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Re: Shadow's Rise[Redone]

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birm123 is not online. birm123
Joined: 06 Oct 2012
Total Posts: 16942
16 Jan 2015 04:10 PM
---Story---
Thousands of years ago, before the current age of innovation and technology, the land was in a permanent state of darkness. A failed deadly spell released the god of shadows Alennor, a destructive being who was capable of destruction much greater than that of the mortals. The sun was constantly eclipsed by the moon, plants died, the oceans turned blood red. The land was being torn apart, and it was clear that soon enough the war against Alennor would cause the end of Euturia, and quite literally.


However, an advanced civilization known as the Rorales to the people of the present gave hope to the world. The beasts of darkness ruled by the evil deity of shadows had a large weakness to light. As such, they figured out the only way to defeat the god of shadow. They must call upon the deity of light, Mirano, a being of the spirtual world that had not been able to be summoned for centuries. Yet the people of the said civilization knew power much more powerful than any other society on the planet, and as such it was highly likely that they would be able to bring the god away from the spirit world.


Once they attempted the enchantment, however, something extremely extraordinary hapapened. Their entire civilization disappeared, leaving behind no bodies but leaving no obvious structural damage behind to their buildings. It was as if the blast had simply wiped out all life but hadn't been powerful enough to destroy what was left of their civilization. This left much oppurtunity for the people of the future to investigate their life styles, and learn their advanced ways for the time. But they did, however, seem to destroy Alennor, or at least banish him from their world.


The problem was, no one was there to reclaim their lands. All others who had not been slaughtered by the hands of Alennor and his shadow beasts had traveled north with the promise of lands that recovered quicker and more fertile lands for the point in time. No one thought of going back south, however, due to the high possibilty that Alennor had simply been weakened however still lurked in the ever growing jungles and forests that littered the former lands of beauty and wonder.


Decades passed, then generations, then centuries. Thousands of years hit the ruins of the Rorales hard, and now the once beautiful buildings were now covered with vines and trees and massive leaves that could cover a steam roller. Over time the stories of Alennor began to wear out, and by present day they had become mere fairy tales, believed only by the "crazy" or "insane". Otherwise, they were simply stories to entertain readers and frighten children by morphing the story into a "follow the directions" story.


Recently, the ruins of the Rorale had began pulsating with magic, somethnig that had not occured since the dying breath of their civilization. The people up north noticed of course, and as such the civilizations of the north united to form a scouting party to investigate the strange happenings down south.


The people of Euturia didn't quite realize what they were unearthing.
---Races---
Humas: Your average every day human being. Able to do anything from magic to physical combat, however a large percentage of the time they are skilled at one, they are weak in the other. Personality traits normally include greed, false sense of importance, belief of being above others, etc. Race that owns the most slaves in the planet.


Dwarves: Short. Stubborn. Warriors. Three words that pretty much sum the dwarves up in a nutshell. They believe, while not being quite as greedy as the humans, that what they collect belongs to them, meaning that all dwarven craft is reserved to the dwarves themselves. Not like they'd fit on any other species anyway. Most dwarves reside in mountains and caves, working as smiths and miners. Their combat skillis exceptional, being skilled at melee however weak in magic. Highly wealthy.


Elves: Wise and very knowledgable, the elves often prefer magic and ranged combat over melee. That does not however stop the large number of elven swordsmen as well. There are many seperate types of elves, from dessert to jungle. Most, however, live in places with many trees to enable them to build massive houses that sit into the tree. Society in all elven kingdoms goes to king to royalty to priests and generals to merchants to farmers to slaves.


Volucris: A tall, normally skinny creature that can be related to a bird with massive wings and a hunched back. Colors vary dependnging on the Volucrisis. They have claws with immense strength, matched by perhaps only the dwarve's pysical sense of power. The poorest and smallest of the races, the Volucris live in the highest trees of the jungle.


Lacertae: The most curious of the races, the Lacertae have a fondness and large curiosity for metal, often collecting scraps left over from battle. The Lacertae are a reptile based species, every single one having at least trait similar to that of a reptile, such as the tail of a lizard or the fangs of a viper. Scaly skin and red eyes.


---Classes--
There are multiple classes to select from in the land of Euturia, included race specific classes that only certain races can use.


