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{rp} Tysra's Aftermath [6/6]

Discussion in 'Forum Games' started by andydreww, Jul 10, 2019.

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  1. andydreww

    andydreww Tea Fanatic | Complex Persona Specialist HERO

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    Heya! Welcome to Tysra’s Aftermath, my first ever forum game RP. I think for a solid, several hour brainstorming session at night, I wrote up everything pretty decently! Hopefully. I decided to make one of these nifty rps because I could use some creative freedom and hopefully you’ll tag along for the ride? We’ll go with that. I was actually debating about limiting this to an even smaller player pool, but ehhh, I think I can manage. I wanna start with some ease for everyone, including myself. (hehe, I believe in myself.)

    This isn’t entirely Wynncraft themed. Shocking, I know. Yes, there'll be a reference or two here and there, but it’s mainly fantasy-themed with some personal twists that I’ll discuss later. There will be pronunciations throughout this introduction, so don’t worry! I had too much imagination on my hands while creating Tysra’s Aftermath. Is that a bad thing? Meh, I don’t think so. (Tysra; Tea-Srah)

    (Quick Shoutout to @FrozenBear! I loved his damage calculation and item idea, so I decided to use that as some inspiration for both combat and overall action decisions within the game.)

    I spent my night (I really have a weird nightlife) creating everything and coming up with all this fun stuff on the fly. So, let’s get this underway and hope everything goes smooth sailing!

    Gambit (n) ~ a device, action, or opening remark, typically one entailing a degree of risk, that is calculated to gain an advantage.

    Several kingdoms have prospered throughout the world of Tysra, overcoming difficult obstacles that stood in their way. Whether it was famine, corruption, or any other hardship, these beacons of determination believed they would become the most successful and glorious kingdom Tysra has ever seen. Or so they all thought. These kingdoms had a competitive thirst so great, that rivers of blood and tears began to flow throughout Tysra. Pen and paper were discarded in favor of steel and stone. Negotiations were silenced and instead were replaced with warcries. Tysra, a landscape of true beauty, never thought it would see such a bloody time. This year of conflict and horror was deemed Tysra’s Purge, where potential kingdoms would be targeted and reduced to rubble. Only the strong and cunning survived.

    Several years after Tysra’s Purge, the few surviving kingdoms managed to rebuild loses. Past obstacles had brought back their old faces, thrusting each kingdom into difficulties they hoped would’ve stayed in the past. However, when disaster struck, leaders rose to the challenge and believed in the future for their kingdom. Some held good intentions. Others had more sinister agendas in mind. These kingdoms aren’t perfect. While they look beautiful and powerful on the outside, there are deeper secrets held within walls and behind closed doors.

    Adventurers began to flock to these kingdoms with hopes of becoming a glorious tale or legend told around fireplaces, taverns, even throughout Tysra. Their actions within the world can shape Tysra’s growth, whether it innovates or corrupts it. What stories will these adventurers create? Only time will tell. Taking a gambit within a kingdom could either promote or destroy life within Tysra. The question is, will it all be worth it in the end?

    Here is a link to the World Map if you will of Tysra. I spent a good two hours on this map and I hope my B+ in Geography made this logical. I think it did. Either way, here are all the major geographical features and kingdoms within Tysra. Most of the visuals are pretty generic, albeit those small shrub looking tiles are supposed to be plains/meadows. Each feature has some small pieces of history and lore behind it, but it’s up to you if you wanna delve deeper into that.

    Each kingdom can present a unique storyline given the player’s character and internal current events within the said kingdom. Everyone could possibly pick one certain kingdom to start in or we could be all over Tysra, I honestly don’t mind the outcome of placements. Does that mean a kingdom not picked by anyone will be discarded? Absolutely not. It can play a role in affecting the players if I choose so.

