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Realm of Siphoreus


Smokefish

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Realm of Siphoreus, a world shattered by ancient, disastrous magic. The world is torn, split into many floating continents over the Ether Oceans, while the Ocean once held water, it now is a swirling mass of pure magic, Ether, disastrous to venture through, and always lethal to all but the greatest and most resistant of creatures.

The world is shattered, as is its many races and factions, for thousands of years this have been the state of the world, where people need to travel through teleportation portals to reach others. No one, not even the oldest of books or scholars, knows what races are still alive, whom that have perished, and what more insidious, unspeakable horrors that might've risen from the Ethery Depths of the oceans.

This, is where it begins. The tale of factions, kingdoms or even nations, fighting each other in small skirmishes, trying to take control of as much land as possible, to feed their people. Some factions even seek peace and negotiation, Yet all holds a certain degree of respect for each other, for it is a harsh world to live in, and an even harsher one to fight in.

=Briefing=

Realm of Siphoreus is a Turn Based Strategy Forum RPG(TBSFRPG), Where Players creates their own factions to fight as, and for, Anyone may come and create a faction, for the Realm holds many races, both old and new, revealed and secret. The Technology varies, but it is never greater than a Steampunk level, Clockworks and Steampower and the like.

... And there, RK's creative juices went dry, Have fun. =p

=FACTION STARTING RESOURCES=
5000g
2 Free Production Buildings(Non-Upgradeable)
1 Free Guild Building
2 Free Lesser Buildings of "Housing" Type

=MASSIVE YAMMING WALL OF YAMMING TEXT=

|>UNIT TEMPLATE<|
=NAME(XXXg Cost)=
Being: Sex/Gender (Optional)
Appearance: (Optional)
Background: (Optional)

LvL:
HP:
Weapon1: XDMG
Weapon2: (Optional)
Spell1: (Optional)
Spell2: (Optional)
Resistances:
Avoidances: X Melee, X Ranged, X Physical, X Magical

|>RACE CREATION<|
Note: Race Cost does -not- take into account the cost of Equipment or such.

=NORMAL RACE=
HP: 100
HP/LvL: 5
MelDMG/LvL: 1
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
Minimum Cost: 0g
Max Cost: 500g

=LARGE RACE=
HP: 100
HP/LvL: 5
MelDMG/LvL: 1
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
Minimum Cost: 400g
Max Cost: 800g

=HUGE RACE=
HP: 200
HP/LvL: 10
MelDMG/LvL: 1
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
Minimum Cost: 800g
Max Cost: 1400g

=GARGANT MONSTER=
HP: 500
HP/LvL-Up: 50
MelDMG/LvL: 10
RanDMG/LvL: 10
MagDMG/LvL: 10
Pick 1 Form of Weapon:
Monstrous Melee: 250 PHYSICAL Damage
Monstrous Ranged: 150 PHYSICAL Damage
Monstrous Breath: 100 ELEMENTAL Damage
Base Cost: 500g
Minimum Cost: 1000g
Max Cost: 2500g

Flight
Cost: 200g for Normal, 300g for Large, 400g for Huge, 500g for Gargant
Effect: Grants use of "Flight" Commands.
Max Picks: 1 for Normal & Gargant

Hardiness(100g per Pick)
Effect: +50HP Base per Pick
Max Picks: 4 for Normal, 6 for Large, 10 for Huge, 15 for Gargant

Toughness(30g per Pick)
Effect: +5HP/LvL-Up per Pick
Max Picks: 2 for Normal, 3 for Large, 5 for Huge, 10 for Gargant

Strenght(30g per Pick)
Effect: +1 MelDMG/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant

Accuaracy(30g per Pick)
Effect: +1 RanDMG/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant

Sorcery(30g per Pick)
Effect: +1 MagDMG/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant

Mysticism(30g per Pick)
Effect: +1 Healing/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant

Slashing Resistance(100g per Pick)
Effect: +10% Slashing Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes

Piercing Resistance(100g per Pick)
Effect: +10% Piercing Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes

Blunt Resistance(100g per Pick)
Effect: +10% Blunt Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes

Physical Resistance(250g)
Effect: +10% Physical Resistance
Max Picks: 1 for all Sizes

Fire Resistance(75g per Pick)
Effect: +10% Fire Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes

Frost Resistance(75g per Pick)
Effect: +10% Frost Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes

Storm Resistance(75g per Pick)
Effect: +10% Storm Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes

Acid Resistance(75g per Pick)
Effect: +10% Acid Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes

Magical Resistance(500g)
Effect: +20% Magical Resistance
Max Picks: 1 for All Sizes

Melee Avoid(80g)
Effect: +1 Melee Avoid Use
Max Picks: 3 for Normal, 2 for Large, 1 for Huge, 0 for Gargant

Ranged Avoid(80g)
Effect: +1 Physical Avoid Use
Max Picks: 3 for Normal, 2 for Large, 1 for Huge, 0 for Gargant

Physical Avoid(120g)
Effect: +1 Physical Avoid Use
Max Picks: 2 for Normal, Large and Huge, 0 for Gargant

Magical Avoid(150g)
Effect: +1 Magic Avoid Use
Max Picks: 3 for Normal, 2 for Large, 1 for Huge, 0 for Gargant

|>UNIT CLASSES<|
Note: When picking a class, you get to choose 2 Arms(Melee Weapons, Ranged Weapons, Shields, specific picks of them), And 1 Armor type(Specific pick), And that is then the Class for your Faction.

