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Mere Myths B/C guild 

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MereMyths
Captain

PostPosted: Thu Mar 24, 2011 4:35 pm



Okies so I have this guild and some certs and some lines and no real explanations anywheres. I'm working on drawing up the story, and the world info. But to give a gist for those interested I figured I'd make a sum-up thread. (apparently also known as WALL-O-TEXT)

First off. It is a semi-medieval fantasy setting, though I'm strongly tempted to go a little steampunk with it. Opinions on that please go to the suggestions thread, I would lovelovelove to hear them. Magic is possible, but rare, and the primary way most people have access to supernatural style powers is through potions and, of course, if they can get their hands on a magical beast.

Humans in this world, it should be noted, are NOT evil villains, though some may act or be perceived as such. The 'pets' of the shop (currently settled to be 3 breeds of 'taur, and some familiars, with potential for future expansion) are NOT regarded as slaves. They are, instead, considered to be more akin to prized thouroughbred horses and showdogs. Yes, the 'taurs have human-level intelligence, but people can be pretty obtuse sometimes. (frankly, you just need to page through a history book to see my point). NOT all 'taurs have magical powers, and there will be a thread set up where you can request a 'gift roll' for your character.

Centaurs, human and horse, have a 1 in 20 chance of having these magical gifts. Centaurs are the most common 'pet' in the shop. Most of them are 'pets' to humans, though a few may still be wild. (based on the idea of horses being domesticated). They may be 'pets', 'performers' (think showdogs) or 'pitfighters' (think dogfights), or they may be 'freeborn' (living outside of human communities)

Cervitaurs, human and deer, have a 1 in 10 chance of having these magical gifts. They're less common than centaurs, but not totally rare. Most of them are 'feral' (tribal and apart from humans/antagonistic towards humans) or 'freeborn' (living outside human communities) but may also be pets and such.

Unitaurs have a 1 in 4 chance of magical gifts. They are very rare and elusive, and almost none of them are successfully captured, meaning they're almost entirely 'feral' or 'loner'. Some may take on the role of 'guardian' for a 'taur community. Those who are young or lack the magical gift, however, are still likely to fall prey to clever human poachers/hunters.

Unitaur crossbreeds have heightened chances of possessing the gift. An uni/cen cross has a 1 in 8 chance of getting a minor gift, and an uni/cervi has a 1 in 6 chance.

JUST because a character gets rolled with a 'gift' does NOT make them all powerful! Magic has limits, rules, and restrictions. I will compile a list shortly, and those characters in possession of magic may choose one or two 'powers' from it. There will be a list of magically gifted characters kept as well.
PostPosted: Thu Mar 24, 2011 5:06 pm


User Image User Image


THIS is a sample of the lines, and of a cert. The base lines for all the 'taurs are pretty much the same. The tails differ, and both Cervitaurs and Unitaurs have horns or antlers in addition to the rest. This is a coloration of an OC of mine, I thought he'd make a good example. These are the male adolesent lines, there will be three stages, with the second and third differing for the male and female. Flaithri is demonstrating the lowered ears, the short hair, the Cervitaur antlers, and the Unitaur tail. The unnamed 'taur is a pureblood Centaur adult male.

As far as colorings for the pets go, all Centaurs will be 'natural' colors. The unnamed male is an Appaloosa-Paint mix while Flaithri is a 'blue roan'. The odd mark on his arm is a tattoo, not a skin pattern. The EXCEPTION for Centaurs would be if the human owner purchased a magic potion and gave it to their 'pet'. These potions will crop up occasionally, and will add a color to the offspring of the 'taur's next breeding. This color becomes part of the bloodline for those offspring, and their children will have a 50/50 chance of inheriting it as well. Their children's children drop down to a 1 in 4 chance, and their children's children's children will have a 1 in 8 chance.

Cervitaurs will have some more leeway with odder colors, perhaps drawing more from other horse-like members of the animal kingdom (gazelle, zebra, giraffe, whitetail) and will be more likely to have tattoos (mainly tribal). Tattoos will be 'inherited' for those that are feral or freeborn, though those that belong to humans might not receive them (1 out of 4 chance per offspring).

Unitaurs have no color restrictions on either their horse-half OR human half. You want a mint-green skinned pink-polkadotted character with white hair and purple eyes? You want an Unitaur. Unitaur horse-colors can be passed on, as can odd eye and haircolors, to crossbreeds. Skin color for a hybrid is always 'natural' once again.

CUSTOM characters will STILL be rolled to see if they have magical aptitude. Hybrid customs will be allowed when slots open, but they will be even more restricted than Unitaur customs. The rarer the breed, the more expensive the custom. Customs can have edited hair and items and such, but extra limbs are (for now at least) a no-no.

