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Author Topic: Archipelago of Magix Series - Magos Island  (Read 8690 times)

Caster

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Archipelago of Magix Series - Magos Island
« on: December 17, 2014, 08:14:58 pm »

Welcome to Magos Island.

An ominous piece of land floating somewhere in the middle of nowhere.

Impossible? I think not.

With the use of magic, nothing's impossible. However, magic has a price. Through the ritual to create an island, something has to inhabit it. With no intention in creating such thing, the warlock's and witch's decided to allow nature to fulfill the destiny of the inhabitants.

Nature, deciding to make the warlock's and witch's know what they've done in destroying natural creation, plants mysterious monsters on the land, corrupting the immediate area.
Nature, being so powerful, cloaks the area with it's magic. Any who decide to enter, have yet to leave.

An oracle residing in the void tells of a prophecy.

Five Prophecies will enter their home.
Bestowed upon them, the power of the unknown.
The cries of the fallen, are unheard.
Mysteries of the island, are to be discovered.
Through blood and sigils, battle’s begin.
The new, the mysterious, Magos Island.





Hey there! Welcome to the Magos Islands. Let's get down to it, shall we? I'll be going over basics, just for the heck of it.

When submitting an action, I will roll a dice to determine it's outcome.
  • A [1] will result in a failed action while also making the situation worse.
  • A [2] will result in a failed action.
  • A [3] will result in a partially successful action.
  • A [4] will result in a successful action.
  • A [5] will result in a successful action while also making the situation better.
  • A [6] will result in a successful action while also making the situation worse.

Also, you may not submit a repeated action.

A turn is posted when all actions have been handed in.



Obviously, when an event occurs that such will harm a player, a roll will determine it's outcome. This roll will follow the outcome of the above list.

When battling an opponent, there are things you have to know.
  • Swarm Rules will apply.
    • If you are attacked more than once in a single turn, successive dodges have a -1 penalty. The first time you are attacked in a turn, there is no penalty; the second time, there is a -1 penalty to dodge; the third time, the penalty changes to -2 dodge; and so on. In short, the more you are attacked in a single turn, the lower your dodge will be. It encourages teaming up against difficult enemies, as well as discouraging taking on multiple enemies alone.
  • Combo Rules will apply.
    • When 2 or more players attack a single target, it is possible your skills can be used to create a combo attack that will deal more damage than that of a swarm attack. Of course, like the Swarm Rules, the more attacks, the more damage.
    • You will know if your skill is able to combo with another skill through the description of the skill.
  • When dealing damage to an opponent, the outcome of the rolls are different than that of the other list.
    • A [1] will result in major damage dealt to the target and will result in a critical roll to be taken.
    • A [2] will result in moderate damage dealt to the target and will result in a critical roll to be taken.
    • A [3] will result in low damage dealt.
    • A [4] will result in no damage dealt.
    • A [5] will result in no damage dealt and low damage dealt to the attacker.
    • A [6] will result in no damage dealt and moderate damage dealt to the attacker.
When venturing out into the world, you will notice crates. These will require luck rolls, and luck rolls have a different way of functioning.
  • A [1] will result in nothing.
  • A [2] will result in a low quality find of items.
  • A [3] will result in a moderate quality find of items.
  • A [4] will result in a better than moderate but worse than high quality find of items.
  • A [5] will result in a high quality find of items.
  • A [6] will result in a better than high quality find of items.

If you are Unconscious, whatever penalty you receive will not reduce your roll score below 2, unless stated otherwise.
If you receive a mortal wound but are not killed outright, you need to pass a roll to dodge Death at the end of every turn. Only bad rolls here will provide penalties to survival rolls.
You can spend your turn to help another player achieve his goal. If your roll is higher, it is taken as the success roll for the action.
You can also spend your turn to botch another player's action. If your roll is higher, its opposite is taken as the success roll for the action.
In both cases, individual player rolls determine what happens to the players in the course of the action.



If you don't know by now, you'll be playing as a warlock / witch. The type of power you use will be determined by yourself through a list that I will provide. Of course, they are all balanced out.

Skill progression will work though percentage. A skill will level up once it reaches 100% and gain bonus stats (if applicable) or more damage (if applicable). (Learn more in "Skills").

Bear with me, for this is my first RTD here.