=<NORMAL CLASSES>=

=SERGEANT=
Health Points: +100
HP/LvL-Up: +10
MelDMG/LvL-Up: +2
RanDMG/LvL-Up: +2
Proficiencies: Medium & Small Melee Weapons, Light Ranged Weapons, Medium & Light Armor, Light Shields, All Emblems
Special: Has 1 Emblem Slot

=BANNER BEARER=
Proficiencies: Light Ranged Weapons, Light Armor, All Banners
Special: Has 1 Banner Slot

=SOLDIER=
Health Points: +200
HP/LvL-Up: +20HP
MelDMG/LvL-Up: +3
+2 Melee Avoids
Proficiencies: Large & Medium Melee Weapons, Heavy & Medium Armor, Heavy & Light Shields

=MARKSMAN=
Health Points: +50
HP/LvL-Up: +5HP
RanDMG/LvL-Up: +3
MelDMG/LvL-Up: +1
+1 Melee Avoid
+1 Ranged Avoid
Proficiencies: Heavy & Light Ranged Weapons, Small Melee Weapons, Light & Medium Armor

=MAGICIAN=
MagDMG/LvL-Up: +3
+3 Magic Avoids
Proficiencies: Heavy & Light Staves, Small Melee Weapons, Heavy & Light Robes, Greater & Lesser Direct Damage & Area Damage Scrolls
Special: Has 3 Scroll Slots

=CLERIC=
Health Points: +100
HP/LvL-Up: +5HP
Healing/LvL-Up: +4
MelDMG/LvL-Up: +1
+2 Magic Avoids
+1 Melee Avoid
Proficiencies: Heavy & Light Staves, Medium & Small Melee Weapons, Greater & Lesser Healing & Buff Scrolls, Light & Medium Armor, Heavy & Light Robes, Light Shields
Special: Has 3 Scroll Slots

=ROGUE=
Health Points: +100
HP/LvL-Up: +5
MelDMG/LvL-Up: +3
RanDMG/LvL-Up: +1
+4 Melee Avoids
+2 Ranged Avoids
Proficiencies: Medium & Small Melee Weapons, Light Ranged Weapons, Can Dual-Wield Small Weapons, Medium & Light Armor

=<LARGE CLASSES>=

=LARGE SOLDIER=
Health Points: +250
HP/LvL-Up: +25HP
MelDMG/LvL-Up: +5
Proficiencies: Giant & Large Melee Weapons, Heavy & Medium Armor, All Shields

=LARGE MARKSMAN=
Health Points: +100
HP/LvL-Up: +10HP
RanDMG/LvL-Up: +4
MelDMG/LvL-Up: +2
Proficiencies: Giant Ranged Weapons, Medium Melee Weapons, Medium & Large Armor

=LARGE MAGICIAN=
MagDMG/LvL-Up: +4
+1 Magic Avoids
Proficiencies: Giant Staves, All Robes, Greater & Elder Direct Damage & Area Damage Scrolls
Special: Has 2 Scroll Slots

=<HUGE CLASSES>=

=HUGE SOLDIER=
Health Points: +300
HP/LvL-Up: +30HP
MelDMG/LvL-Up: +8
Proficiencies: Huge & Giant Melee Weapons, Heavy & Medium Armor, All Shields

|>BUILDINGS<|
Note: Services includes Recruitment of a Faction Unit, Enhancing, Enchanting, Race Temple(AKA Allows an additional Race to be recruited in the Faction)

=PRODUCTION/RECRUITMENT BUILDING=
Health:
Resistance:
Produces:
Service:

A building costs 3000g to Build.
A Building have 1000HP, 75% Slashing & Piercing Resistance, and 25% Blunt Resistance.
A building can have 1 of these setups:

3 Items Produced & 1 Service
5 Items Produced & 0 Service
0 Items Produced & 2 Services

Services Includes: Enhancing, Enchtanting, Recruitment of 1 Class

Extra Item Produced: +250g. Max 3 Times.
Extra Service: +500g. Max 1 Time.
Extra 250HP: +500g. Max 4 Times.
Extra +5% Physical Resistance: 250g, Max 2 Times.

|SPECIALITY BUILDINGS|

=LESSER BUILDING(500g Cost)=
Health: 400HP
Resistance: 50% Slashing & Piercing Resistance
Service: 1 Choice of These
Housing: Adds +4 to Max Unit Cap
Commerce: Adds +100g to Weekly Income.

=GUILD(2000g Cost)=
Health: 800HP
Resistance: 50% Slashing & Piercing Resistance
Service: 1 Choice of these:
Mercenary Guild: May sell units to other Factions/Players, Max 1.
Traders Guild: +5% Gold gained from Weekly Income & Battles, Max 4.
Craftmans Guild: -5% Gold Cost of Produced Items, Max 4.

=GREATER BUILDING(5000g Cost)=
Health: 2000HP
Resistance: 80% Slashing & Piercing Resistance, 30% Blunt Resistance
Service: 1 Choice of these:
Ether Spire: +20% Magic Damage & Magic Resistance to all Friendly Troops/Buildings during City Raid.
Relic Temple: Allows Faction Relic.

|>BATTLE RULES<|
Note: Well, Not so fleshed out, but perhaps it can give a vague idea...