Warrior: Your average melee soldier, warriors are your go to guys to get the job done quickly. The dwarf race is the one that has the most warriors, seemingly being bred to fight in this style. Warriors have no magic other then enchantments to their weaponry and armor, and are the guys that get torn up in battle but can deal the most damage in the least amount of time. -2 archery, +2 melee combat, -2 magic.




Archer: Skilled in ranged combat, archers aren't the type to run straight into combat and hpoe for the best. They come up with strategies and form into elaborate and complicated formations, perfect for setting up a position to fire on enemy forces. All melee combat gets -2 to their roll, while archery gets +1. Magic is neutral.


Mage/Wizard: Skilled in dealing large amounts of damage in large bursts, mages are even less likely to run into combat then an archer. They are often seen studying tomes of magic or procuring large amounts of magic to murder their foes. Though they are better strategists than archers, they often don't acknowledge that when in their prescense. +3 to magic -2 to melee and archery.


Humans: Mercenary: This class is a true jack of all trades, with a +1 in every discipline.


Elves: Spellsword: The Spellsword is a class known for it's ability to cast magic from its weapons, sacrificing their lack of range for an increased finesse and melee combat skill. When they cast magic through their sword, it is considered as melee when it comes to buffs and debuffs. Ranged magic is beyond them. Alternatively, one could use bows instead of swords, in which case the buff is reversed.


Dwarves: Red Knights: This class is made for defending and protecting that which it believes in. It gains +3 to melee combat when defending a person or object and -2 when being on the offensive. Archery is -2 and magic is neutral.




---Combat---
Every so often charaters may engage in combat with enemies and other characters. D20 rolls decide how effective your roll will be. You may also get buffs/debuffs depending on your situation/character. A blind man won't be very effective in shooting a crossbow, and if you were in a room with no light I doubt you would be able to easily pierce an enemy's skull with a bow. 1-3 if a critical failure. 4-10 is normal failure. 11-16 is success. 17-20 is critical success.
---Rules---
[1]. Essentially basic roleplay rules that by now you should be able to recite perfectly. No god modding, no power playing, no Mary Sues, etc. Put "vastly superior" in other.
[2]. While this is a fantasy roleplay, I expect that you can somewhat keep it realistic. Someone won't be able to dodge ten arrows at once, kill two at once, use one as a human shield, and absolutely slaughter the rest.
[3]. All NPC's are controlled by me or admins. Admins will be added to the roleplay as I observe your skills.
[4]. Administrators are above the rules, in the sense that they can change and alter them as long as the change is fair and decent. However, if they make a character they must also follow the rules.
[5]. Only me and admins are permitted to roll the d20 combat dice, unless normal roleplayers are told otherwise.
[6].Roblox rules are broken at your own risk.
[7]. Already accepted sheets are allowed to be reposted, however reread the races and classes section, and fill in the new sections of CS.
---Character Sheet---
Name:
Age:
Gender:
Race:
Class:
Appearance[BE DESCRIPTIVE!]:
Personality:
Biography:
Other:
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birm123 is not online. birm123
Joined: 06 Oct 2012
Total Posts: 16942
16 Jan 2015 10:27 PM
B

