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Rules & General Info

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Rules & General Info Empty Rules & General Info

Post by Infenyte Thu Jan 01, 2009 4:44 pm

Rules & General Info

Denaugh Adventures is a fantasy RP with a storyline. You play as a citizen of Denaugh or a traveler currently staying there or something completly else, aslong as the story begins there. You are NOT allowed to travel outside Denaugh until you have an Adventurer’s License or when you are being accompanied by an Adventurer.
In this story you can choose out of 5 different classes and all are similiar to the classes of a FF game. You probably going to ask me if you can go cross-classing, the answer is Yes you can but you can only have TWO different classes tops, but please keep crossed classes to a minimum. Each class has a different approach to battle, so keep that in mind when you rp. Don’t expect a Black Mage to charge into a horde of monsters. Now more about the classes you will find down this post.

Now for the rules of this rp:
1. You CANNOT leave Denaugh without an Adventurer’s Licence or being accompanied by an Adventurer.
2. Get hurt sometimes in battle. Or else White Mages are going to get bored...
3. Follow the typical rules every Roleplayer follows.
4. Side stories are allowed.
That are all the rules.
Infenyte
Infenyte
The Immortal

Number of posts : 54
Registration date : 2008-12-30

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Rules & General Info Empty Re: Rules & General Info

Post by Infenyte Thu Jan 01, 2009 5:23 pm

Info about Classes

Adventurer

You probably heard this many times and you wonder: what the hell is an Adventurer?
An Adventurer is a decent fighter choosen by the king and the citizens of Denaugh to do certain jobs that is too dangerous to do themselfs. As the royal gaurd is too busy gaurding the town it is up to the Adventurers to head out of town in search for treasure’s and supplies or to escort villagers from point A to point B. They also have to take down possible threats to Denaugh. This all is what an Adventurer does, they are the cornerstone of the Denaugh civilazation.

Classes
There are 5 different classes wich you can choose, each class can wield different weapons and have different fighting tactics. Choose wisely.

Rookie:
A rookie is a person who hasn’t chosen a class yet, meaning that a rookie is the weakest of all five. A rookie posses no magical abilities which he can use to attack or defend himself nor does he have great close & far-combat capabilities. Better said is that a rookie is for roleplayer who like to start fresh...or want a totally weak and almost useless character. A plus is that this class can wield ALL weapons...not that it matters ass they aren’t good with it.

Warrior:
The Warrior class is for people who want to be in the middle of battle, battering down waves of enemies day in day out. The warrior class is an absolute tank. They can take strong powerfull blows from enemies and know to stand their ground. A downside is that being in the centre of the action a warrior will get easier wounded then the other classes so for maximum carnage, get yourself a White mage to back yourself up. Warriors wield: Swords and Axe’s

Thief:
The Thief class is for people who like to apply hit and run tactics and just like to be the fastes and the most nimble of the group. Altough they are called thiefs, they are not criminals. They are good honest citizens who rarely pry in other people’s pockets. Instead they use their thief skills to unarm their opponents, or to snatch their belts (always fun). Being a thief means you like to wait for the best moment to strike and do it. A thief is a class of stealth and backing up the warrior while protecting the mages. Meaning when outnumbered he cannot hold them all alone but on 1 on 1 matches is an absolute killer. They also can poison their weapons...if they want to. Thiefs wield: Daggers and Bow’s

Black Mage:
The Black Mage class is for people who want to see the enemy go down in searing flames, loud thunder and shivering frost. A Mage is someone who fight in the back row, throwing in one devestational spell after another until their so called: MP barruns dry. Once that happens...they are screwed. They have spent their time learning to incarnate enemies from within, not how to swing a sword...thus they are not great fighters. They get hurt fast and good without their spells so a Black Mage has to stay at the sideline. However the do can use daggers to protect themselfs, but those are best used when not ounumbered. Black Mages can wield: Wands and Daggers

White Mage:
The White mage class is for people who want to support the hero’s. While they are busy killing things a White mage cast spells to protect or heal them, they can also sing enchanted songs...if they have a good voice that is. A white Mage excells at healing and supporting and even when outnumbered manages to survive for a whielt hanks to arcane and godly protection. However it stays with that, a white mage is a POOR attacker...probably because they follow the goddess of LIFE and not death.
White Mages can wield: Staff’s and Bow’s
Infenyte
Infenyte
The Immortal

Number of posts : 54
Registration date : 2008-12-30

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