Fights are made in "Fields" of differing sizes, depending on how many the players wants it to be:

=Example: 2x3=
[_][_]-[_][_]
[_][_]-[_][_]
[_][_]-[_][_]

=Battle Phase=
Defense Phase: Can use Avoid, Guard or Protect actions here.
Action Phase: Can use Action, Relocate or Items here.
End Phase: Update stats of units accordingly to battle events, next players turn afterwards.

Action: Uses an Armament to Attack, Heal, Buff or Debuff
Guard: Lowers Damage Recieved this turn by 50% after Damage resistance.
Protect: Front Row Only, Unit takes Non-Area Damage that otherwise would affect the Unit behind them on the Back Row.
Relocate: Unit moves 1 Square this turn.

=Skirmish=

Defeated units are -NOT- Permanently Slain.

Winner: 200g Reward, +1XP to all Units
Loser: 100g Reward

A Team gains 10% of the total Cost of units they defeated in battle.
Example: If Player A kills 3 Units of Player B's, and those units have a total cost of 1200 together, Player A gets an extra 120g at the end of the battle.

=Arena=

Defeated units are PERMANENTLY Slain.

Winner: 1000g Reward, +5XP to all Surviving Units
Loser: 200g Reward

A Team gains 30% of the total Cost of units they defeated in battle.
Example: If Player A kills 3 Units of Player B's, and those units have a total cost of 1200 together, Player A gets an extra 360g at the end of the battle.

|>WEAPONS, ARMS AND ARMOR<|
Note1: Armor/Shields costs extra 50% Gold when being made for a Large Race, and 150% more for Huge Races.
Note2: When creating equipment, players themselves may explain what kind of weapon it is.

Example1: "Heavy Blunt Ranged" can be a Big Rock incase of a Troll Race, or a Musket Rifle incase of other races(That is, if using round iron balls as ammo).
Example2: "Medium Slashing Melee" can either be a normal Longsword for one Player, or a Katana for a second player, or a Jagged Spiky Cutting Thing for Uruk-hai Races.

Huge Melee: 200 PHYSICAL Damage, 300g
Giant Melee: 150 PHYSICAL Damage, 200g
Large Melee: 100 PHYSICAL Damage, 100g
Medium Melee: 40 PHYSICAL Damage, 60g
Small Melee: 20 PHYSICAL Damage, 30g

Giant Ranged: 60 PHYSICAL Damage, 120g
Heavy Ranged: 40 PHYSICAL Damage, 80g
Light Ranged: 20 PHYSICAL Damage, 40g

Giant Staff: +50% Magical Damage & Healing Effect. 500g
Heavy Staff: +50% Magical Damage & Healing Effect. 300g
Light Staff: +25% Magical Damage & Healing Effect. 100g

Elder Direct Damage Scroll: 80 ELEMENT Damage, 300g
Greater Direct Damage Scroll: 60 ELEMENT Damage, 150g
Lesser Direct Damage Scroll: 40 ELEMENT Damage, 80g

Elder Direct Damage Scroll: 40 ELEMENT Damage, 300g
Greater Area Damage Scroll: 30 ELEMENT Damage, 150g
Lesser Area Damage Scroll: 20 ELEMENT Damage, 80g

Greater Direct Healing Scroll: 100 Healing, 150g
Lesser Direct Healing Scroll: 60 Healing, 80g

Greater Area Healing Scroll: 50 Healing, 150g
Lesser Area Healing Scroll: 30 Healing, 80g

Greater Attack Buff Scroll: +50% Attack Damage to 1 Ally for 1 Turn, 150g
Lesser Attack Buff Scroll: +25% Attack Damage to 1 Ally for 1 Turn, 80g

Greater Defense Buff Scroll: +40% Universal Resistance to 1 Ally for 1 Turn, 200g
Lesser Defense Buff Scroll: +20% Universal Resistance to 1 Ally for 1 Turn, 100g

Emblem of Assault: +10% Damage to all Allied Units, Doesn't Stack, 200g
Emblem of Defense: +5% Universal Resistance to all Allied Units, Doesn't Stack, 200g
Emblem of Longveity: +2% Regeneration to all Allied Units, Doesn't Stack, 200g

Banner of Assault: +20% Damage to surrounding units, Doesn't Stack, 200g.
Banner of Defense: +10% Universal Resistance to surrounding units, Doesn't Stack, 200g.
Emblem of Longveity: +5% Regeneration to surrounding units, Doesn't Stack, 200g.

Heavy Armor: 40% Slashing Resistance, 200g
Medium Armor: 15% Slashing & Piercing Resistance, 100g
Light Armor: 20% Blunt Resistance, 50g

Heavy Robes: 25% Magic Resistance, 20% Slashing Resistance, 150g
Light Robes: 50% Magic Resistance, 80g

Heavy Shield: +10% Physical Resistance, +4 Physical Avoids, 150g
Light Shield: +5% Physical Resistance, +2 Physical Avoids, 50g

|>ENCHANTING & ENHANCING<|
Note: 1 Item can have 1 Enchantment and 1 Enhancement.