    Map Creator Site - I can't draw for the life of me, so I used this to make Tysra. Yeah.
    Pronunciation Time!
    (Seston; Sez-Ton / Wynvia; Wyn-Via / Kelas; Keh-Las / Ozvio; Oz-Ve-Oh / Belroe; Bell-Row)
    (Tolio; Toll-Leo / Zyra; Zai-Rah / Hasek; Hah-Sek / Lysek; Lee-Sek / Cles; Cles (lol) / Mye; Me-Eh)

    Magic exists in Tysra, however, there are limits to how it can be utilized with a character. If your occupation/role pertains to certain magic, be sure to mention that in your application. Do you have to have a “magical” character? Of course not. Make a character you wanna see develop in Tysra. If they have magic, great! If they don’t, still great!

    There are three levels of knowledge within a magic circle;

    Novice - Adept -Master (The higher your knowledge of a circle, the more extravagant you can be with magic.)


    With basic classes to choose from such as;

    Air / Alchemy / Earth / Fire / Runic / Water / Witchcraft

    (yes, these are pretty basic, but hey, we gotta start somewhere! You may select a max of 2 Magic Circles, but they must work with the character & be approved of.)

    A character will start out as a Novice in their magic circle. Depending on their progression, they can be able to enhance their magical abilities and increase the amount of mana they have alongside leveling up. Using magic abilities will drain mana, so be wary! If you’re creating a character with a magic circle in mind, try to pick a role/occupation that suits that circle, such as being an apprentice student for Air, an apothecary for Earth, or battle mage for Fire for example.

    With combat, I’m allowing players to use their imagination as a means to utilize their magic to their advantage. There are good examples of doing so as well as bad ones. Here’s a keen difference.

    Good (Air Circle): “I point my finger forward, sending a gust of air towards the bandit as a means to push him away from me! I then run away in the opposite direction.”
    Kato: The bandit is tossed back against the wall, shocked from the rough impact.
    [Bandit: -1HP]
    You spin on your heel and sprint down the alleyway, approaching Wynvia's main road. You can hear the bandit's boots thumping against the stones behind you. What now?
    [Player: -3MP]

    Bad (Air Circle): “I spin around a few times and summon a tornado right beside me, picking up every bandit within a half-mile radius and shooting them into outer space!”
    Kato: .....No. Do better.

    Please be logical with magic combat. I allow this freedom as a way to let out some creative fun! Don’t make it difficult for everyone to deal with, or I may impose some restrictions. As seen above, I will decide how much DMG your magical attacks do as well as the MP Cost.
    See my first reply with regards to Alchemy & Witchcraft examples if you're slightly confused about how these Circles are utilized.

    [NOTICE]: Using any Potion does not cost an Action. I'm not that mean.

    Combat in this rp will be fairly simple. Via a turn-based system, each player will have a Move & Action chance. Moving is pretty self-explanatory. You’re going somewhere! Action is your chance to do something in that turn, such as slashing someone with your dagger, picking a nearby lock to escape from a room, or casting magic. If you moved once, you can use your Action to move once again. That being said, if you decide to stand still at some point, you can replace your Move ability with another Action. Use these ideas wisely!

    Depending on the certain action or move that you’ll take, I’ll be using a random number generator out of 100 to decide what the result will be. An example can be:

    Player A (Desro - Footman): “I stand still and taunt the bandit by slamming my sword against my shield. I then prepare myself to parry their incoming blade and riposte should they attack me.”

    Kato: 1-40: Taunt Fails. / 41-100: Taunt Suceeds. *Random Number Generator Stuff = 45*

    Kato: “Remembering the training at Seston’s Military Academy, Desro slams his shield with his sword, gaining a surge of self-confidence. He takes a moment to predict the bandit’s incoming movements and manages to barely catch their shortsword in a parry. Desro doesn’t miss a beat and slashes at the bandit’s torso. [Bandit; -4 HP]

    Nyomi [Lv. 1] ~ [6/10 HP] [10/10 MP]
    Desro [Lv. 2] ~ [9/12 HP]
    Bandit [Lv. 2] ~ [4/13 HP]


    It could be spectacular, or devastating. More fun for everyone! Specific artifacts or items may hold one time or permanent abilities. Timing is everything, so be sure to keep that in mind. Your equipped weapon may “break” / become unusable if you use it too often or breach its capable limits. Keep this in mind as well when deciding on what items you would like your character to have on them.