Spoiler: "List of Magics" (click to show/hide)



Skills

Skills, the fundamental part in a wizard/witch's battle.

A skill starts off at 0% which will be not shown in your information matrix.
A skill gains % after a successful roll while using it / practicing it. The rolls work like this :
  • A [1] or [2] will result in a 0% skill level increase.
  • A [3] will result in a 10% skill level increase.
  • A [4] will result in a 15% skill level increase.
  • A [5] will result in a 20% skill level increase.
  • A [6] will result in a 25% skill level increase.

As your skill levels up, the amount of % skill level increase will decrease. Every skill level will decrease each skill level increase by 5%. This will continue until a [6] will result in a 5% skill level increase.

Of course, there are other unknown methods to increasing your skill level.

You can obtain a new skill through tomes or sigils.

Tomes are hidden magical books found throughout the map. They are marked with enchanted runes that when opened, will instantly grant a roll determined amount of % skill increase.
Sigils are random runes written across the floor or walls. They are harder than Tomes because in order to use them, you must decipher them. To decipher them, you must learn how to read sigils which is a skill that can be taught through reading basic sigils to harder ones. Basic Sigils are easily deciphered without knowing how to read sigils.



After all 5 prophets have been selected, you will begin your adventure on Magos Island. You will start with :
  • 10/10 Health
  • 15/15 Mana
  • 5x Health Potions
  • 3x Mana Potions
  • 1 Passive
  • 2 Spells



To sign-up, please follow the below format :

Name :
Type of Magic :
(Pick One) Male | Female | Other (Please indicate, and please, don't be silly about being an other. Pick a satyr instead of a slice of bread.)
Why you want to be the first to venture off into Magos Island :

The last option will only be looked into if I get 10 or more people to signup before I even choose. If I get 10 or less signups within 24 hours of this post, I will pick the first 5 people. If I get 10 or more signups within 24 hours of this post, I will read every single one of your reasons on why you'd like you venture off into Magos Island and pick out who I'd like to see on the islands.



The Prophets
  • Name :Alex
    Type of Magic :Necromancy
    Male
    Why you want to be the first to venture off into Magos Island : after having his loved ones and friends from his village die, he intends to master magic and transcend death. Then he will control the undead and crush those who hurt the weak like himself before going to the island, as well as spread fear and death into criminals.
  • Name : Squirrel
    Type of Magic : Nature
    Male
    Why you want to be the first to venture off into Magos Island : Where better to find nature than a place where no human has ever set foot?
  • Name: Natasha Althem.
    Type of Magic: Darkness.
    Gender:Female.
    Why you want to be the first to venture off into Magos Island:To become a powerful sorceress and discover what has happened to the others who have gone in.
  • Name : Jase
    Type of Magic : Earth
    Gender: Male
    Why you want to be the first to venture off into Magos Island: He wants to find out what happened to the others who never returned, including his brother. He is also interested in the fame that will come from being the first to survive Magos Island and return and the treasures he may find while exploring Magos Island.
  • Name:Clover
    Gender:Female
    Type of magic:elemental magic
    Reason to go to Magos Island:
    mostly in search of immortality,but also wishes to gain power(in all forms)



The Awaiting Prophets


« Last Edit: December 21, 2014, 12:36:05 am by Caster »
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Yourmaster

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Re: Roll To Dodge - Magos Island
« Reply #1 on: December 17, 2014, 08:36:35 pm »

Reserved.

Name :Alex
Type of Magic :Necromancy
Male
Why you want to be the first to venture off into Magos Island : after having his loved ones and friends from his village die, he intends to master magic and transcend death. Then he will control the undead and crush those who hurt the weak like himself before going to the island, as well as spread fear and death into criminals.
« Last Edit: December 17, 2014, 08:44:46 pm by Yourmaster »
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10/10.
Wants to rape and enslave my innocent night faeries ;-;

NAV

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Re: Roll To Dodge - Magos Island
« Reply #2 on: December 17, 2014, 08:37:48 pm »

Name : Squirrel
Type of Magic : Nature
Male
Why you want to be the first to venture off into Magos Island : Where better to find nature than a place where no human has ever set foot?
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blazing glory

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Re: Roll To Dodge - Magos Island
« Reply #3 on: December 17, 2014, 08:40:59 pm »

Name: Natasha Althem.
Type of Magic: Darkness.
Gender:Female.
Why you want to be the first to venture off into Magos Island:To become a powerful sorceress and discover what has happened to the others who have gone in.