=ENCHANTING=

Huge Enchantment: Huge Melee Weapons Deals +100 ELEMENT Damage. Costs 500g
Giant Enchantment: Giant Melee Weapons deals +50 ELEMENT Damage. Costs 250g
Large Enchantment: Large Melee Weapon deals +40 ELEMENT Damage. Costs 200g
Medium Enchantment: Medium Melee Weapon deals +20 ELEMENT Damage. Costs 100g
Small Enchantment: Small Melee Weapon deals +10 ELEMENT Damage. Costs 50g

Giant Enchantment: Giant Ranged Weapon deals +30 ELEMENT Damage. Costs 300g
Heavy Enchantment: Heavy Ranged Weapon deals +20 ELEMENT Damage. Costs 200g
Light Enchantment: Light Ranged Weapon deals +10 ELEMENT Damage. Costs 50g

Greater Weapon Bane: +20% PHYSICAL Resistance to Armor. Costs 200g
Lesser Weapon Bane: +10% PHYSICAL Resistance to Armor. Costs 100g

Greater Steelbane: +20% Physical Resistance to Armor. Costs 500g
Lesser Steelbane: +10% Physical Resistance to Armor. Costs 250g

Greater Elemental Bane: +20% ELEMENTAL Resistance to Armor. Costs 150g
Lesser Elemental Bane: +10% ELEMENTAL Resistance to Armor. Costs 75g

Greater Spellbane: +20% Magic Resistance to Armor. Costs 500g
Lesser Spellbane: +10% Magic Resistance to Armor. Costs 250g

Greater Spellshield: +2 Magic Avoid to Shield. 200g
Lesser Spellshield: +1 Magic Avoid to Shield. 100g

=ENHANCING=

Weapon Mastercraft: Reduces Resistance VS Enhanced Weapon by a flat 20%. Costs 200g

Heavy Armor Mastercraft: +25% Piercing Resistance. Costs 200g
Medium Armor Mastercraft: +10% Slashing, Piercing & Blunt Resistance. Costs 200g
Light Armor Mastercraft: +10% Blunt Resistance, +20% Slashing Resistance. Costs 200g

Heavy Robe Mastercraft: +15% Magic Resistance, +10% Slashing Resistance. Costs 200g
Light Robe Mastercraft: +25% Magic Resistance. Costs 200g

Shield Mastercraft: +1 Physical Avoid. Costs 100g
 
Last edited:

Pheonix Alugere

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Re: Realm of Siphoreus

Sounds interesting. I would probably go for some sort of magic/steampunk hybrid for my place. Basically you would still have massive gears and clockwork stuff, but it would be powered by magic and not by steam.
 

Treebeard

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Re: Realm of Siphoreus

Interest is shown.

Although I must ask how battles would be resolved.
 
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Smokefish

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Re: Realm of Siphoreus

*Mumbles something about Treebeards hooooge signature, then coughes discreetly*

Well. Battles will be rather straightforward really, At the beginning of a battle, you set your units up in a little nice and simple "Grid" of sorts.
Playr1-Playr2
[_][_]-[_][_]
[_][_]-[_][_]
[_][_]-[_][_]

Grids/Squares, whatever, closest to the middle = "Front Row", ideally you put your Melee units/tanks there. The ones farthest from the middle is "Back Row". Melee units can only strike front row units, unless enemy front row is completely dead, then they can beat down at the back row.

Once you declare an attack, the enemy can do 3 things: Let the attacked unit take the assault, have the attacked unit use an appropriate "Avoid" use, or use an abillity such as "Guard" to lower the damage.

-Taking the damage allows your resistance values reducing the damage.
-Using an appropriate Avoid nulls the attack completely.
-Using Guard lowers the damage by 50%, after Resistance reduction, but the unit can't attack that turn.

First player to wipe out the entire opposition, Wins.

Any other questions?
 

Pheonix Alugere

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Re: Realm of Siphoreus

What do you mean by the appropriate avoid?
 
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Smokefish

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Re: Realm of Siphoreus

Melee Avoid = Avoids Melee Weapons
Ranged Avoid = Avoids Ranged Weapons
Magic Avoid = Avoids Magical Attacks
Physical Avoid = Avoids Melee or Ranged Weapons

There are 4 different kinds of avoids, sorry for not mentioning it. ^_^;;
 

Pheonix Alugere

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Re: Realm of Siphoreus

So does each unit have 1 avoid type or do you just choose which one you want to use each round?
 
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Smokefish

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Re: Realm of Siphoreus

Well, as examples:

"SOLDIER" unit have 2 Melee Avoids per Battle
"MARKSMAN" unit have 1 Melee Avoid & 1 Ranged Avoid per Battle
"ROGUE" unit have 4 Melee Avoids & 2 Ranged Avoids per Battle
"MAGICIAN" unit have 3 Magic Avoids per Battle
"HEALER" unit have 2 Magic Avoids & 1 Melee Avoid per Battle
 

Pheonix Alugere

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Re: Realm of Siphoreus

More questions:
Does participating in a previous battle and surviving have any effect on a unit (Damage amounts carried over, xp earned, etc.)?

Can there be hero and/or named units (Units ranging from Squad leader to general to archmage)? Basically, units that are more powerful than their normal counterparts and thus get an actual name as opposed to <So and so's 'x' type unit> <Insert number here>. (ex. Lieutenant Volkschwitz vs Clockwork swordsman #536)
 
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Smokefish

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Re: Realm of Siphoreus

"Skirmish" battles will be non-permadeath battles, there is a permadeath type battle too, though.