    After specific checkpoints in the storyline or after a battle, your character may level up! They will have a random HP / MP (if true) growth as well as for the ability to learn new abilities. Levels are something I want to try and experiment with this RP. If it goes swimmingly, then expect more of it in the future. If not, then oop oh well. You won't be automatically healed HP/(MP) wise per level up. I'm mean, I know. You will get those boosts applied automatically though.
    Ex: Level Up! Nyomi [Lv. 6] ~ +2 HP / +3 MP / Adept Water Circle Potential Gained! : [23/32HP] [7/21 MP]

    One last thing! Each Attack Action you take can also have a chance of landing a Critical Hit on the enemy. This is a slim chance via the Number Generator and if landed, can cause a boost to damage. For the same token, out of Combat actions can also have a Critical Hit, such as searching through some trash and finding a minor yet weak artifact or attempting to persuade someone to do an extended favor for you. The possibilities are endless! But make it make sense.

    Here’s the application format for each character. Putting it in a reply spoiler or sending the application to me via conversation will work either way. I’ll be updating the Character Slots spoiler regularly with new additions.

    Name: Self-explanatory

    Age: Self-explanatory x2

    Gender: Self-explanatory x3

    Race: Think D&D flexibility with races. Humans, Elves, Orcs, Gnomes, all that fun, and jazzy stuff. We’ll just limit this rp to that domain since my imagination can only stretch so far.

    Appearance (Optional): What does your character look like? Distinguishing features!

    Kingdom Choice: Which kingdom ya wanna start at.

    Occupation/Role: Here’s one of those “personal twists” I was talking about. You can be a cutthroat mercenary, local merchant, studious scholar, or even something smaller like a baker, tavern owner, whatever floats your boat. I’ll give you the okay if I think your occupation/role is acceptable. This will be a main focal point behind your personal story and/or overarching story within the rp. Based on your decision here, this will give your character an identity within the kingdom, giving them certain benefits and accessibility points not usually available to other roles. Complex? Sorta, but I think it's pretty cool to try out!

    Quirk: Another small twist I wanna add. Come up with a small yet permanent perk to add to your character. Ex: Tough ~ [+2 HP] / Brawler ~ [+2 DMG] / Bookworm ~ [+3 MP]
    Don’t be ridiculous with your quirk though. I will also decide if I approve of it or not.
    Quirks can level up alongside the character. They are rare though.
    (Thread Ex: Brawler [+2 DMG] -> Fighter [+3 DMG])

    Items: Whether this is a weapon like a sword/a spellbook or something key to your characters like a piece of jewelry or family heirloom, you can include this if it’s relevant. I’ll decide if anything needs adjusting and will work things out with you via reply/conversation.

    Backstory (Optional): Wanna write your character a backstory? Awesome!! That'll be included within the rp and could also help shape the outcome of events in the future.

    Stats will work in this manner:

    HP: Your health. Duh! Ex: [13/43 HP]

    Mana: Your remaining potential to cast spells. Ex: [12/20 MP]

    Weapon: Your equipped weapon & damage it does. Ex: [Worn] Dagger ~ [1-3 DMG]

    Artifacts: Any specific artifacts that enhance your character’s stats. These will be accounted for in the Character Slots spoiler tab. Your character may carry up to 5 artifacts on them. Other newly found artifacts can either be stored somewhere, sold to merchants and artificers, or traded amongst the players.
    Ex: Ruby Ring ~ +2 HP / Pristine Circlet ~ +3 MP, +1MP Regen/Turn

    Items: Items that are relevant to the character's storyline.
    Ex: Sir Vyeno’s Invitation ~ A letter allowing Nyomi and Desro to attend Sir Vyeno’s feast. Dress Code: Regal.

    Currency: How much money you got! Ex: 1 Gold - 3 Silver
    (Current Exchange: 10 Silver <-> 1 Gold)

    Each player will start with a base [10/10 HP] - [8/8 Mana (if applicable)] - 5 Gold & their given Items.

    1. Your starting location in the kingdom you choose will be based on your occupation. From there, it’s going to be a storyline tailored to your character and whatever’s going on in Tysra. There’s an open-world element involved, but don’t break its limits. I’ll give prompts as to when you may begin interacting with other kingdoms, whether it be given quests or specific circumstances regarding story.

