Post by The Shadow of Death on Jul 16, 2016 5:02:51 GMT 2
Zyarc is a setting I have created for characters typically deemed too powerful for common roleplays. The common characters here are god-style level or above, although you may join with someone lower powered as well if desired. (See disclaimer #3)
General information:
Setting: World named Zyarc
Acceptable characters: All (see disclaimer #1)
Acceptable weaponry: All (see disclaimer #2)
Main Storyline: The world of Zyarc is still in its early development as an established planet. The various factions, races, and secret societies have constantly found themselves at war over the last few years. In most cases this would not matter, however, Zyarc is a special case. The composition of Zyarc was built off of a proprietary blend of unstable elements, these elements have since changed over the years, becoming a sentient core. This sentient core is emotionally unstable, mainly due to the amount of war present on the planets surface. This emotional instability tends to react with the unstable nature of the core's physical composition, which could very well cause the core to implode. When this core implodes, the unstable elements react one with another on a different level, creating a massively powerful black hole. The size of Zyarc's core, if pushed this far, will create a black hole large enough to rip the fabric of space, devouring not just one universe, but several universes parallel to it as well. Due ito this fact, many powers that be have contacted The Shadow of Death, the world's original creator, and requested that he gather a team to go in and stop this from happening by force. However, if there are forces that seek for Zyarc's implosion to stop, there is just as many that seek for it to happen, to use Zyarc as a wweapon
The physics of Zyarc are unique due to its core, allowing all forms of magic, psychokinesis, and a wide array of abilities as well.
Zyarc's physical size is approximately 30% larger than our sun, has 7 moons of varying sizes, is orbited by 2 suns ( one blue, one yellow), and is has a sister planet named Auralous. Zyarc and Auralous orbit each other.
The land on Zyarc is separated into 10 fairly equal territories. the main entry point, the Human territory (which will be the reference point in this paragraph), is relatively round, as is another territory on the opposite side of the world, which houses the Dwarves. the other territories are like bands that reach from the Human territory to that of the Dwarves. to the N of the Humans are the Giants. to the NE are the Demons. to the NW are the Furries. to the E are the Treefolk. to the W are Vampires. to the SE are the Chimeras. to the SW are the Elementals and a specialized society of Mages that live in an underwater Metropolis. to the S are the Minotaurs
Classifications for characters:
Elites: those who command immense power and abilities, the creme of the crop.
Mercs: much like the Elites, they have a large amount of power, but within the level of 'worked for if' vs 'divinely gifted'.
Natives: natives are those born and raised on Zyarc, they can double as Mercs or Elites, but typically do not. The more powerful ones are close to the land and have been granted certain gifts by the planet itself, chiefly the ability to manipulate the metal of the core, pulling it from the depths of the ground at will and control it fully for a task
Rank and File System:
this is made for war sized conflicts.
Rank 1: untrained peasents taking up improvised arms
Rank 2: squires and the such that are virtually untrained but carry a real weapon
Rank 3: Amatuer Fighters
Rank 4: lightly trained foot soldiers with training and light armor
Rank 5: trained foot soldiers with moderate armor
Rank 6: heavily trained foot soldiers with heavy armor
Rank 7: basic calvary, with basic training and moderately armored rider
Rank 8: well trained calvary, lightly armored horse, heavily armored rider
Rank 9: master calvary, heavily armored draft horse, heavily armored rider
Rank 10: commanders, usually heavily armed and resilient (think mini-boss)
Rank 11: mages with simple spells, no weapon/armor, single target spells only
Rank 12: battle mages, magic armor, staff/small martial weapon (dagger), heavy single target spells, light to moderate mass effect spells
Rank 13: expert warlock/witch, armor is unneeded due to magic proficiency, can weild nearly any weapon through magic, ultra heavy single target spells, and heavy mass effect spells (rank 13 is extremely hard to get close enough for a kill, and usually block long range attacks)
Rank 14: considered as player level Mercs (limit 5% or 20 if alone)
Rank 15: massive beings (i.e. giants), no armor, highly resilient to physical and magical attacks
Rank 16: Rank 15 with heavy armor
Rank 17: constructs (i.e. golems), seemingly invincible, shear brute strength and stamina required to defeat
Rank 18 : sentient blades (limit 3% or 10, whichever comes first)
Rank 19: sentient city/fortress/castle, usually with ability to fly (limit 1)
Rank 20: player level elites (limit 1% or 10, whichever comes first)
for unranked use 'Rank ?:'
How to Use R&F System and R&F Rules:
Ranks 1-12 may be insta-deathed, Rank 13 may be autohit but not instant deathed. Rank 14 and up should be played by the same rules of characters when fighting (see Third Disclaimer). The forces should be mapped out at the introduction of the situation (more on mapping to come). The situation creator should control the forces through the duration of the situation. A tally, run on the mapping system, should be kept at the close of each pertinent post by all players involved. The situation creator should keep up with full details on the tally, while other participants may use a simplified version.