In battles, units earns XP, which gives them bonuses to Health and Damage, not so much more than that.

And well, there ain't really "Hero" units, unless you count having just 1 unit be extremely pimped out count as a "Hero", then again, I will consider having "Hero" as a Unit Class, yes.

And about the naming... thats the fun part, I will leave it -entirely- to the players, wether or not to have their Units as nameless nobodies, or if they will have names, background stories, and all such things.
 

Treebeard

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Re: Realm of Siphoreus

Instead of a "Hero", how about a Commander-type unit? Like, if you're fighting battles on multiple fronts at once, then you could have him at one front and he gives a bonus or something?
 
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Smokefish

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Re: Realm of Siphoreus

Hmm. A "Commander"/"Captain"/"Sergeant" kind of unit, which gives a small bonus to the entire team?

Hmm. I guess I can have that, or just a "Banner Bearer", that gives units within a certain range a bonus aswell.

Whereas a "Sergeant" would provide the entire group with a small bonus, the "Banner Bearer" also gives a bonus, if abit bigger, but sometimes not able to provide it to the entire group, depending on group size?

Lessay a Sergeant would give +10% Damage to the entire group.
But a Banner Bearer can give +20% Damage to units within adjacent/diagonally aligned Squares?

BB = Banner Bearer
[__][__]-[__][__]
[BB][__]-[__][__]
[__][__]-[__][__]

In this case, the Banner Bearer gives the entire group.

[BB][U3]-[__][__]
[U1][U4]-[__][__]
[U2][U5]-[__][__]

In this case, the Banner Bearer would give a bonus to U1, U3 and U4, but not U2 and U5.

Of course, we have to remember, that battles can wary in size, this is just a 2x3 battle as example.

3x4 would be like this:

[__][__][__]-[__][__][__]
[__][__][__]-[__][__][__]
[__][__][__]-[__][__][__]
[__][__][__]-[__][__][__]

And that would mean the Banner Bearer simply can't provide it's bonus to -all- allied units, whereas a Sergeant would be able to.

That sounds good? Sergeant and Banner Bearer?
Of course, Suggestions/Ideas are welcomed.
 

Cole

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Re: Realm of Siphoreus

Interest shown~!
 
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Re: Realm of Siphoreus

|>UNIT TEMPLATE<|
=NAME=
Being: Sex/Gender (Optional)
Appearance: (Optional)
Background: (Optional)

LvL:
HP:
Weapon1: XDMG
Weapon2: (Optional)
Spell1: (Optional)
Spell2: (Optional)
Resistances:
Avoidances: X Melee, X Ranged, X Physical, X Magical

|>RACE CREATION<|
Note: Max 500g cost for a Race. Word of Advice: Keep it under 300g if you want to Recruit a few of them, Since the Race Cost does -not- take into account the cost of Equipment or such.

HP: 100
HP/LvL: 5
MelDMG/LvL: 1
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
Cost Base: 0g

Hardiness: +50HP per Pick, +100g Cost, Max 4 Times
Toughness: +5HP/LvL-Up per Pick, +30g Cost, Max 2 Times
Strength: +1 Melee DMG/LvL-Up, +30g Cost, Max 3 Times
Accuaracy: +1 Ranged DMG/LvL-Up, +30g Cost, Max 3 Times
Sorcery: +1 Magical DMG/LvL-Up, +50g Cost, Max 3 Times
Mysticism: +1 Healing/LvL-Up, +30g Cost, Max 3 Times

Slashing Resistance: +10% First Pick, +5% Other Picks. Costs 100g, Max 4 Times.
Piercing Resistance: +10% First Pick, +5% Other Picks. Costs 100g, Max 4 Times.
Blunt Resistance: +10% First Pick, +5% Other Picks. Costs 100g, Max 4 Times.
Physical Resistance: +10% Slashing, Piercing and Blunt Resistance. Costs 250g, Max 1 Time
Magical Resistance: +10% First Pick, +5% Other Picks. Costs 200g for first Pick, 100g for Other Picks, Max 3 Times.

Melee Avoidance: +1 Melee Avoid Use, 80g, Max 2 Times
Ranged Avoidance: +1 Ranged Avoid Use, 80g, Max 2 Times
Physical Avoidance: +1 Physical Avoid Use, 120g, Max 2 Times
Magical Avoidance: +1 Magical Avoid Use, 150g, Max 2 Time

|>UNIT CLASSES<|
Note: When picking a class, you get to choose 2 Arms(Melee Weapons, Ranged Weapons, Shields, specific picks of them), And 1 Armor type(Specific pick), And that is then the Class for your Faction.