    2. You must follow your specific character’s storyline. You can’t decide to intrude on another player’s specific story if they happen to be in the same kingdom as you. I’ll mention whenever you can cross paths with someone or if you’ll have to work together for a while.

    3. If you, unfortunately, make it to [0/X HP], your character won’t be insta-killed. I personally don’t like killing off characters if the RNG acts up inconveniently, so more likely than not, you’ll find your way back to an Inn or Tavern or something fun like that. However, you may lose artifacts, currency, or items. (depending on how evil I am, which I mean, we'll find out!)

    4. Be careful about how you carry yourself in Tysra. It could lead to drama and problems in the future depending on how the story goes. Or not. Who knows!

    5. Non-magical characters CAN NOT use a magic weapon they stumble across during their journey. That doesn’t mean you have to get rid of it though. You have something potentially valuable to someone else. On that note, non-magical characters CAN use specific magic items upon my granted permission. These items may serve a trivial and non-combat purpose, such as Bag of Air ~ Opening this bag will send out a gust of air in the opened direction! Can not be used in Combat. 1x Use.

    6. I want to be an active storyteller/replier so we can get stories going and make the rp fun and exciting! However, sometimes stuff happens and with that being said, I’ll do my best to reply to your actions as soon as possible! I’m truly excited to manage this forum game!

    Name: Frozlar
    Age: 13
    Gender: Male
    Race: Half-bot (Half-human half robot)
    Appearance: left half is wired metal (picture a robot), right half is normal human, has black hair and small glasses, wears a green polo-thing and black jeans and worn-out sneakers
    Kingdom Choice: Kelas
    Occupation/Role: teenage nerd who likes robots :D if the robot theme is, again, not compliant with character rules, then... uh... teenage nerd who has a queer interest for new technologies
    Quirk: Mechanic ~ [+1 DMG & HP]

    Items:

    Robotic Arm ~ [2-3 DMG]
    Wrench ~ [2-4 DMG]
    Solar Powered Battery Saver


    Backstory: Frozlar is one of the outcasts of society, and no one, except his parents (mother a robot, father a merchant), would recognize his talent. He is often labeled as a "nerd." Frozlar has no friends, yet, but tries to make some by showing other children his small inventions. Nobody is interested in his work. He is most proud of his solar-powered battery saver, despite all the negative peer pressure.

    He prefers to study with science, rather than magic.
    Name: Kollin Gregoria
    Age: 27
    Gender: Male
    Race: Human
    Appearance: average hight human with a thin muscular build(more for climbing and speed than any heavy lifting). Green eyes, black hair in a man-bun. When at the tavern he wears a regular uniform, when working with the guild wears simple light armor and a cloak
    Magic: Alchemy
    Kingdom Choice: Seston
    Occupation/Role: Waiter and thief/assassin
    Quirk: Cunning ~ [+2 MP]

    Items:
    Two daggers, both with a small ring on the bottom ~ [2-3 DMG] Per Dagger
    Lockpicking tool kit
    Spool of spider silk