((Or are we the first to go in? I can't tell.))

Nature, being so powerful, cloaks the area with it's magic. Any who decide to enter, have yet to leave.
« Last Edit: December 17, 2014, 08:42:50 pm by blazing glory »
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Beirus

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Re: Roll To Dodge - Magos Island
« Reply #4 on: December 17, 2014, 08:50:11 pm »


Name : Jase
Type of Magic : Earth
Gender: Male
Why you want to be the first to venture off into Magos Island: He wants to find out what happened to the others who never returned, including his brother. He is also interested in the fame that will come from being the first to survive Magos Island and return and the treasures he may find while exploring Magos Island.
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Caster

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Re: Roll To Dodge - Magos Island
« Reply #5 on: December 17, 2014, 08:51:19 pm »

Name: Natasha Althem.
Type of Magic: Darkness.
Gender:Female.
Why you want to be the first to venture off into Magos Island:To become a powerful sorceress and discover what has happened to the others who have gone in.

((Or are we the first to go in? I can't tell.))

Nature, being so powerful, cloaks the area with it's magic. Any who decide to enter, have yet to leave.

The stories have told around 30 or so men have tried.
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richeygator

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Re: Roll To Dodge - Magos Island
« Reply #6 on: December 17, 2014, 08:58:17 pm »

Name:Clover
Gender:Female
Type of magic:elemental magic
Reason to go to Magos Island:
mostly in search of immortality,but also wishes to gain power(in all forms)
« Last Edit: December 17, 2014, 10:29:08 pm by richeygator »
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Cptn Kaladin Anrizlokum

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Re: Roll To Dodge - Magos Island
« Reply #7 on: December 17, 2014, 09:17:05 pm »

Ptw
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richeygator

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Re: Roll To Dodge - Magos Island
« Reply #8 on: December 17, 2014, 09:21:48 pm »

Ptw
ptw?
sorry if its obvious,havent really frequented any forums till bay12
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Cptn Kaladin Anrizlokum

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Re: Roll To Dodge - Magos Island
« Reply #9 on: December 17, 2014, 09:24:35 pm »

Posting to watch, posting in a thread makes it show up when you click the "show new replies" button.
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Donuts

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Re: Roll To Dodge - Magos Island
« Reply #10 on: December 17, 2014, 09:35:21 pm »

Name : José Esteban
Type of Magic : Bullet
Gender: Male
Why you want to be the first to venture off into Magos Island: To become the most fabulous magician ever, and GREAT ADVENTURE in the hunt for enough dakka of course!
« Last Edit: December 18, 2014, 12:30:46 am by Donuts »
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endlessblaze

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Re: Roll To Dodge - Magos Island
« Reply #11 on: December 17, 2014, 09:47:32 pm »

Question.
Is elemental Magic the ability to use other magics like fire and water  on  a lower scale? If yes does that magic set include darkness?
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Caster

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Re: Roll To Dodge - Magos Island
« Reply #12 on: December 17, 2014, 10:00:19 pm »

Question.
Is elemental Magic the ability to use other magics like fire and water  on  a lower scale? If yes does that magic set include darkness?

The oracle cries out.

An elemental mage studies only the four elements. Air, Water, Earth and Fire.
« Last Edit: December 17, 2014, 10:26:49 pm by Caster »
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Beirus

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Re: Archipelago of Magix Series - Magos Island
« Reply #13 on: December 17, 2014, 11:30:48 pm »

So, could earth magic eventually branch out into controlling metals? Could it be used to make golems or other constructs for a Puppetry mage to use?
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Caster

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Re: Archipelago of Magix Series - Magos Island
« Reply #14 on: December 18, 2014, 07:20:15 am »

So, could earth magic eventually branch out into controlling metals? Could it be used to make golems or other constructs for a Puppetry mage to use?

The oracle continues to ramble.

Earth Magic may branch off to Metal Manipulation. However, it will only be a spell and not an actual upgrade to the type of magic itself.

Puppetry will not go any further in it's forte. You'll only be able to command puppets.
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