Eternal Darkness RP
Based off of the popular Nintendo game.
In this story, there are four Ancients, God-like beings who seek control of the Earth.
They are:
Chattur'gha, the embodiment of Physical Strength
beats
Ulyaoth, the embodiment of Spiritual Strength
beats
Xel'lototh, the embodiment of Mental Strength
beats Chattur'gha
and Mantorok, the embodiment of chaos, and balance.
beats all, but all three combined beat.
They have essences which tie themselves to the world. These essences are crucial pieces of themselves which they have charged with power.
The Claw of Chattur'gha
The Veil of Ulyaoth
The Sigil of Xel'lototh
The Heart of Mantorok
Each character starts off with three stat bars. Sanity, Health, Magic.
The minimum for Sanity is four.
The minimum for Magic and Health is six.
The maximum for all stats is sixteen.
All stats start at ten before altered by player.
For every point you place in Sanity, you must reduce either your Magic or your Health by one.
Likewise, for every point you place in Health, you must reduce either your Sanity or Magic by one.
Or, for every point you place in Magic, you must reduce either your Sanity or Health by one.
Plot-wise:
The higher your mental strength, the higher your sanity is.
The higher your physical strength, the higher your health is.
The higher your emotional strength, the higher your magic is.
When your Magic meter is empty, you cannot cast spells.
When your Sanity meter is empty, you lose health when
you see a new monster to replace the lack of sanity. You also hallucinate.
When your Health meter is empty, you are dead.
Monsters: Monsters come in four fruity flavors--Those of the Ancients!
All monsters at Mantorok level stats excepting notes in parenthesis
Trappers - Nonfatal, removes player to temporary limbo, the Trapper Dimension, where they can recover one stat bar completely before leaving. No difference between ancients.
Zombies - Three levels.
Level 1 - Removes one (two if Xel'lototh) Sanity on sight; 2 HP
Attack takes one (two if Chattur'gha) Health (one Health and one Mana if Ulyaoth,
one Health and one Sanity if Xel'lototh)
Yields one Sanity on Death
Level 2 - Removes one (two if Xel'lototh) Sanity on sight; 4 HP
Attack takes two (three if Chattur'gha) Health (two Health and one Mana if Ulyaoth)
two Health and one Sanity if Xel'lototh)
Yields one Sanity on Death
Level 3 - Removes two (three if Xel'lototh) Sanity on sight; 6 HP
Attack takes two (three if Chattur'gha) Health (two Health and two Mana if Ulyaoth)
two Health and two Sanity if Xel'lototh)
Yeilds two Sanity on Death
Horrors - One level. (No Mantorok Type) 8 HP
Removes three (four if Xel'lototh) Sanity on sight;
Attack takes three (four if Chattur'gha) Health (three Health and two Mana if Ulyaoth,
three Health and two Sanity if Xel'lototh)
Yields two Sanity on Death
Gatekeepers - One level. (No Mantorok Type) 6 HP
Cannot be damaged unless wings are up.
Removes one sanity every post on sight, until player retreats from room,
or Gatekeeper is killed.
Attack takes one (two if Chattur'gha) Health (one Health and one Mana if Ulyaoth,
one Health and one Sanity if Xel'lototh)
Successful attack summons random level same-alignment Zombie
Yields three Sanity on Death
Guardians - One level. (No Mantorok Type) 8 HP
Casts 5-point Damage Field (Area + 2Pargon + Protect),
Summons random level same-alignment Zombie
(Summon + 2Pargon + Creature),
and 5-point Magical Attack (Project + 2Pargon + Area).
Removes five (six if Xel'lototh) Sanity on sight.
Yields four Sanity on Death.
Spells must be cast in either 3-point (minimum [alignment + two normal runes)), 5-point, 7-point, or the rare 9-point. Every spell is 3-point unless it has the appropriate amount of pargon runes imbued.
Alignment Runes (one and only one in each spell):
Chattur'gha - 2 Magic
Ulyaoth - 1 Magic
Xel'lototh - 1 Magic
Mantorok - 3 Magic
Normal Runes (two minimum):
Bankorok - (Protect) 1.5 Magic
Tier - (Summon) 1.5 Magic
Narokath - (Absorb) .5 Magic
Nethlek - (Dispell) .5 Magic
Antorbok - (Project) 1.5 Magic
Magdormor - (Item) .5 Magic
Regdormor - (Area) 2.5 Magic
Aretak - (Creature) 2.5 Magic
Santak - (Self) 1.5 Magic
Power Rune (two for 5-point, four for 7-point, six for 9-point): Pargon - .5 Magic
Example spell:
Narokath, Santak, (alignment) = 3-point. Basic
3-point plus two pargons = Five point. Intermediate
3-point plus four pargons = Seven point. Advanced
3-point plus six pargons = Nine-point, and plot worthy only.
The RP will take place episodically, covering thousands of years after a long series of them. RPers will take on different roles. Different people each episode. As most likely, their previous characters will be dead. Or old. As moderators, we set the senario. I've a great idea to start.
Spell List.
http://faqs.ign.com//articles/390/390258p1.htmlForum Password is Tier
I'm going to need some help getting off the ground, though... And if you've read this, I've likely talked your ear off about it. ...Come to think of it, I have. So. Basically, the plot is all ours to start with. We have to give the senario. Please ask me some documented questions in this thread before I open the RPG to the public.
Also note that we will have a beta Episode in here to get used to working the RP.
Alright then!