Lighthearter
President of the United States
A hundred years ago, the Gyrean Empire ruled all of the Northlands from the City of Kings. Over time, the goblin empire of Kepholon and the elven Kingdom of Ethara have fought and resisted Gyrean advances, but now things are changing. In the depths of the Deep Vales in the Etharan forests, the Gyrean Empire has launched a new wave of offensives that threaten to batter through to the very Etharan Royal Palace itself.
You are elves, men or goblins caught in the Deep Vales as the war builds and builds, and find yourselves wrapped up in the clash of empires that will result in the downfall of an era. Are you ready to change the world?
__
Welcome, all, to The Last Prophecy AC: The Deep Vale Wars. For those familiar with the Last Prophecy universe, this is set about five hundred years prior to the series.
The chatroom is here: http://specservdiv.chatango.com/
Creating a Character:
Fill out the following character sheet:
If your character is a magician, you also add the following to your character sheet:
You start with 15 Hit Points(HP) and each point of CON gives you 3 more.
Attributes:
You start with 7 Attributes and 5 points in each. You have 12 points to customize in addition to that. You cannot reduce an Attribute below 1 point, or raise it higher than 12.
Strength-STR: (Brute strength, affects damage dealt in melee and how much you can lift)
Constitution-CON: (Physical hardiness, affects HP)
Dexterity-DEX: (Agility and hand-eye coordination, affects dodging and chance to hit in melee)
Intelligence-INT: (Raw brainpower, affects elemental/energy magic and deciphering events and items)
Wisdom-WIS: (Common sense/experience, affects diviniation, potions and transformation magic and any common sense rolls)
Charisma-CHA: (Good looks and force of personality, affects your ability to convince NPCs to work with you, plus illusion magic)
Awareness-AWA: (Skill with ranged weapons, affects chance to hit in ranged combat and ability to detect hidden things)
Schools of Magic:
Each of the Schools of Magic gives you power in another part of magical skill. In order to take magical feats, you must spend three Attribute points or 70R in character creation to become a magician. After that, you gain five points to spend in Magic. Spend them as you will - Schools with 0 points are unavailable to you for use. Spend 25 Royals(Assumed to be spent on training and/or books) to gain another Magic point. You can become a magician post-game start by purchasing with Royals.
Also, every magician has a color. It can be literally any color, so specify as you will.
Fire: (PlayingWithFire!)
Water: (MakingASplash!)
Air: (BlowYouAway!)
Earth: (DishingOutDirt!)
Energy: (Use of colored energy pulses to achieve ends)
Divination: (Reading the future and the present)
Potions: (Concocting potions and substances)
Illusions: (Creating illusions of friend and foe!)
Transformation: (Turning yourself or another person/object into something else)
Inventory:
You start with 80 Royals to spend on equipment. It is sorted into melee weapons, ranged weapons, light weapons, and gear. Different weapon types can affect your skills in different ways or be better for different things.
Light Weapons:
-Knife: 5R
-Nunchuks: 8R
-Whip: 8R
-Spear: 10R
-Club: 10R
-Throwing Stars: 8R for 5
-Handaxe: 8R
Melee Weapons:
-Rapier(+2DEX -2STR): 18R
-Short Sword(+1DEX -1STR): 12R
-Bastard Sword(+/-0 STR/DEX): 20R
-Longsword(-1DEX +1STR): 15R
-Greatsword(-2DEX +2STR): 25R
-Pike: 30R
-Single-edged Axe(+2DEX -2STR): 18R
-Battleaxe(+/-0 STR/DEX): 25R
-Warhammer(-2DEX +2STR): 30R
-Quarterstaff: 10R
Ranged Weapons:
-Hand Crossbow: 10R
-Crossbow: 18R
-Shortbow: 15R
-Composite Shortbow(+1AWA): 25R
-Longbow: 35R
-Composite Longbow(+1AWA): 55R
Gear:
-Rope(20M): 15R
-Chain(10M): 25R
-Manacles: 10R
-Potion Kit: 20R
-Codebook: 45R
-Geldar's Book of Prophecies: 30R
-Geldar's Rotillar: 30R
-Arcane Crystal: 20R
-Protective Charm: 35R
-Orb: 20R
-Nullifier: 20R
-Nullifying Manacles: 40R
-Shield(+5HP): 20R
-Light Armor(+10HP): 20R
-Heavy Armor(+20HP): 50R
Anything you need explained, just ask.