BREEDING a character ( 'taurs reproduce exclusively with other 'taurs) will be roleplay required. Each character going into a breeding will need 3 completed roleplays (min 10 posts, five per person, or 1000 words for SRPs) at least one of which has to have the potential mother and father actually meet. If you turn in 10 completed RPs, an extra foal will be added to the roll.

Centaurs will have 2-3 foals

Cervitaurs will have a 1-3 foals

Unitaurs will have 1-2 foals

For hybrids, the smaller number is rolled. At this point I want to say you may keep ONE offspring per breeding, with a max of THREE total per character. If Character A has foals, and you keep one of them from three different breedings, you may not keep any more of Character A's foals. If you breed your Character A with your Character B and keep a foal, then it counts for your total with BOTH characters.

Males may breed as often as they have the RPs for it. Females must wait until their children are adults. A 'taur grows from child to adol in 1-2 months, and from adol to adult in 2-3 months. This is to give lots of time for RP, it is not a punishment of any sort.

YES. You may direct link the images in this shop. But since they're not from Photobucket, they need a settings adjustment to be visible. Sorry~ PB is just too much of a pain to use anymore.

MereMyths
Captain


MereMyths
Captain

PostPosted: Thu Mar 24, 2011 5:30 pm



And now the fun stuff begins! OKAY. So you have pets, and there's a vague setting (for now). What makes this a little different?

There is a battle system that will be in place eventually (probably pretty soon). How did you think the pitfighters determined a victory? And what about 'friendly' competitions and duels between tribes? Your characters stats (hit points, attack, defense, damage) are all rolled in the Stats Thread Different races/species get different bonuses to different things. So far it's pretty Under Construction, but I rolled a Cat Familiar in it so you can see how that works.

In combat dicerolls and generated numbers determine what happens. Each player gets to make a move on their turn. You can roll an attack against your opponent, if your attack roll hits then you get to roll to see how much damage you've done. Familiars can help their masters in combat, but generally have fewer hitpoints and can deal less damage. If your (or your familiar's) hitpoints are reduced to 'zero' you are considered knocked out (rather then being killed) and 'lost' the fight. Items might add to different stats depending on what you have (items must be awarded or purchased before they can be used) Magical gifts can also be used in combat, different types of magic do different things.

A familiar may add it's attack to your own, meaning you would move 'twice'. Once to roll your attack (and potentially then damage) and then once to roll a familiar's attack (and potentially then their damage). Familiars may also fight each other, and characters might bet (ICly only) money on these matches as well. Deleting failed rolls is a big no-no so DON'T DO IT >.> Using magic can be done instead of taking your attack, it is assumed that your spell automatically works on your turn.

Participating in matches/duels/fights grants you points. These points go towards boosting your character's stats or purchasing items. BUT. If your cat is fighting other cats, your cat's stats get boosted, not your centaur's. A link to all matches should be kept in your journal near the stat's tally, so that they can be checked. Finishing a player-vs-player (PVP) match awards the winner 2 points and the loser 1 point (yay participation). Keep track of your points, you'll want to use them for things I'm sure.

"But I want my freeborn 'taur to be captured by my friend's human poacher. What should I do if I roll better and win when I wanted to lose?" Matches like that aren't really a match. If you have a preset plan that is agreed upon by both players, then just write your RP and don't bother with the dice at all. These don't count towards your points, but they do make for good plots :3

But hey! Just because your 'taur isn't the fighting sort doesn't mean you should ignore stats completely! Other competitions and games can be effected by stats too! For example a character with high speed would obviously benefit from it in a racing game. Or a high-wits character might be better equipped to solve a maze-based game. Points can also be awarded for doing well in these shop-wide events. So don't forget to roll those stats! (when I finish the U/C part)

Now what did you hear me say about magic? WELL. There are different sorts of magic. When your character gets rolled successfully they may pick up a minor affinity to one of the elements. As a side note, if mom was a fire user, baby can still be a water user. Parentage has no effect on the element affinity. Each element gets a spell or two associated with it. One character may only be attuned to one element. No half-fire/half-water users...at least not to begin with. If you gain enough points in your magic stat, I think I'll make 'higher level' spells available, or you can buy-into a connected element or something.

And no, water does not automatically win against fire. And no, dark is not automatically evil nor is light automatically good. Personalities and elements do not have to match, but it would be nice if things weren't total opposites. I, in the spirit of most horoscope predictions, tried to keep things vague enough to apply to almost anything. So I think this is manageable, if anyone has a problem pop it into the suggestions box or PM the mule.


Elements list

Light
A bold element, it can be dominating or aggressive at worst, and a guiding star at best. Most light users are not timid characters, and many have good leadership potential. This does not mean they are never shy or uncertain, but usually when push comes to shove light aligned gifted step up to meet the challenge.