    Backstory: Kollin was abandoned at the age of 8, never really knowing his parents, in the streets of Seston. At this age, life was hard as he had no home, no money, and no food. He soon learned how to steal to survive. At first, he got noticed and beaten by the people he was robbing, but as time passed he learned to do it unnoticed. That is until he tried to rob a man by the name of Jonathan Gregoria. He was the first man to notice getting robbed in years and also the first to not beat him up for it, but just laughed it off and said to have better luck next time. Kollin became motivated and saw it as a challenge, trying to steal from him whenever he got the chance. After dozens of tries, he still couldn't do it and they developed a sort of weird relationship. After a few more tries Jonathan offered to teach him how to do it better. Kollin unhappily accepted and trained under Jonathan and he learned a lot from him. How to pick locks, stay unnoticed and steal like a pro. After this sort of relationship Jonathan decided to take Kollin in as his unofficial son and told him he's a member of the thieves guild and not one of the lesser members, but one of the more or less respected members of the guild and offered Kollin a chance to join the guild. Kollin accepted on the condition that Jonathan would still train him. And Jonathan agreed and trained him in more than just theft. Kollin learned how to fight with a blade and also the art of alchemy, while also doing some work with the thieves guild. By this point, Kollin was old enough to go into taverns without anyone looking to kick him out just at the sight of him. While he was at the local tavern he noticed some people playing his new favorite pastime, the knife game. He sat down next to the people with his own knife and asked if he could join in, they agreed as long as he was willing to put up some coin on the game. With all the training from Jonathan, Kollin could easily beat them having trained with a blade and theft. Soon after he became a bit of a celebrity in the midst of the players of the knife game. They were willing to play him and put a bet on the line without much of a fuss. Because of his popularity from the knife game players he landed a job as a waiter in a fairly decent tavern as well as a spool of spider silk, of course, he also got other things, but those he paid to the guild as a part of his earnings. At this point, he is still working in the tavern while also doing the occasional contract from the guild as his challengers grew thinner and thinner.
    Name: Tae Dahran
    Age: 25
    Gender: Female
    Race: Human
    Appearance: Short black hair, mahogany skin, black eyes. Tattoos on both arms, from shoulders until mid forearms, with a few runes for concentration that can be activated once a day. Well built body. 1,70 meters tall (5ft 7). Wears typical trousers, boots, a large blue poncho and a normal shirt over a tank top.
    Kingdom Choice: Kelas.
    Occupation/Role: Student of Runic and Earth magic in Kelas, forges accessories in the forgeries and practices runes in her free time.
    Quirk: The time spent forging metal and practicing runes has given her a tough body. Tough ~ [+2 HP]

    Items:
    Metal bat with runes carved into it to make it lighter ~ [4-5 DMG]
    A pair of steel knuckles. ~ [2-4 DMG]
    A compass with some etchings, not necessarily magical.
    A simple silver ring.


    Backstory: As her family settled down in the vicinity of Kelas a few generations ago, Tae has always been used to the buildings and landscape around the Kingdom. As a child, Tae always had a hobby in exploring her backyard for 'treasure', and as time went on, this hobby developed into searching for scraps nearby the Runic section of the local academy. Engrossed into the idea of one day being able to achieve creating what she rummaged through in her youth, Tae sought to study and enter the institution, which she eventually did. Now, with access to the forgeries and material to create her numerous ideas, she seeks to help Kelas in its never-ending journey for innovation.
    Name: Silva
    Age: 56 (?)
    Gender: Male
    Race: Human (?)
    Appearance (Optional): Slightly taller and bigger than average, a bit imposing in size. Almost always wears a cloak and hood made with animal skins. Grey hair, complete with mustache and goatee.
    Kingdom Choice: Ozvio
    Occupation/Role: Wise Man of the Forest
    Quirk: "Wise" ~ [+2 MP]

    Items:
    Wooden Staff ~ [2-3 DMG]
    Runic Spellbook
    Witchcraft Spellbook


    Backstory (Optional): One day, Silva woke up in the forest. In front of him was a large pile of papers burning. Behind him was a wooden shack. He found the door unlocked. Upon entering, he found a bed, cupboard, some tools, and a table and chair. On the table were two books: A runic spellbook and a witchcraft spellbook. He had no memory of anything else prior to this, not even his name, or if he's actually human. And so he began to call himself Silva, and for the past few decades has been living in the forest, occasionally talking to passersby and practicing magic. For some reason, people have begun to call him the "Wise Man of the Forest", and lately the amount of "accidental" passersby have increased.

    Name: Ky (Kylian) - no last name
    Age: 16
    Gender: Male
    Race: Human

    Appearance (Optional): Short brown hair and black eyes. Despite his lanky build, the muscles below his tanned skin hold great strength. He wears loose cloth clothes (mainly grays and browns) as they're easy to replace and get dirty in.

    Kingdom Choice: Seston

    Occupation/Role: Blacksmith's Apprentice (Fire Magic Circle Novice)

    Quirk: [Epiphany] ~ Higher chance of a crit while crafting & increases its effects.