=SOLDIER=
Health Points: +200
HP/LvL-Up: +20HP
MelDMG/LvL-Up: +3
+2 Melee Avoids
Proficiencies: All Melee Weapons, Heavy & Medium Armor, Shields

=MARKSMAN=
Health Points: +50
HP/LvL-Up: +5HP
RanDMG/LvL-Up: +3
MelDMG/LvL-Up: +1
+1 Melee Avoid
+1 Ranged Avoid
Proficiencies: All Ranged Weapons, Small Melee Weapons, Light & Medium Armor

=MAGICIAN=
MagDMG/LvL-Up: +3
+3 Magic Avoids
Proficiencies: All Staves, Small Melee Weapons, All Robes

=CLERIC=
Health Points: +100
HP/LvL-Up: +5HP
Healing/LvL-Up: +4
MelDMG/LvL-Up: +1
+2 Magic Avoids
+1 Melee Avoid
Proficiencies: All Staves, Healing & Buff Scrolls, Light & Medium Armor, All Robes

=ROGUE=
Health Points: +100
HP/LvL-Up: +5
MelDMG/LvL-Up: +3
RanDMG/LvL-Up: +1
+4 Melee Avoids
+2 Ranged Avoids
Proficiencies: Medium & Small Melee Weapons, Light Ranged Weapons, Can Dual-Wield Small Weapons, Medium & Light Armor
Level Bonuses: +10HP, +4 Melee Damage, +2 Ranged Damage

|>CREATING A BUILDING<|
Note: Services includes Recruitment of a Faction Unit, Enhancing, Enchanting, Race Temple(AKA Allows an additional Race to be recruited in the Faction)

=BUILDINGNAME=
Health:
Resistance:
Produces:
Service:

A building costs 3000g to Build.
A Building have 1000HP, 75% Slashing & Piercing Resistance, and 25% Blunt Resistance.
A building can have 1 of these setups:

3 Items Produced & 1 Service
5 Items Produced & 0 Service
0 Items Produced & 2 Services

Extra Item Produced: +250g. Max 3 Times.
Extra Service: +500g. Max 1 Time.
Extra 250HP: +500g. Max 4 Times.
Extra +5% Physical Resistance: 250g, Max 2 Times.

|>ENCHANTING & ENHANCING<|
Note: 1 Item can have 1 Enchantment and 1 Enhancement.

=ENCHANTING=

Large Enchantment: Large Melee Weapon deals +40 Magical Damage. Costs 200g
Medium Enchantment: Medium Melee Weapon deals +20 Magical Damage. Costs 100g
Small Enchantment: Small Melee Weapon deals +10 Magical Damage. Costs 50g

Heavy Enchantment: Heavy Ranged Weapon deals +20 Magical Damage. Costs 200g
Light Enchantment: Light Ranged Weapon deals +10 Magical Damage. Costs 50g

Greater Bladebane: +20% Slashing Resistance to Armor. Costs 200g
Lesser Bladebane: +10% Slashing Resistance to Armor. Costs 100g

Greater Hammerbane: +20% Blunt Resistance to Armor. Costs 200g
Lesser Hammerbane: +10% Blunt Resistance to Armor. Costs 100g

Greater Arrowbane: +20% Piercing Resistance to Armor. Costs 200g
Lesser Arrowbane: +10% Piercing Resistance to Armor. Costs 100g

Greater Spellbane: +20% Magic Resistance to Armor. Costs 200g
Lesser Spellbane: +10% Magic Resistance to Armor. Costs 100g

Greater Spellshield: +2 Magic Avoid to Shield. 200g
Lesser Spellshield: +1 Magic Avoid to Shield. 100g

=ENHANCING=

Weapon Mastercraft: Reduces Resistance VS Enhanced Weapon by a flat 20%. Costs 200g

Heavy Weapon Mastercraft: Heavy Ranged Weapon deals +20 Damage. Costs 100g
Light Weapon Mastercraft: Light Ranged Weapon deals +10 Damage. Costs 25g

Heavy Armor Mastercraft: +25% Piercing Resistance. Costs 200g
Medium Armor Mastercraft: +10% Slashing, Piercing & Blunt Resistance. Costs 200g
Light Armor Mastercraft: +10% Blunt Resistance, +20% Slashing Resistance. Costs 200g

Heavy Robe Mastercraft: +15% Magic Resistance, +10% Slashing Resistance. Costs 200g
Light Robe Mastercraft: +25% Magic Resistance. Costs 200g

Shield Mastercraft: +1 Physical Avoid. Costs 100g

|>BATTLE RULES<|
Note: Well, Not so fleshed out, but perhaps it can give a vague idea...

Fights are made in "Fields" of differing sizes, depending on how many the players wants it to be:

=Example: 2x3=
[_][_]-[_][_]
[_][_]-[_][_]
[_][_]-[_][_]

=Battle Phase=
Defense Phase: Can use Avoid, Guard or Protect actions here.
Action Phase: Can use Action, Relocate or Items here.
End Phase: Update stats of units accordingly to battle events, next players turn afterwards.

Action: Uses an Armament to Attack, Heal, Buff or Debuff
Guard: Lowers Damage Recieved this turn by 50% after Damage resistance.
Protect: Front Row Only, Unit takes Non-Area Damage that otherwise would affect the Unit behind them on the Back Row.
Relocate: Unit moves 1 Square this turn.

=Skirmish=

Defeated units are -NOT- Permanently Slain.

Winner: 200g Reward, +1XP to all Units
Loser: 100g Reward

A Team gains 10% of the total Cost of units they defeated in battle.
Example: If Player A kills 3 Units of Player B's, and those units have a total cost of 1200 together, Player A gets an extra 120g at the end of the battle.

=Arena=

Defeated units are PERMANENTLY Slain.

Winner: 1000g Reward, +5XP to all Surviving Units
Loser: 200g Reward

A Team gains 30% of the total Cost of units they defeated in battle.
Example: If Player A kills 3 Units of Player B's, and those units have a total cost of 1200 together, Player A gets an extra 360g at the end of the battle.

|>WEAPONS, ARMS AND ARMOR<|
Note: When creating equipment, players themselves may explain what kind of weapon it is.

