Author Topic: RETRIBUTION OF MAN: The Dark Ages [Posted in the correct area...]  (Read 1137 times)

RETRIBUTION OF MAN

The Dark Ages

Background

Panic, pestilence, famine, drought, disease, mutiny, and death. These are the words that describe the continent of Etheria in its current state. The city-states of this once thriving area had been struck with a dark and mischievous curse. People look the the skies and blame the gods, others just point fingers at others. Bandits seeing the panic and fear of the peasants within the towns, begin their reign of terror on the helpless cities. Capturing, raping, and pillaging, these bandits became kings of their own respect, and threatened the actual kings with a presence right at their footsteps. If it weren't for the valor and willpower of the Order of the Tempest, these bandits would have total control. Although victorious, they couldn't defend outside their bounds. A stalemate formed between the two, and the people became desperate and anxious for the Dark Ages to come to an end. Prophets spoke of a new savior, a messiah that would rise the great people of all the nations to glory. This savior would be born of peasant blood and the heart of a Tempest Knight. The people had hope and their hearts burned for revenge against the scourge that had caused them pain and repression. You are born in the hamlet of Rundur's Mill, in the weakened nation of Manadria. The nation is currently under unrest and civil war and the people have been split into several factions. Some of the most prominent factions would be the Crimson Myrmidons (an aggressive anti-union militant group), the Missionaries of Manadria (a religious group that is anti-union, but believes the Myrmidons went about the wrong way in their protest against the union), and the Union of Manadria. The village you live in is currently neutral and vows to keep neutrality till the end of civil war. Criminals and bandits tend to take a blind eye to this hamlet, but the peasants still worry about possible attacks.

Chapter 1: The Messiah Comes Forth into the World

It's is morning, your mother Maria has been in labor and is awaiting the birth of you, the child of her dreams. As you come out into the world, your father comes to pick you up. He says in anticipation, "There's our little baby, healthy as could be. Let's see... are you a boy or a girl?"

<CHOOSE: Boy or Girl>


(Not enough votes, rolling for choice. 1 = male, 2 = female, 3 = herm, 4 = gender-less)

(Result: 1d4 = 1)

(Male give +2 to STR and END)

"It's a... boy! I handsome young man, I might add. What shall we call him?"

<INPUT: Name>


Gaylord
It's a real name


Panic, pestilence, famine, drought, disease,-
Pestilence and disease are the same thing.

(Introduction is oddly similar to FO3)

Name: Walter/Winston
« Last Edit: June 16, 2014, 02:13:58 PM by Doom Mantis »

"Winston, I like the chime of that."

(Choice: Winston)

"I hope you're blessed with a good destiny, my son... we need someone who is truly pure of heart to save us."

<CHOOSE: Destiny>

[Destinies: Destinies are like your class, what you'll become later along your life. Destinies available consist of:

Leader of Men (Knight): Knights are powerful, loyal warriors, that serve the king in the Order of the Tempest. Their stats consist of  END and STR, whilst also balancing a tidbit of healing magics. Stat increases: +5 END +3 STR +1 DEV (devotion) Starting Skills: Judgement (spell) and Apprentice Healing Hands (spell)

Champion of Manadria (Warrior): Warriors are like the name says, awesome at combat, powerful combat abilities, everything you could want in a bread and butter champ. Their stats consist of STR and CBT. Stat increases: +5 STR +5 CBT (combat techniques) Starting Skills: Brass Tacks (tech) and Rage (skill)

Elder of Manadria (Wizard): Wizards cast spells, mostly ones that do damage. They can mix with healing magics, but they are less effective. Their stats consist of INT and WIS. Stat increases: +5 INT +5 WIS (wisdom) Starting skills: Flare (spell), Gust (spell), Splash (spell), and Frost (spell).

Tempest Missionary (Cleric): Clerics use healing magic and protective magic shields to help their companions. They are devout to the tempest and will always fight evil. Their stats consist of DEV and WIS. Stat increases: +5 DEV +5 WIS Starting skills: Apprentice Healing Hands (spell) and Aura Buckler (spell)

Dusk Wolf (Rogue): Clever, nimble and dastardly, rogues are the sneakiest, but hardest, class to master. There is an extreme focus for pinpointing and locating enemy weak spots as well as getting critical hits. Their stats consist of AGI, PER, and INT. Stat increases: +5 AGI (agility) +3 PER +1 INT Starting skills: Camouflage (spell) and Backstab (skill)

Hunter of Men (Hunter): Hunters are agile archers that focus on ranged attacks. Whilst weak, their dodge abilities should keep them safe from most attacks. They can also plant traps and pinpoint enemies for allies. Their stats consist of AGI, PER, and DEX. Stat increases: +5 PER +3 AGI +1 DEX Starting skills: Headshot (skill) and Dodge (passive skill)

Choose wisely...]

[Break down of stats:

Strength (STR) - Allows for much higher damage with melee weapons, carrying more items, and lifting heavy objects.

Endurance (END) - Allows you to fight for longer and extends your constitution. You can also travel more by foot with a higher endurance.

Combat Technique Skill (CBT) - The higher the level, the much more likely for a successful hit with a combat tech, as well as more damage and possible crits.

Agility (AGI) - Allows for the flexibility and finesse of jumping, sneaking, and dodging. Dodge rates are calculated by this.

Perception (PER) - Critical hits are determined by the amount of perception you have. If an enemy is less perceptive, the better your ability to crit is.

Intelligence (INT) - Spell learn rates and general spell effectiveness is determined by this stat. Decryption and other activities are also based off of this.

Wisdom (WIS) - Offensive spells are affected by this skill, effectiveness, damage, and crits are based off of it, stacking on INT.

Devotion (DEV) - Defensive spells are affected by this skill, effectiveness, damage, and crits are based off of it, stacking on INT.

Dexterity (DEX) - Ranged attacks are affected by this skill, kinda like Wisdom and Devotion. Doesn't stack on INT but does stack off of PER.]

>Not choosing Gaylord
Laaaaame
create own destiny and put every point into agility


Destiny: Dusk Wolf

Sorry, I just had to bump this.