    Items:
    Heavy Fortified Iron Hammer ~ Crafting
    Travelling Bag ~ Contents: Metal Scraps/Ingots & Fire Stone
    Subpar Sword ~ [2-3 DMG]
    Decent Sword ~ [3-5 DMG]


    Backstory (Optional):
    • Father is a knight, the mother is a waitress
    • Mother died during birth and father cast him out for that reason
    • Picked up by a random stranger, passed off to an old man in another town
      • No idea who the stranger is
      • The old man is a famous blacksmith, now his master (teaching him the craft)
    • Named him Ky because "it was the first thing the old man saw when he was thinking of a name."
      • FYI Kylian means war/strife
    • Occasionally the old man (who Ky just calls grandpa/master) will meet with people and usher Ky out of the room
    • Life is relatively peaceful
    • Ky has few friends, and would rather spend time improving his craft instead of interacting with others
    [NOTE] : [12/12 HP] [6/6 MP] adjustment at Tsuneko's request.
    Name: Lux Loquitur
    Age: 24
    Gender: Male
    Race: Human

    Appearance (Optional): Average human height, slightly muscular(?), orange hair, dark gray long sleeves shirt, long brown pants, blacksmith's apron, engineer goggles (since yes), gun holster, and a long black scarf

    Kingdom Choice: Wynvia

    Occupation/Role: Blacksmith w/ Earth Magic

    Quirk: Stone Hard Skin ~ [+2 HP]

    Items:

    Ignis(Greatsword) ~ [3-5 DMG]
    Vulcan(Pistol) ~ [ 1-2 DMG]
    Blacksmith's Hammer
    Ammo Magazines x2

    Frozlar

    Kollin

    • Toughened Gloves ~ [+1 DMG]
    • Lady Paris' Letter [Story] ~ A letter from Lady Paris directed to Lord Harto. A messenger will apparently arrive at Harto's soon.
    • Potion of Lesser Healing x2 ~ A reliable potion whenever you need it! Heals [3 HP]
    • Potion of Night-vision ~ A potion that heightens the user's vision in the dark! Lasts for 1 Hour.
    Tae

    Silva

    Lux

    • Kettle Helmet ~ [+4 HP]
    Kylian
    • Small Metal Scraps x3 ~ Small scraps that are pretty useful for just about anything to do with forging.

    7/10: More clarification was given regarding Alchemy & Witchcraft. Potion info. updated. Implemented the "Critical Hit" concept. Fixed spelling issues. Updated starting Mana from 10 -> 8. Updated Quirk info regarding level-ups. More concept tweaking. Added Runic Magic (Runes and all that cool jazz.) Included "Appearances" portion in Application. Character pool update. Magic Circle Update Part 5 (ahh lmao)

    7/11: Tweaked several descriptions & fixed a few more hidden spelling issues (hopefully that's the last of them). Player notice update. Updated a few character pool stuff.

    7/15: Updated character pool.

    7/24: Updated characters via artifacts, inventory regarding story/purchased items. Separate Spoiler titled "Artifacts / Story Inventory " assists the organization of artifacts and key items. Present player Stats will be shown during combat instances. Players should keep track of their character's HP/MP on their own whenever out of combat. Small tweaks to combat descriptions. Lots of organization work via Edits Spoiler, hooray!
    That should be it! …..Right? Yeah, I think so. Thanks for reading my super elaborate and complex introduction, I genuinely appreciate it! I hope to see your application soon! ~Katoshii
     
    Last edited: Aug 18, 2019
    Aquila, Rawb, Tsukiji and 2 others like this.
  2. Tsurumi

    Tsurumi Tired Abyssal

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    Imma join later also
    Finally some good fricking food
     
    Tisaun likes this.
  3. BlueSlimerino

    BlueSlimerino Well-Known Adventurer HERO

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    Minecraft:
    Can you save me a spot?
    Also how does the magic of alchemy and witchcraft work? I understand what alchemy is, but can you use it only out of combat to brew potions or also use it in combat without any potions crafted before hand? And i don't understand what would even count under witchcraft
     
  4. Tsukiji

    Tsukiji Basking in nostalgia

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    Also save me a spot please. :p
     
  5. andydreww

    andydreww Tea Fanatic | Complex Persona Specialist HERO

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    Serving good content and food, Spot Reserved!