Conjure - The user summons a small sphere or ring (or whatever shape) of light. This can be used to illuminate darkness in RP situations as though they had brought a candle or lantern.
In combat, it can be used to temporarily blind an opponent (roll to see if it lasts for 1 or 2 turns) forcing the target to deduct 2 points from their attacks during those turns.

Inspire - Light is an element associated with courage. Use this ability to grant +2 points to your courage stat for 1-3 rounds. Apply this new modifier as needed (ex: attack goes up)


Dark
A quiet element, it can be weak or timid at worst, and subtle or composed at best. Many dark users are those who would shy away from the spotlight, either because they are actually shy or because they prefer to be a power behind the throne rather than sit upon it themselves. This does not mean they can never take charge, but usually they are better suited to more subtle means of dealing with a situation.

Conjure: The user summons a cloak of darkness to settle like a fog in a roughly ten-foot radius around the target (can be a living being, an inanimate object, or themselves). In RP this can be used to help hide, though mind your character won't really be able to see through it either.
In combat, this makes you quite difficult to hit. When cast, it may last for 2-4 rounds, forcing your opponent to deduct 4 points from their attack while under it's effect. But mind, you can't see either! Deduct 2 points from your attack as well for the duration of the spell.

Inspire: Subtlety and wits are the name of the game for Dark. Use this ability to grant +2 points to your wits stat for 1-3 rounds. Apply this new modifier as needed. (ex: dodge goes up)


Fire
A passionate element, it can be rash or destructive and worst, and energetic or courageous at best. Many fire users are emotional, letting their heart rule more than their head. This does not mean they are stupid or automatically short-tempered, but they might be more prone to getting carried away in the heat of the moment.


Conjure - The user summons a small ball of flame that they might hold in the palm of their hand. For RP purposes, it can be used for light or warmth and might be used to light a campfire or candle. If it does not have fuel of some kind, the user must concentrate to keep it alive. Naturally this is more difficult when wet.
Yes, in combat you get to throw it at someone. Roll to hit with it as an attack (adding +5 to your roll, fire spreads). It will do 5 damage to an opponent the first turn, and an additional 3 damage for each turn they take afterward unless they use a turn to put out the flames.

Inspire: Fire acts first and worries later. Add +4 to your courage after invoking this ability, but deduct 2 points from your wits. This effect will last 1-3 rounds. Apply these new modifiers as needed.

Water
A purifying element, it can be cold or cruel at worst, and kind or wise at best. Many water users are less prone to powerful emotional outbursts, preferring to think things through rather than rush headlong into a problem. Does this mean they never lose their tempers, or are incapable of foolish mistakes? Of course not. But they might be less likely to do something without considering a possible consequence.

Conjure -

Inspire: Water tends to consider the consequences of any action. Add +4 to your wits after invoking this ability, but deduct 2 points from your attack. This effect will last 1-3 rounds. Apply these new modifiers as needed.

Earth
A stable element, it can be close-minded or uncompromising at worst, and nurturing or enduring at best. Many of those who are drawn to the element of earth are loyal to their companions and their opinions, and might be hard-pressed to change their mind. Does this mean they are all stubborn as mules? No, but it might take a little extra coaxing to change their mind.


Conjure - The user accesses the potential of the life around them in order to heal an injury. In RP this can be used to help cure a mild illness (the common cold as opposed to pneumonia) or to speed the process of healing along. For instance, a papercut might be mended in a few minutes, but a broken leg is still going to take a couple months to heal.
In combat, this can be used to restore health. When invoking this ability, roll 2 six-sided dice to determine how much HP you regain. You cannot gain more than your original total.

Inspire: Earth is solid and stable. Add +4 to your strength after invoking this ability, but deduct 2 points from your dodge. This effect will last 1-3 rounds. Apply these new modifiers as needed.

Air
A more whimsical element, it can be distracted or indecisive at worst, and creative or thoughtful at best. Air users are often hard to pin down, and might switch from one thought to another. Some might think them 'airheaded' while others could find them insightful and, really, who knows which is more accurate? While most might not offer solid opinions at every turn, this does not mean they do not have them or cannot be stubborn. Most prefer to avert uncomfortable subjects rather than stomp their foot down and stay there.


Conjure - The user
In combat this can be used to 'predict' an opponent's next moves, giving you a bonus of 3 points to your dodge during the duration of the spell.

Inspire: Air is quick and light. Add +4 to your dexterity after invoking this ability, but deduct 2 points from your strength. This effect will last 1-3 rounds. Apply these new modifiers as needed.

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Mere Myths - A B/C Roleplaying Guild

 
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