Mapping R&F Situations:
Example one:
Full detail:
{300 Rank 1: Human/Demon hybrids}
Simplified:
{300 r1}
Example 2:
Full detail:
{1000 Rank 1: merpeople
2500 Rank 9: mermen riding seahorses
3 Rank 20: Riyod (merman), Latsuix (Riyod's wife, merwoman), Nubaj (male squid person, childhood friend of Riyod's)}
Simplified:
{1000 r1
2500 r9
3 r20}
Location Tags:
Location tags are required at the beginning of each post
Basic formula explained:
[A, B, C, D: E]
A is the territory your in.
B is a clarification of where you are (example: city)
C is a clarification of B
D is a clarification of C
and E is a list of characters there.
D is rarely used.
An example of all of them together:
[Human, Kundar(city), Palace, Throne Room: Hanwev, Kunwir, me]
Notes:
The characters I command are pretty much there for story progression, internal rule enforcement (as long as mod will allow), and for my overall fun outside of those 2 things.
It will be possible to play on the side of good or evil as you choose.
Disclaimer #1: I am not responsible for character deaths due to lack of power
Disclaimer #2: refills for moderm weaponry will be non-existant.
Disclaimer #3: The cardnal rule is no autohitting unless otherwise specified as with Ranks 1-12, and 13 of the R&F system, as well as between your own characters if you run multiple at once. If autohits are dealt (outside of acceptable range (example of acceptable: one character slaps another character on the back to congragulate him/her)), warnings will be issued and after a second warning a corresponding autohit from Shadow will be dealt, most likely resulting in disablement or permanent death (even immortals). I take this rule very seriously, it is the only thing making an RP made to handle such power playable.
If there are questions, please feel free to ask. I will open a specific thread for the CS's of participants to be posted, and the CS template will be there. I will keep a roster there as well.
General information:
Setting: World named Zyarc
Acceptable characters: All (see disclaimer #1)
Acceptable weaponry: All (see disclaimer #2)
Main Storyline: The world of Zyarc is still in its early development as an established planet. The various factions, races, and secret societies have constantly found themselves at war over the last few years. In most cases this would not matter, however, Zyarc is a special case. The composition of Zyarc was built off of a proprietary blend of unstable elements, these elements have since changed over the years, becoming a sentient core. This sentient core is emotionally unstable, mainly due to the amount of war present on the planets surface. This emotional instability tends to react with the unstable nature of the core's physical composition, which could very well cause the core to implode. When this core implodes, the unstable elements react one with another on a different level, creating a massively powerful black hole. The size of Zyarc's core, if pushed this far, will create a black hole large enough to rip the fabric of space, devouring not just one universe, but several universes parallel to it as well. Due ito this fact, many powers that be have contacted The Shadow of Death, the world's original creator, and requested that he gather a team to go in and stop this from happening by force. However, if there are forces that seek for Zyarc's implosion to stop, there is just as many that seek for it to happen, to use Zyarc as a wweapon
The physics of Zyarc are unique due to its core, allowing all forms of magic, psychokinesis, and a wide array of abilities as well.
Zyarc's physical size is approximately 30% larger than our sun, has 7 moons of varying sizes, is orbited by 2 suns ( one blue, one yellow), and is has a sister planet named Auralous. Zyarc and Auralous orbit each other.
The land on Zyarc is separated into 10 fairly equal territories. the main entry point, the Human territory (which will be the reference point in this paragraph), is relatively round, as is another territory on the opposite side of the world, which houses the Dwarves. the other territories are like bands that reach from the Human territory to that of the Dwarves. to the N of the Humans are the Giants. to the NE are the Demons. to the NW are the Furries. to the E are the Treefolk. to the W are Vampires. to the SE are the Chimeras. to the SW are the Elementals and a specialized society of Mages that live in an underwater Metropolis. to the S are the Minotaurs
Classifications for characters:
Elites: those who command immense power and abilities, the creme of the crop.