    Spot Reserved! I'm glad you asked! The way this magic system works with regards to Alchemy & Witchcraft works kinda similarly with "Elemental" magic circles, but with a few distinct differences. You're right that with Alchemy, you'll mainly be focused on brewery aspects, potions, elixirs, etc., but there are summoning and crafting aspects correlating to it. You can use Alchemy abilities and/or potions in & out of Combat.

    Ex (In Combat - Adept): "I take out my wand and swirl it in the air, summoning a Potion of Night Vision and drinking it. I then rush over to a nearby crate and crouch down behind it, attempting to remain hidden from the nearby patrolling guard." *Potion of Night Vision ~ Allows the user to clear vision in the dark for 1 Hour. The effect is negated when 1 Hour passes or another Potion is consumed.* (You down the potion and feel your vision heighten to extraordinary heights. Holding your breath, the guard sweeps past you without noticing you. [-6 MP])

    Ex (Out Combat - Novice): "I make my way to the cauldron in the middle of the room, taking out my spellbook and muttering an incantation. Several herbs appear in the air and fall into the cauldron, turning the mixture from a light blue to dark green." (The cauldron bubbles slightly from the addition of the herbs, the Potion of Slowness seeming to be finished. [-3 MP])

    The distinction with Witchcraft though is that this magic circle relies on ideas regarding Necromancy & Sorcery. Covens and Cults are primarily where you can find Witchcraft users is Tysra. Like with Alchemy, there are in & out of Combat purposes.
    Ex (In Combat - Novice): "I cast my hands out and send out two bolts of Dark Magic at the Half-Elf archer, my Dark Skull enhancing the damage of the second bolt." *Dark Skull [Witchcraft Artifact] ~ Can add (1-3) DMG on an attack. Can only be used 1x per Combat Instance. (Your first bolt collides against the archer, but the second bolt strays slightly off course, slamming into a nearby tree. The bark explodes from the tree, leaving a bruised purple stain on the wood. (H.E. Archer: -3 HP))

    Ex (Out Combat - Mastery): "I approach the Raven Coven and summon several skulls radiating with Dark energy, hoping to gain their acknowledgment." *Intimidation = Pass The witches glance at one another, somewhat impressed by the newcomer. They relax and presumably the leader, dressed in flowing dark and purple robes, extends her arms in welcome.

    If you have any other questions or comments about how other Magic Circles work or just Magic Circle stuff in general, lemme know. Quick Edit: I mention this in the Magic Spoiler, but drinking a Potion won't cost an Action. From that past example, you drank the potion, Moved behind the crate, and used your Action by attempting to remain silent/stealth mode the approaching guard.
    Spot Reserved!
     
    Last edited: Jul 10, 2019
  6. Tsurumi

    Tsurumi Tired Abyssal

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    Also I'm probs going with Air since I can suffocate someone by making them commit air not reach lungs
    ________________________________
    Actually wait

    Can fire magic create explosions?
     
  7. andydreww

    andydreww Tea Fanatic | Complex Persona Specialist HERO

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    You can use Fire Magic to cause combustions and/or explosions if your action makes logical sense & you have the available Mana to do so. If you want to create an actual explosion with just Fire Magic, you can do so, but it will cost more Mana since you're putting more power and effort into creating the said explosion.
    (Good - Explosion Assisted By Fire - Novice): "I summon a fireball in my hands and send it flying towards a stray piece of dynamite near a piece of scaffholding!" Passes: ~ (The fireball lands directly on the dynamite, a fierce explosion rocking the ground underneath you. The ground rocks so much that rocks begin to fall above you. You barely manage to dodge them, but a couple of them land on a goblin!. [-2 MP] [Goblin A: -2 HP]
    (Good - ONLY Fire - Adept): "I raise my hand and shoot a beam of fire against the partially magic resisting wooden door." Passes: ~ (The concentrated beam crashes against the door, slowly burning into the door. Eventually, you push with all your strength and rip it completely off its hinges!! The door disintegrates into ash and you could feel Dark power pouring out of the abandoned manor.) [-8 MP]
    Hope this helped clarify!
     
