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<p>[QUOTE="Arnox, post: 15105, member: 1"]</p><p style="text-align: center">[ATTACH type="full"]283[/ATTACH]</p><p></p><p><a href="https://i.ibb.co/r7fXdWj/kara.png">Kara</a> now rules once more.</p><p></p><p>Despite the efforts of powerful individuals and even Kraos herself, Kara has been unleased once more upon the state of Aria, and the sole record of the one known way to stop her was, ultimately through the betrayal of the one they call Aizen, destroyed. Months passed and the once unruly cities and tribal nations of Aria inevitably fell into line as they were made to once more remember the sheer power of the old demi-goddesses. And it wasn't just the cities and tribals nations. All the dark and destructive beings who had, before, been eying the once anarchic state of Aria as a snack up for grabs were forcibly pushed all the way back again across the borders of the state into the outlands beyond, and those foolish enough to press their luck against the ancient commander, human or beast, had their blood watering the ground of Aria.</p><p></p><p>But... Not all was perfect for Kara, for there still stood one who seemed to rival her in power. The one who had managed to slay the demi-goddess Kraos years ago and inherited her wealth of knowledge. The one who had initiated this entire new chain of events. <a href="https://i.ibb.co/2qQ36LX/carmin.jpg">Carmin</a>. Kara may have been opposed to Kraos as well, but this fact didn't matter to Carmin who was not actually a citizen of Aria, but instead, a bordering nation to the east called Eradon. The people of the east rallied around Carmin as one who would protect them from Kara's possible new military advances across the borders. But Carmin had more than just defense on his mind. After having been used as a mere toy by Kraos, Carmin certainly did not trust Kraos' sister, Kara, either and, as soon as Carmin learned of Kara, began to initiate hostile takeovers of cities across the border from Eradon in a pre-emptive strike.</p><p></p><p>With all of Aria reordered and made to obey Kara once more, the only question that remained now was which nation would be victorious against each other? The ancient power of Aria or the new power of Eradon? Or perhaps a solution of peace could be reached between these two nations. Only time will tell us the answer now.</p><p></p><p style="text-align: center"><span style="font-size: 26px"><span style="color: rgb(147, 101, 184)">Your Destructive Vengeance</span></span></p><p></p><p>-</p><p></p><p>For this game, each player will make a post below with their chosen character. They may pick any one of their old characters (that hasn't died yet) or create a new one and write a new but short backstory for them. Everyone will start with 30 HP. During combat, if you reach 0 HP, you are now Downed. You can't do anything except lay on the ground and speak. Any other player can bring you back out of the Downed state with 4 HP, but it will take 2 solid turns. On the 3rd turn, your character will be revived. If combat ends and there is no one willing to revive you, your character will die permanently.</p><p></p><p>If creating a new character, pick any 2 passives and any 6 actives from the following list and give a name to the new class. If the character you pick is an old character and only has 4 actives, go ahead and recreate the character class to your liking in the same way. 2 passives and 6 actives.</p><p></p><p>[SPOILER="List of Possible Actives and Passives"]</p><p>Possessed - Passive: Ethereal Intuition</p><p>During the start of their 3rd turn, 6th turn, 9th turn, and so on, the user will receive one large hint from the GM as to how to best get past whatever they are facing. Combat included. The hint will pertain specifically to the user who receives it.</p><p>Possessed - Passive: Levitation</p><p>At any time, you may fly at walking speed in any direction. You can also traverse to two points per turn on the map instead of just one should you so desire. Enemies within a map point you traverse can choose to intercept you if you do this with only a 1/4 chance of missing. Bosses automatically succeed on an intercept. Does not give any evasion bonuses.</p><p></p><p>Possessed - Active: Conjure Fire</p><p>Allows the user to manipulate fire to a limited extent. As a direct attack, it does 4 HP of damage. As a preparation attack, it will do 8 damage for two turns after a turn is spent charging it.</p><p>Possessed - Active: Conjure Ice</p><p>Allows the user to manipulate ice to a limited extent. As a direct attack, it does 4 HP of damage. As a preparation attack, it will do 6 damage for two turns after a turn is spent charging it and will halve the future damage dealt by the targeted player on their next turn.</p><p>Possessed - Active: Conjure Lightning</p><p>Allows the user to manipulate lightning to a limited extent. As a direct attack, it does 4 HP of damage. As a one-time preparation attack, it will do 6 damage for two turns after a turn is spent charging it and will disable a target's passive abilities on hit for their turn.