-
U

-
M

-
P
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birm123 is not online. birm123
Joined: 06 Oct 2012
Total Posts: 16942
18 Jan 2015 10:56 AM
http://www.roblox.com/Forum/ShowPost.aspx?PostID=154050439
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superboy5519 is not online. superboy5519
Joined: 10 Jan 2010
Total Posts: 7209
18 Jan 2015 11:43 AM
Name: Androu Hunter
Age: 32
Gender: M
Race: Human
Appearance: If you were to describe the man from a glance, you'd immediately notice his tall stature and beefy build. He stands at 6'4 and weighs in at a hefty 240 pounds, or something around there since the gentle giant always floats between the 230 and 250 boundary. His hands are weathered and rough like leather, his fingers small and square which are fit perfectly with two-handed weapons like axes and broadswords. His feet are thickly callused from the continuous hiking he often partakes in, his rough and worn leather boots not helping this factor. Androu has been worn from his years as a traveling mercenary of sorts and it has left a dent on his posture; he now slumps forward slightly at all times unless aware of it himself. Facially, this gentle giant has light blue eyes, an unevenly kempt black beard, light, long blonde hair, and a weathered face that sums it all up.
Personality: (I plan on developing most of this as the plot progresses, but Androu is definitely going to be a gentleman of sorts.)
Biography: Androu was born to a poor family, making his time growing up difficult, but he wouldn't want it any differently because it made him the man he is known as today. Lucky for Androu, it was not his destiny to be caught in the life of a poor man; he was quickly noticed for his size by a traveling mercenary who took the young boy under his wing and taught him the way of the sword, or in his case, the battle axe. From there, Androu made quite a name for himself across the land, but he was known for only taking righteous missions, often taking on bandits that were at large or those who had murdered. Nonetheless, his prowess was one of the reasons he was recruited into this scouting party and his morals were obliged to accept the offering that was given to him.
Other: Nothing, right? Didn't edit it, so there are tons of errors I bet.
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birm123 is not online. birm123
Joined: 06 Oct 2012
Total Posts: 16942
18 Jan 2015 12:07 PM
what be yer class
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superboy5519 is not online. superboy5519
Joined: 10 Jan 2010
Total Posts: 7209
18 Jan 2015 12:44 PM
(Warrior)
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Devilson99Alt is not online. Devilson99Alt
Joined: 25 Jun 2013
Total Posts: 628
18 Jan 2015 01:35 PM
Name: Hugnir Grindolfson
Age: 57
Gender: Male
Race: Dwarf
Class: (I'm assuming rouge/thief is a class.) Rogue.
Appearance[BE DESCRIPTIVE!]: Hugnir is a dwarf, standing at approximately 3 feet tall. His eyes are dull brown, and between them is a large, warty nose with inch wide nostrils. His brown hair is incredibly curly, with clumps of mud and dirt staining it. He lacks a beard, and in it's place is an enchanted rune which stops hair from growing, the mark of a criminal. His lips are ragged and chewed, and bleed often. He wears an ill fitting chain hauberk over a woolen shirt, as well as hide trousers and shoes. His steel dwarf-cap is strapped to his hip alongside his filthy drinking mug. Hugnir smells repugnant, with a thick scent of rotting meat and ale surrounding him at all times as he rarely bathes.
Personality: Hugnir is more a thief than an honorable warrior, but he does have some of the characteristics down. He is uncompromising and persistent and is as stoic as any other dwarf. However, beneath this is a strange cunning. Hugnir will scope out potential targets for his kleptomania, stealing small items that may go unnoticed at the moment, but are important in the long run. Also, like most dwarves, he has a fondness for drink.
Biography: Hugnir was a brewer's apprentice in his kingdom, and worked hard along with his master. He was often sent out to fetch the ingredients essential for Dwarven ale, and even cataloged his master's recipes for later usage. One day, his master prepared an ale, a Dwarven brew that was so strong that a single drop could kill fifty humans. Hugnir began to acquire a great fondness for for the ale, and often sneaked tastes while his master wasn't looking. It was around this time that many people, wealthy and poor alike, noticed various bobbles going missing around their homes. However, none suspected Hugnir, not yet. That changed however, when his master went to bed early one night after coming down with a sickness. Hugnir sneaked into the brewery and began drinking. A sip soon turned into a swig, a swig soon turned into a mouthful, a mouthful led to a mug, and a mug led to a barrel. Once the entire barrel had been drained of any and all remaining fluids, Hugnir stumbled out of the brewery and began a legendary three day drunken theft spree. Necklaces, coins, rings, and beads all went missing during this time. Yet it wasn't until Hugnir stumbled into the local guard station, intent on stealing one of the guard's manacles that he was caught. His hands were clapped in the very cuffs he intended to steal, and was brought to high court. He was still incredibly drunk at the time, and upon searching his home, it was discovered that Hugnir had stolen damn near every item under five pounds in the entire dwarven city. The Dwarven Council debated long and hard on his sentencing, whether he should deserve death or no, and the odds were stacked against him. However, one enterprising council-dwarf had remembered the news of Rorale lands, and thus, had convinced the others of his plan. Hugnir was to accompany an expedition to Rorale to recover the lost treasures hidden within. Hugnir agreed to this, on the reassurance that he would be pardoned should he succeed. His beard was shaved and enchanted to provide an extra incentive, for those without beards in dwarf society were little better than dirt, and that if he succeeded, they would allow it to grow back.
Other: Vastly Superior (Hugnir also wields an iron pole axe.)
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superboy5519 is not online. superboy5519
Joined: 10 Jan 2010
Total Posts: 7209
18 Jan 2015 01:49 PM
(My bad, realized Mercenary was a better choice for my character's background info. Make him a Mercenary in that case.)
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