  8. BlueSlimerino

    BlueSlimerino Well-Known Adventurer HERO

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    But alchemy isn't just limited to potions right? could i make poisons or bombs or if I'm a master turn lead to gold?
    so this would also fit stuff like shadow magic?
    I also have a question about the quirks, I assume we are only limited to 1 and iwant to know if they can only increse stats or add small effects like acrobatics or charisma
     
  9. HerbCookie

    HerbCookie Dont tag me CHAMPION

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    So is it legal to leeroy jenkins?
     
  10. Tisaun

    Tisaun Lad HERO

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    Pleaaaaaseeeee hold my spot, just saw this, going to read the thread, but I already love this.
     
  11. Tsurumi

    Tsurumi Tired Abyssal

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    Is it possible to build a nuclear bomb in this game?

    also if not then Im probs going to be a
    Gunslinger. Engineer, or Pyromaniac
     
  12. andydreww

    andydreww Tea Fanatic | Complex Persona Specialist HERO

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    Correct. Attaining Adept / Master can allow you to start devloping poisons/toxins or explodable potion bombs.

    Yes, like Shadow Magic.

    I'll be updating the Quirks section since I must've been so sleep deprived that I forgot to add more into it. Oops. Every player only has 1 Quirk. As stated in the Quirks section, it's a permanent effect on your character. They can grow over time. *Several level ups later; Brawler -> Fighter [+3 DMG]* Logically, when you level up, you would sometimes find this Quirk to level up too. Quirk level ups are rarer than Stat level ups though.

    If done correctly, yes, you can leeroy jenkins.

    Spot Reserved!

    Sadly, nuclear energy isn't involved in this rp. Although gunslinger techy stuff exists! With limitations, of course. I can approve Gunslinger/Engineer if written acceptably.
     
  13. Tsurumi

    Tsurumi Tired Abyssal

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    Minecraft:
    Air based gun slinger with exhilarating reload time or steam punk engineer who builds golems and other stuff
     
  14. andydreww

    andydreww Tea Fanatic | Complex Persona Specialist HERO

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    That's up to youuuuuu I don't mind either lmao, as long as you aren't overstepping limits in the game.
     
  15. Tisaun

    Tisaun Lad HERO

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    A question, is runic magic a thing in Tysra?
     
  16. Tsurumi

    Tsurumi Tired Abyssal

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    Minecraft:
    Whats the limits of air? like can you


    create a tornado, make a strong enough wind to pin an opponent down, decapitate them with an air blade, send them to another continent with wind, extinguish fire, create an air wall, and remove air in a certain location like tha tguy in one piece
     
  17. andydreww

    andydreww Tea Fanatic | Complex Persona Specialist HERO

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    Oh. That's cool. I'm adding that, yes.

    You cannot make tornados or large natural disasters, decapitate players with air, extinguish fires, send players to different continents, or remove air permanently from a specific area.
    You can create large gusts of wind & pin an enemy down, though most likely that would fall under Earth magic with ground ensnaring and all that. You can move players with Air; the more Mana you use to move them, the farther they can go, but nothing too astronomical like continent traveling. You can create air walls to block attacks.
     
  18. BlueSlimerino

    BlueSlimerino Well-Known Adventurer HERO

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    so they can only add to the stats?
     
  19. Tsurumi

    Tsurumi Tired Abyssal

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    Now earth

    Can you throw a boulder at someone, create an earth golem, create objects (like tools, weapons, armor, and structures), turn the ground under someone into quicksand, sense ores underground, and create a magnitude 4 earthquakes in a small radius around you?
     
  20. andydreww

    andydreww Tea Fanatic | Complex Persona Specialist HERO

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    Correct. They’re only permanent stat boosts.

    You cannot create weapons, tools, or armor, cause serious magnitude earthquakes, or throw excessively large boulders.
    You can throw sizeable rocks and eventually develop strength for larger sizes, create earth golems that will have a set HP attached to them, create quicksand (Adept), sense minerals (Master), and create magnitude earthquakes large enough to potentially knock someone down prone.
     
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