</p><p>Possessed - Active: Mimic</p><p>If the user was hit by an attack on the opponent's turn, the user may use that exact same attack for the exact same effects and damage.</p><p>Possessed - Active: Shapeshift</p><p>Allows the user to assume any human form and also allows a 2x enhancement to out-of-combat stealth. In combat, the user can cast Shapeshift to become camouflaged as well, enforcing a d2 roll on the enemy's turn to see the user in order to attack them, although this won't work on most bosses. Shapeshift can be cancelled at any time without using up a turn, but after 2 d2 rolls have been made to see the user, the spell must be recast.</p><p>Possessed - Active: Telekinesis</p><p>Allows the user to use Telekinesis to forcibly blast any nearby opponents out of the way in the direction of the user's choosing. The targets are stunned for two turns after and have their passives disabled for those 2 turns, the user is stunned for 1 turn after. Can only be used 5 times per game. Can be used out of combat at any time without using 1 of the 5 uses.</p><p></p><p>Ritualist - Passive: Regeneration</p><p>During the start of every turn, the user will heal a little damage to gain back 2 HP. If their HP is 5 or lower, they will gain back 3 HP instead until they are over 5 HP again.</p><p>Ritualist - Passive: Revenant</p><p>Should the user ever perish, they can choose at any time to resurrect themselves with their 30 HP fully restored. This cannot be rendered null with the possessed's Conjure Lightning. Can only be used once per game.</p><p></p><p>Ritualist - Active: Dagger of Light</p><p>Deals 3 damage. Always hits the ritualist's desired target. If the targeted player was blinded last turn, this attack does 5 damage and heals 2 HP.</p><p>Ritualist - Active: Environmental Protection</p><p>The user is protected for the next 3 turns from any and all hazards originating from the environment including falling.</p><p>Ritualist - Active: Blind</p><p>The GM will flip a coin. If heads, the targeted player will be blinded and their next attack will do half damage. If tails, this attack does nothing.</p><p>Ritualist - Active: Sword of the Judge</p><p>Deals 4 damage and heals the user for 1 HP if the target's health is greater than the user's. Otherwise does nothing.</p><p>Ritualist - Active: Steel Will</p><p>The user becomes completely immune to actives for the next two turns and negative passives don't affect them during that time either. Can only be used 3 times per life.</p><p>Ritualist - Active: Repair</p><p>The user regenerates 14 HP, although they cannot act for this turn or next turn. Their Regeneration passive will also temporarily stop working for those 2 turns.</p><p></p><p>Hunter - Passive: Berserk</p><p>If the user falls to 5 HP or lower, their damage is automatically doubled for the rest of combat. The user's summoned wolf, if any, will also be enraged and enter Berserk as well. The wolf does not enter Berserk at all until the user does.</p><p>Hunter - Passive: Even the Odds</p><p>If the user is targeted with two or more attacks in a single turn, the user can execute two actives at once on their next turn instead of just one.</p><p></p><p>Hunter - Active: Heavy Slice</p><p>On a successful d2 roll, this attack does 8 damage. Otherwise, it does 4.</p><p>Hunter - Active: Dark Arrow</p><p>On a successful d2 roll, the user shoots an arrow that hits the target and does 2 damage for the current turn plus 4 extra poison damage for the turn after the next. Although the poison does not stack, the 4 damage every other turn is continuous until combat ends.</p><p>Hunter - Active: Melee</p><p>Hits the target for 5 damage.</p><p>Hunter - Active: Blood Magic</p><p>If the user's HP is 26 or above, they may wound themselves down to 10 HP and enter Berserk early. The blood magic also likewise doubles any poison damage done to enemies while the user is in this state.</p><p>Hunter - Active: Summon Wolf</p><p>The user summons a pet wolf on their turn with 10 HP that can either attack for 4 damage (50% chance to miss) or stun a target for a single turn (also 50% chance to miss). The wolf can be summoned and unsummoned as much as desired, but if it dies in combat, it can't be used again for the rest of the game.</p><p>Hunter - Active: Counterattack</p><p>The user ceases acting as they wait as long as the player desires for any attack. Once an attack is delivered against them, the attack has a 50% chance to be blocked completely and the attacker suffering 5 damage for their troubles. The waiting can be canceled at any time as a free action.</p><p>[/SPOILER]</p><p></p><p>-</p><p></p><p>During a turn, assuming you're not engaged in active combat already, you can choose to attack anyone. If there is a boss, then they go first before any other player. If you choose to attack someone or something first, the usual attack order will still be followed, although combat will begin with your character going first. After combat ends, and you are not Downed or have been Downed but were revived by a player, you will be healed for the full 30 HP. The players may begin moving again or submit an answer to solve any obstacles they may encounter.</p><p></p><p>-</p><p></p><p>Once all players submit a character, a new thread will be created, and the first turn will start and you will be given a full map of the area. Also keep in mind, who picks what character will dynamically decide major factors for this game... Choose wisely.</p><p>[/QUOTE]</p>