Mercs: much like the Elites, they have a large amount of power, but within the level of 'worked for if' vs 'divinely gifted'.
Natives: natives are those born and raised on Zyarc, they can double as Mercs or Elites, but typically do not. The more powerful ones are close to the land and have been granted certain gifts by the planet itself, chiefly the ability to manipulate the metal of the core, pulling it from the depths of the ground at will and control it fully for a task
Rank and File System:
this is made for war sized conflicts.
Rank 1: untrained peasents taking up improvised arms
Rank 2: squires and the such that are virtually untrained but carry a real weapon
Rank 3: Amatuer Fighters
Rank 4: lightly trained foot soldiers with training and light armor
Rank 5: trained foot soldiers with moderate armor
Rank 6: heavily trained foot soldiers with heavy armor
Rank 7: basic calvary, with basic training and moderately armored rider
Rank 8: well trained calvary, lightly armored horse, heavily armored rider
Rank 9: master calvary, heavily armored draft horse, heavily armored rider
Rank 10: commanders, usually heavily armed and resilient (think mini-boss)
Rank 11: mages with simple spells, no weapon/armor, single target spells only
Rank 12: battle mages, magic armor, staff/small martial weapon (dagger), heavy single target spells, light to moderate mass effect spells
Rank 13: expert warlock/witch, armor is unneeded due to magic proficiency, can weild nearly any weapon through magic, ultra heavy single target spells, and heavy mass effect spells (rank 13 is extremely hard to get close enough for a kill, and usually block long range attacks)
Rank 14: considered as player level Mercs (limit 5% or 20 if alone)
Rank 15: massive beings (i.e. giants), no armor, highly resilient to physical and magical attacks
Rank 16: Rank 15 with heavy armor
Rank 17: constructs (i.e. golems), seemingly invincible, shear brute strength and stamina required to defeat
Rank 18 : sentient blades (limit 3% or 10, whichever comes first)
Rank 19: sentient city/fortress/castle, usually with ability to fly (limit 1)
Rank 20: player level elites (limit 1% or 10, whichever comes first)
for unranked use 'Rank ?:'
How to Use R&F System and R&F Rules:
Ranks 1-12 may be insta-deathed, Rank 13 may be autohit but not instant deathed. Rank 14 and up should be played by the same rules of characters when fighting (see Third Disclaimer). The forces should be mapped out at the introduction of the situation (more on mapping to come). The situation creator should control the forces through the duration of the situation. A tally, run on the mapping system, should be kept at the close of each pertinent post by all players involved. The situation creator should keep up with full details on the tally, while other participants may use a simplified version.
Mapping R&F Situations:
Example one:
Full detail:
{300 Rank 1: Human/Demon hybrids}
Simplified:
{300 r1}
Example 2:
Full detail:
{1000 Rank 1: merpeople
2500 Rank 9: mermen riding seahorses
3 Rank 20: Riyod (merman), Latsuix (Riyod's wife, merwoman), Nubaj (male squid person, childhood friend of Riyod's)}
Simplified:
{1000 r1
2500 r9
3 r20}
Location Tags:
Location tags are required at the beginning of each post
Basic formula explained:
[A, B, C, D: E]
A is the territory your in.
B is a clarification of where you are (example: city)
C is a clarification of B
D is a clarification of C
and E is a list of characters there.
D is rarely used.
An example of all of them together:
[Human, Kundar(city), Palace, Throne Room: Hanwev, Kunwir, me]
Notes:
The characters I command are pretty much there for story progression, internal rule enforcement (as long as mod will allow), and for my overall fun outside of those 2 things.
It will be possible to play on the side of good or evil as you choose.
Disclaimer #1: I am not responsible for character deaths due to lack of power
Disclaimer #2: refills for moderm weaponry will be non-existant.
Disclaimer #3: The cardnal rule is no autohitting unless otherwise specified as with Ranks 1-12, and 13 of the R&F system, as well as between your own characters if you run multiple at once. If autohits are dealt (outside of acceptable range (example of acceptable: one character slaps another character on the back to congragulate him/her)), warnings will be issued and after a second warning a corresponding autohit from Shadow will be dealt, most likely resulting in disablement or permanent death (even immortals). I take this rule very seriously, it is the only thing making an RP made to handle such power playable.
If there are questions, please feel free to ask. I will open a specific thread for the CS's of participants to be posted, and the CS template will be there. I will keep a roster there as well.