Example1: "Heavy Blunt Ranged" can be a Big Rock incase of a Troll Race, or a Musket Rifle incase of other races(That is, if using round iron balls as ammo).
Example2: "Medium Slashing Melee" can either be a normal Longsword for one Player, or a Katana for a second player, or a Jagged Spiky Cutting Thing for Uruk-hai Races.

Large Slashing Melee: 100 Slashing Damage, 80g
Medium Slashing Melee: 40 Slashing Damage, 50g
Small Slashing Melee: 20 Slashing Damage, 20g

Large Blunt Melee: 100 Blunt Damage, 120g
Medium Blunt Melee: 40 Blunt Damage, 80g
Small Blunt Melee: 20 Blunt Damage, 40g

Large Piercing Melee: 100 Piercing Damage, 100g
Medium Piercing Melee: 40 Piercing Damage, 60g
Small Piercing Melee: 20 Piercing Damage, 30g

Heavy Slashing Ranged: 40 Slashing Damage, 60g
Light Slashing Ranged: 20 Slashing Damage, 30g

Heavy Blunt Ranged: 40 Blunt Damage, 100g
Light Blunt Ranged: 20 Blunt Damage, 50g

Heavy Piercing Ranged: 40 Piercing Damage, 80g
Light Piercing Ranged: 20 Piercing Damage, 40g

Heavy Staff: +50% Magical Damage & Healing Effect. 300g
Light Staff: +25% Magical Damage & Healing Effect. 100g

Greater Direct Damage Scroll: 60 Magical Damage, 150g
Lesser Direct Damage Scroll: 40 Magical Damage, 80g

Greater Area Damage Scroll: 30 Magical Damage, 150g
Lesser Area Damage Scroll: 20 Magical Damage, 80g

Greater Direct Healing Scroll: 100 Healing, 150g
Lesser Direct Healing Scroll: 60 Healing, 80g

Greater Area Healing Scroll: 50 Healing, 150g
Lesser Area Healing Scroll: 30 Healing, 80g

Greater Attack Buff Scroll: +50% Attack Damage to 1 Ally for 1 Turn, 150g
Lesser Attack Buff Scroll: +25% Attack Damage to 1 Ally for 1 Turn, 80g

Greater Defense Buff Scroll: +40% Universal Resistance to 1 Ally for 1 Turn, 200g
Lesser Defense Buff Scroll: +20% Universal Resistance to 1 Ally for 1 Turn, 100g

Heavy Armor: 40% Slashing Resistance, 200g
Medium Armor: 15% Slashing & Piercing Resistance, 100g
Light Armor: 20% Blunt Resistance, 50g

Heavy Robes: 25% Magic Resistance, 20% Slashing Resistance, 150g
Light Robes: 50% Magic Resistance, 80g

Heavy Shield: +10% Physical Resistance, +4 Physical Avoids, 150g
Light Shield: +5% Physical Resistance, +2 Physical Avoids, 50g

|>Afterwords<|
TEXT TEXT TEXT. *Cough*

Well, This is most of the stuff I've written up yet about this game. <.< Right now, It'd make me happy if we could go over stuff such as Pricing of Stuff, aswell as me taking Prospective Player Suggestions & Feedback..

It's also a time for all of you to slowly back away and throw napalm at this out of fright. T_T;;
 
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Pheonix Alugere

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Re: Realm of Siphoreus

So I'm guessing this will basically be a turn-based or round based strategy game more or less with most game activity threads being round based and a few (diplomatic threads or free-form roleplaying threads).

So a few questions:
  1. How much gold do we start with?
  2. How much do we gain per round?
  3. Do we need buildings devoted to gold production? (Markets, guildhalls something that gains profits for a kingdom)
  4. Do you want those of us who are interested in playing to come up with our race and basic unit selection now or wait?
  5. Will we later on be able to construction ships (air or sea) and siege engines?
  6. Can buildings have the function of protecting a city? (Trenches/walls, buildings representing a network of traps within the city, magic-powered defensive turrets, etc)

Edit: one benefit to us coming up with basic unit and race selection now is that it would allow us to hammer out some of the kinks in the system before you have everything written out.
 

Treebeard

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Re: Realm of Siphoreus

I have a question: Would we be able to hire out mercenaries from other countries? Like, I could hire a unit (or units) from Pheonix, and use them myself?
 

Pheonix Alugere

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Re: Realm of Siphoreus

I have a question: Would we be able to hire out mercenaries from other countries? Like, I could hire a unit (or units) from Pheonix, and use them myself?
My current guess, if you care, is that either that's what Random meant by recruiting different races or you, presumably more likely to hire someone else's units, you probably need to be on good terms with that person.
 
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Smokefish

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Re: Realm of Siphoreus

@ Pheonix Alugere

Battles will largely be Round Based(Entirety of Team 1 goes first, Entirey of Team 2 goes second, Team 1 goes third, etc). The Player Faction Threads, however, will be purely freeform. Battles are always in a side topic.