[QUOTE="Arnox, post: 15105, member: 1"] [CENTER][ATTACH type="full"]283[/ATTACH][/CENTER] [URL='https://i.ibb.co/r7fXdWj/kara.png']Kara[/URL] now rules once more. Despite the efforts of powerful individuals and even Kraos herself, Kara has been unleased once more upon the state of Aria, and the sole record of the one known way to stop her was, ultimately through the betrayal of the one they call Aizen, destroyed. Months passed and the once unruly cities and tribal nations of Aria inevitably fell into line as they were made to once more remember the sheer power of the old demi-goddesses. And it wasn't just the cities and tribals nations. All the dark and destructive beings who had, before, been eying the once anarchic state of Aria as a snack up for grabs were forcibly pushed all the way back again across the borders of the state into the outlands beyond, and those foolish enough to press their luck against the ancient commander, human or beast, had their blood watering the ground of Aria. But... Not all was perfect for Kara, for there still stood one who seemed to rival her in power. The one who had managed to slay the demi-goddess Kraos years ago and inherited her wealth of knowledge. The one who had initiated this entire new chain of events. [URL='https://i.ibb.co/2qQ36LX/carmin.jpg']Carmin[/URL]. Kara may have been opposed to Kraos as well, but this fact didn't matter to Carmin who was not actually a citizen of Aria, but instead, a bordering nation to the east called Eradon. The people of the east rallied around Carmin as one who would protect them from Kara's possible new military advances across the borders. But Carmin had more than just defense on his mind. After having been used as a mere toy by Kraos, Carmin certainly did not trust Kraos' sister, Kara, either and, as soon as Carmin learned of Kara, began to initiate hostile takeovers of cities across the border from Eradon in a pre-emptive strike. With all of Aria reordered and made to obey Kara once more, the only question that remained now was which nation would be victorious against each other? The ancient power of Aria or the new power of Eradon? Or perhaps a solution of peace could be reached between these two nations. Only time will tell us the answer now. [CENTER][SIZE=26px][COLOR=rgb(147, 101, 184)]Your Destructive Vengeance[/COLOR][/SIZE][/CENTER] - For this game, each player will make a post below with their chosen character. They may pick any one of their old characters (that hasn't died yet) or create a new one and write a new but short backstory for them. Everyone will start with 30 HP. During combat, if you reach 0 HP, you are now Downed. You can't do anything except lay on the ground and speak. Any other player can bring you back out of the Downed state with 4 HP, but it will take 2 solid turns. On the 3rd turn, your character will be revived. If combat ends and there is no one willing to revive you, your character will die permanently. If creating a new character, pick any 2 passives and any 6 actives from the following list and give a name to the new class. If the character you pick is an old character and only has 4 actives, go ahead and recreate the character class to your liking in the same way. 2 passives and 6 actives. [SPOILER="List of Possible Actives and Passives"] Possessed - Passive: Ethereal Intuition During the start of their 3rd turn, 6th turn, 9th turn, and so on, the user will receive one large hint from the GM as to how to best get past whatever they are facing. Combat included. The hint will pertain specifically to the user who receives it. Possessed - Passive: Levitation At any time, you may fly at walking speed in any direction. You can also traverse to two points per turn on the map instead of just one should you so desire. Enemies within a map point you traverse can choose to intercept you if you do this with only a 1/4 chance of missing. Bosses automatically succeed on an intercept. Does not give any evasion bonuses. Possessed - Active: Conjure Fire Allows the user to manipulate fire to a limited extent. As a direct attack, it does 4 HP of damage. As a preparation attack, it will do 8 damage for two turns after a turn is spent charging it. Possessed - Active: Conjure Ice Allows the user to manipulate ice to a limited extent. As a direct attack, it does 4 HP of damage. As a preparation attack, it will do 6 damage for two turns after a turn is spent charging it and will halve the future damage dealt by the targeted player on their next turn. Possessed - Active: Conjure Lightning Allows the user to manipulate lightning to a limited extent. As a direct attack, it does 4 HP of damage. As a one-time preparation attack, it will do 6 damage for two turns after a turn is spent charging it and will disable a target's passive abilities on hit for their turn. Possessed - Active: Mimic If the user was hit by an attack