph's Breath (1, 2, & 3)
    Nymph's Claw (1, 2, & 3)
    Nymph's Palm (1, 2, & 3)
    Nymph's Tail (1, 2, & 3)
    Nymph's Heel (1, 2, & 3)

    -Magma Sage-
    Demon's Fist (1, 2, & 3)
    Demon's Armour (1, 2, & 3)
    Demon's Breath (1, 2, & 3)
    Demon's Claw (1, 2, & 3)
    Demon's Palm (1, 2, & 3)
    Demon's Tail (1, 2, & 3)
    Demon's Heel (1, 2, & 3)

    -Lightening Sage-
    Zeus' Fist (1, 2, & 3)
    Zeus' Armour (1, 2, & 3)
    Zeus' Breath (1, 2, & 3)
    Zeus' Claw (1, 2, & 3)
    Zeus' Palm (1, 2, & 3)
    Zeus' Tail (1, 2, & 3)
    Zeus' Heel (1, 2, & 3)

    -Warlock Sage-
    Deceitful Fist (1, 2, & 3)
    Deceitful Armour (1, 2, & 3)
    Deceitful Breath (1, 2, & 3)
    Deceitful Claw (1, 2, & 3)
    Deceitful Palm (1, 2, & 3)
    Deceitful Tail (1, 2, & 3)
    Deceitful Heel (1, 2, & 3)

    -Necromancer Sage-
    Undead Fist (1, 2, & 3)
    Undead Armour (1, 2, & 3)
    Undead Breath (1, 2, & 3)
    Undead Claw (1, 2, & 3)
    Undead Palm (1, 2, & 3)
    Undead Tail (1, 2, & 3)
    Undead Heel (1, 2, & 3)

    -Shadow Sage-
    Shade's Fist (1, 2, & 3)
    Shade's Armour (1, 2, & 3)
    Shade's Breath (1, 2, & 3)
    Shade's Claw (1, 2, & 3)
    Shade's Palm (1, 2, & 3)
    Shade's Tail (1, 2, & 3)
    Shade's Heel (1, 2, & 3)

    **Because sages are fighters they do not gain new spells per-say, however their techniques evolve as they grow stronger. Their strength is not in new spells but in old ones that they have had since the beginning.
     
    Last edited: Jan 8, 2010
  4. merlinosheep

    merlinosheep A.K.A The Leaver

    Sorry, i know it looks like a lot, but i just put everything together
     
  5. Beloved

    Beloved Azure's Beloved

    Its actually pretty simple. Just use your imagination.:D
     
  6. merlinosheep

    merlinosheep A.K.A The Leaver

    Right =3 but just for him to get an example
     
  7. Haresuno

    Haresuno KH-3's Übermensch

    Merlin you can go ahead and get rid of the Sage stuff. I'll leave it to RPers to know which spells are close range and which are far range. Other than that they have their own spells to make, just like Mages.
     
  8. Zerieth

    Zerieth Head Game Reviewer

    Ok. I will get to work on necromancy. Keep in mind that it will be mostly spells that relate to animating the dead. I will include a few others though. This will definitely be hard to make without making into a power play, so i will probably give a pretty nasty limit. XD
     
  9. Zerieth

    Zerieth Head Game Reviewer

    Well, here is my opener.



    Necromancers

    Necromancy is the art of calling the dead back to life. They start out as normal mages, and are kicked out of their academies for using forbidden magic. At first, they usually just practice the art of shadow mages, but when conflicted with the 18 years of life followed by death, a necromancer will turn up his/her nose. They begin studying death, attempting to find a way to live for eternity. Along the way, they learn how to reanimate the already dead, and bring them into unlife to be there servants. But with this power comes great risk, for the dead do not like to be disturbed in their eternal rest. They will always seek a way to break their bonds with their master, and take his/her soul to the underworld for eternity. Any slight slip will cause the necromancers creations to attack him/her and have them brought to the doors of hell to be judged by Satan. They are then kept in the 9th pit of hell, for breaking the worlds greatest law. Transcending death.

    I felt that i should include a explanation on the arts of necromancy in case someone doesn't actually know what one is.
     
  10. Haresuno

    Haresuno KH-3's Übermensch

    It fits well Zer, however I don't know if we want to go with Satan. Having a Hell isn't a bad idea though. I like how you picked up on the fact that we wanted Necros to be a morally wrong choice and added that in by keeping true about if people failed they would die.
     
  11. Zerieth

    Zerieth Head Game Reviewer

    It is true, no dead dude likes to be woke up during his eternal nap. I know i would be really freaking p.o.'d if someone did that to me. =P
     
  12. Haresuno

    Haresuno KH-3's Übermensch

    Guys, I want your opinions on what should happen when we can't seem to advance the plot. One thought that came to mind was killing off a players character to add more motivation (as if we won't put enough motivation for characters). I suggest that if we have to take this route we allow people to volunteer first. If no one does we simply agree on one and contact their player. We won't do it right away because it'd still be nice to let the player no and get ready. Hopefully they'll understand and accept. As a compensation for having their character killed, when(if) said player makes a new character they should probably get an additional points for just being an all around good sport. These points would stack on top of all the points the player accumulated over the coarse of the RP. When(If) they make a new character they'll be allowed to choose from (almost) any class and keep their level and points.

    For a quick breakdown see below:

    Say a character dies at a Witch/Wizard level with 50 points spaced out over the four areas. If their character is killed because of us they'll be able to make another character at Witch/Wizard level with 55 points to spend. Otherwise all other character deaths would just be able to retain Witch/Wizard level with 50 points to reallocate.

    Opinions?
     
  13. merlinosheep

    merlinosheep A.K.A The Leaver

    Weird idea, but it may work this way. Then it will add more fun for the dead player as well, cuz they can create new-magic school character
     
  14. Zerieth

    Zerieth Head Game Reviewer

    Wouldn't they just line up begging to be killed then? Other than that it looks like a good plan.
     
  15. merlinosheep

    merlinosheep A.K.A The Leaver

    No, cuz they'll start at level 1 again
     
  16. Haresuno

    Haresuno KH-3's Übermensch

    No they won't start at lvl 1 again. However I think we can tell when there's a point h0ar around
     
  17. merlinosheep

    merlinosheep A.K.A The Leaver

    ? A what ?
     
  18. Haresuno

    Haresuno KH-3's Übermensch

    Someone who's only doing something to get points. With a +5 MP, if someone kept volunteering to die I think it would be obvious that they're just volunteering for points.
     
  19. Beloved

    Beloved Azure's Beloved

    I like that idea. I don't have much to say on it.

    There's just one thing. The character some of the more skilled RP'ers make may have a specific personality. They may not want it to get killed because they form a bit of an attachment to the character. I do sometimes, so I can vouch for that feeling.
     
  20. Zerieth

    Zerieth Head Game Reviewer

    Me to, but if a nooby is playing you can bet he will volunteer for the extra points every chance he gets.
     
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