1: I am thinking of 5000g + 2 Buildings for Free, But there might be some extra free buildings depending on how I do things... Specialist Buildings, though, not the "Freeform Built" ones.
2: I -was- having a "Weekly Income" sort of system, basicly people would have to post in a side-topic once a week, and claim X money based on a set base, and then modified by possible other buildings in the city. But I was thinking that might complicate it for some people, Since those that miss a week would sort of get a little shafted, then again, It -could- work as a carrot to make people remain moderately active... <.<
3: See above, If I end up making a "Weekly Income" system, then I will have to add cash-bringing buildings.
4: If you people want to, feel free to start working on the concept of your race, I think I got everything fleshed out to a moderately detailed level right now, also, I will gladly sacrifice myself to try helping you people create your Factions.
5: Right now, I see little reason to add Air/Sea battles, Siege Engines might see the light of day at some point, however...
6: If I go so far to fully create the City Raid system, Yeah, there might be Specialist Buildings centered around defending the City or whatever, yes.

@ Treebeard

That would largely be up for the players, I think. A player hiring out Mercenaries, would have to set up a price for their Mercs, As example:

Treebard recruits a unit with a Racial Cost of 200g, Then equip it for 150g. If Pheonix happens to be interested in recruiting that sort of unit, Treebeard can sell it for whatever price he wants to, Be it below 350g, Or above 350g, Then it is for Pheonix to declare wether he wants to buy the unit or not.

I hope that is answer enough.

@ Pheonix Alugere

If you are refering to "Race Temple", It basicly means you can recruit a second race alongside your factions Base Race, More or less, it adds a second race to your rooster.

As example: An "Alliance" a la Warcraft 2, Would have "Humans" as a Base Race, with a "Royal Embassy" or something, a building with 2 Services, those services being "Race Temple(Elves)" and "Race Temple(Dwarves)", and as thus, Players can recruit other races. Of course, "Faction Classes" are faction specific, not race specific, so if a faction have "Guardsman" as a Class, that means all Faction Races can be recruited as a Guardsman.

I hope these answered some questions.
 
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Smokefish

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Re: Realm of Siphoreus

Edited PS: Added Weapons, Arms and Armor to the big post up there, at the end, forgot that bit somehow. >_<

=Example Faction=

Kingdom of Arkanon, -Insert history here-.

Faction Funds: 5000g
Faction Buildings: 1 "Swordmaster's Sanctum", 1 "War Temple"

=FACTION RACES=

=Arkanon Human=
HP Base: 150
HP/LvL: 10
MelDMG/LvL: 3
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
+10% Physical Resistance
Cost Base: 440g

=FACTION BUILDINGS=

=Arkanon Swordmaster Sanctum=
Health: 1000
Resistance: 75% Slashing & Piercing Resistance, 25% Blunt Resistance
Produces: Swordmaster's Greatsword(Heavy Slashing Melee), Swordmaster's Glaive(Heavy Piercing Melee), Swordmasters Platemail(Heavy Armor)
Service: Recruits Arkanon Swordmasters

=Arkanon War Temple=
Health: 1000
Resistance: 75% Slashing & Piercing Resistance, 25% Blunt Resistance
Produces: Seal of Purity(Lesser Direct Healing Scroll), Warmace(Medium Blunt Melee), Robe of Battle(Heavy Robe)
Service: Recruits Arkanon War-Priests

=FACTION CLASSES=

=Arkanon Swordmaster=
Health Points: +200
HP/LvL-Up: +20HP
MelDMG/LvL-Up: +3
+2 Melee Avoids
Proficiencies: Heavy Slashing Melee, Heavy Piercing Melee, Heavy Armor

=Arkanon War-Priest=
Health Points: +100
HP/LvL-Up: +5HP
Healing/LvL-Up: +4
MelDMG/LvL-Up: +1
+2 Magic Avoids
+1 Melee Avoid
Proficiencies: Light Staff, Medium Blunt Melee, Heavy Robes, Lesser Direct Healing Scrolls, Lesser Attack Buff Scrolls

=READY UNITS=

=Generic Arkanon Swordmaster(Arkanon Human)(Costs 720g)=
LvL: 1
HP: 350
Weapon: Swordmaster Greatsword(Heavy Slashing Melee), 100 Slashing Melee Damage
Armor: Swordmaster Platemail(Heavy Armor)
Resistances: 50% Slashing Resistance, 10% Piercing & Blunt Resistance
Avoidances: 2 Melee

=Generic Arkanon War-Priest(Arkanon Human)(Costs 750g)=
LvL: 1
HP: 250
Weapon: Warmace(Medium Blunt Melee), 60 Blunt Melee Damage
Staff: None
Scroll1: Seal of Purity(Lesser Direct Healing Scroll), 60 Healing
Scroll2: None
Armor: Robe of War(Heavy Robe)
Resistances: 30% Slashing Resistance, 10% Blunt & Piercing Resistance, 25% Magic Resistance
Avoidances: 1 Melee, 2 Magic
 
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Treebeard

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Re: Realm of Siphoreus

Couple of questions:

1. Do area damage spells do damage to all characters around the unit, e.g. cast it on the enemy's front line and your unit across from the unit it was cast on takes damage?

2. Do are damage spells do damage like this:
[_][_]-[_][Z]
[_][_]-[Z][X]
[_][_]-[_][Z]
X=Target Cast on
Z=Fallout damage

Or like this:
[_][_]-[Z][Z]
[_][_]-[Z][X]
[_][_]-[Z][Z]
X=Target Cast on
Z=Fallout damage

3. Should we start typing up generic characters and thingsafter those questions have been answered?
 
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