on the opponent's turn, the user may use that exact same attack for the exact same effects and damage. Possessed - Active: Shapeshift Allows the user to assume any human form and also allows a 2x enhancement to out-of-combat stealth. In combat, the user can cast Shapeshift to become camouflaged as well, enforcing a d2 roll on the enemy's turn to see the user in order to attack them, although this won't work on most bosses. Shapeshift can be cancelled at any time without using up a turn, but after 2 d2 rolls have been made to see the user, the spell must be recast. Possessed - Active: Telekinesis Allows the user to use Telekinesis to forcibly blast any nearby opponents out of the way in the direction of the user's choosing. The targets are stunned for two turns after and have their passives disabled for those 2 turns, the user is stunned for 1 turn after. Can only be used 5 times per game. Can be used out of combat at any time without using 1 of the 5 uses. Ritualist - Passive: Regeneration During the start of every turn, the user will heal a little damage to gain back 2 HP. If their HP is 5 or lower, they will gain back 3 HP instead until they are over 5 HP again. Ritualist - Passive: Revenant Should the user ever perish, they can choose at any time to resurrect themselves with their 30 HP fully restored. This cannot be rendered null with the possessed's Conjure Lightning. Can only be used once per game. Ritualist - Active: Dagger of Light Deals 3 damage. Always hits the ritualist's desired target. If the targeted player was blinded last turn, this attack does 5 damage and heals 2 HP. Ritualist - Active: Environmental Protection The user is protected for the next 3 turns from any and all hazards originating from the environment including falling. Ritualist - Active: Blind The GM will flip a coin. If heads, the targeted player will be blinded and their next attack will do half damage. If tails, this attack does nothing. Ritualist - Active: Sword of the Judge Deals 4 damage and heals the user for 1 HP if the target's health is greater than the user's. Otherwise does nothing. Ritualist - Active: Steel Will The user becomes completely immune to actives for the next two turns and negative passives don't affect them during that time either. Can only be used 3 times per life. Ritualist - Active: Repair The user regenerates 14 HP, although they cannot act for this turn or next turn. Their Regeneration passive will also temporarily stop working for those 2 turns. Hunter - Passive: Berserk If the user falls to 5 HP or lower, their damage is automatically doubled for the rest of combat. The user's summoned wolf, if any, will also be enraged and enter Berserk as well. The wolf does not enter Berserk at all until the user does. Hunter - Passive: Even the Odds If the user is targeted with two or more attacks in a single turn, the user can execute two actives at once on their next turn instead of just one. Hunter - Active: Heavy Slice On a successful d2 roll, this attack does 8 damage. Otherwise, it does 4. Hunter - Active: Dark Arrow On a successful d2 roll, the user shoots an arrow that hits the target and does 2 damage for the current turn plus 4 extra poison damage for the turn after the next. Although the poison does not stack, the 4 damage every other turn is continuous until combat ends. Hunter - Active: Melee Hits the target for 5 damage. Hunter - Active: Blood Magic If the user's HP is 26 or above, they may wound themselves down to 10 HP and enter Berserk early. The blood magic also likewise doubles any poison damage done to enemies while the user is in this state. Hunter - Active: Summon Wolf The user summons a pet wolf on their turn with 10 HP that can either attack for 4 damage (50% chance to miss) or stun a target for a single turn (also 50% chance to miss). The wolf can be summoned and unsummoned as much as desired, but if it dies in combat, it can't be used again for the rest of the game. Hunter - Active: Counterattack The user ceases acting as they wait as long as the player desires for any attack. Once an attack is delivered against them, the attack has a 50% chance to be blocked completely and the attacker suffering 5 damage for their troubles. The waiting can be canceled at any time as a free action. [/SPOILER] - During a turn, assuming you're not engaged in active combat already, you can choose to attack anyone. If there is a boss, then they go first before any other player. If you choose to attack someone or something first, the usual attack order will still be followed, although combat will begin with your character going first. After combat ends, and you are not Downed or have been Downed but were revived by a player, you will be healed for the full 30 HP. The players may begin moving again or submit an answer to solve any obstacles they may encounter. - Once all players submit a character, a new thread will be created, and the first turn will start and you will be given a full map of the area. Also keep in mind, who picks what character will dynamically decide major factors for this game... Choose wisely. [/QUOTE]
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