-L
You are elves, men or goblins caught in the Deep Vales as the war builds and builds, and find yourselves wrapped up in the clash of empires that will result in the downfall of an era. Are you ready to change the world?
__
Welcome, all, to The Last Prophecy AC: The Deep Vale Wars. For those familiar with the Last Prophecy universe, this is set about five hundred years prior to the series.
The chatroom is here: http://specservdiv.chatango.com/
Creating a Character:
Fill out the following character sheet:
Name:
Gender:
Age:
HP:
Stats-
STR
CON
DEX
INT
WIS
CHA
AWA
Royals:
Bio:
If your character is a magician, you also add the following to your character sheet:
Schools-
Fire:
Water:
Air:
Earth:
Energy:
Divination:
Potions:
Illusions:
Transformation:
You start with 15 Hit Points(HP) and each point of CON gives you 3 more.
Attributes:
You start with 7 Attributes and 5 points in each. You have 12 points to customize in addition to that. You cannot reduce an Attribute below 1 point, or raise it higher than 12.
Strength-STR: (Brute strength, affects damage dealt in melee and how much you can lift)
Constitution-CON: (Physical hardiness, affects HP)
Dexterity-DEX: (Agility and hand-eye coordination, affects dodging and chance to hit in melee)
Intelligence-INT: (Raw brainpower, affects elemental/energy magic and deciphering events and items)
Wisdom-WIS: (Common sense/experience, affects diviniation, potions and transformation magic and any common sense rolls)
Charisma-CHA: (Good looks and force of personality, affects your ability to convince NPCs to work with you, plus illusion magic)
Awareness-AWA: (Skill with ranged weapons, affects chance to hit in ranged combat and ability to detect hidden things)
Schools of Magic:
Each of the Schools of Magic gives you power in another part of magical skill. In order to take magical feats, you must spend three Attribute points or 70R in character creation to become a magician. After that, you gain five points to spend in Magic. Spend them as you will - Schools with 0 points are unavailable to you for use. Spend 25 Royals(Assumed to be spent on training and/or books) to gain another Magic point. You can become a magician post-game start by purchasing with Royals.
Also, every magician has a color. It can be literally any color, so specify as you will.
Fire: (PlayingWithFire!)
Water: (MakingASplash!)
Air: (BlowYouAway!)
Earth: (DishingOutDirt!)
Energy: (Use of colored energy pulses to achieve ends)
Divination: (Reading the future and the present)
Potions: (Concocting potions and substances)
Illusions: (Creating illusions of friend and foe!)
Transformation: (Turning yourself or another person/object into something else)
Inventory:
You start with 80 Royals to spend on equipment. It is sorted into melee weapons, ranged weapons, light weapons, and gear. Different weapon types can affect your skills in different ways or be better for different things.
Light Weapons:
-Knife: 5R
-Nunchuks: 8R
-Whip: 8R
-Spear: 10R
-Club: 10R
-Throwing Stars: 8R for 5
-Handaxe: 8R
Melee Weapons:
-Rapier(+2DEX -2STR): 18R
-Short Sword(+1DEX -1STR): 12R
-Bastard Sword(+/-0 STR/DEX): 20R
-Longsword(-1DEX +1STR): 15R
-Greatsword(-2DEX +2STR): 25R
-Pike: 30R
-Single-edged Axe(+2DEX -2STR): 18R
-Battleaxe(+/-0 STR/DEX): 25R
-Warhammer(-2DEX +2STR): 30R
-Quarterstaff: 10R
Ranged Weapons:
-Hand Crossbow: 10R
-Crossbow: 18R
-Shortbow: 15R
-Composite Shortbow(+1AWA): 25R
-Longbow: 35R
-Composite Longbow(+1AWA): 55R
Gear:
-Rope(20M): 15R
-Chain(10M): 25R
-Manacles: 10R
-Potion Kit: 20R
-Codebook: 45R
-Geldar's Book of Prophecies: 30R
-Geldar's Rotillar: 30R
-Arcane Crystal: 20R
-Protective Charm: 35R
-Orb: 20R
-Nullifier: 20R
-Nullifying Manacles: 40R
-Shield(+5HP): 20R
-Light Armor(+10HP): 20R
-Heavy Armor(+20HP): 50R
Anything you need explained, just ask.
-L