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.
- Air Magic - Determined to study the art of winds, you pick Air Magic. Your swift strikes will do more damage than that of an Elemental Mage. Your skills will consist of resistance to movement impairing damage and the ability to command wind to your will.
- Binding Magic - Determined to study the art of...bondage, you pick Binding Magic. Your damage is low, but your ability to bind enemies magically and physically will make up for this. Your skills will consist of resistance to any sort of magical and physical bondage.
- Bullet Magic - Determined to study the art of guns through magic, you pick Bullet Magic. Your damage is low, but your fast attacks will make up for this. Your skills will consist of resistance to any sort of gun damage and the ability to learn how to use any sort of gun instantly.
- Darkness Magic - Determined to study the art of darkness, you pick Darkness Magic. Your damage is high, but highly dangerous to corrupt the user. Your skills will consist of resistance to any outside source of corruption and nausea. Your skills will also consist of the ability to command the darkness to your will.
- Earth Magic - Determined to study the art of earth, you pick Earth Magic. Your rocks will do more damage than that of an Elemental Mage. You decide to limit your ability to control anything other than natural rocks (including gems), however you feel like you can change this through progression. Your skills will consist of resistance to minor physical damage and the ability to command earth around you.
- Elemental Magic - Determined to expand your horizons in the elements, you pick Elemental Magic. Your damage is less than any base element magic, but you believe the ability to know more means you can deal more damage. Your skills will consist of minor resistance to minor burns, drowning, low physical damage, and slows. You will also have the ability to command all four elements at your will.
- Fire Magic - Determined to study the art of flames, you pick Fire Magic. Your fire will do more damage than that of an Elemental Mage. Your skills will consist of resistance to burns and the ability to command fire to your will.
- Ice Magic - Determined to study the art of ice, you pick Ice Magic. Your chilling moves will freeze your enemies in their tracks. Your skills will consist of resistance to freezing / cold weather and the ability to command frozen rocks around you.
- Light Magic - Determined to study the art of lightness, you pick Light Magic. Your damage is moderate, but can also aid allies in battle through minor healing. Your skills will consist of resistance to any blindings and any corruption. Your skills will also consist of the ability to clear corruption of others.
- Lightning Magic - Determined to study the art of the storm, you pick Lightning Magic. Your damage is high, but dangerous, making it hard to control. Your skills will consist of resistance to paralyzation and the ability to command any storms to your will.
- Mending - Determined to aid allies in battle, you pick Mending. Since healing is your forte, you realize your skills in fighting are not as good. Your skills will consist of the ability to heal yourself over time and heal allies instantaneously.
- Mirror Magic - Determined to study the art of reflection, you pick Mirror Magic. Your damage is low, but your guileful ability to confuse enemies will make up for this. Your skills will consist of resistance to own attacks.
- Nature Magic - Determined to study the art of life, you pick Nature Magic. Your damage is low, but your ability to heal others while attacking enemies will make up for this. Your skills consist of improved health regeneration when standing on a natural surface and the ability to command nearby nature to heal allies and attack enemies.
- Necromancy - Determined to study the art of death, you pick Necromancy. Your damage is moderate, but your ability to resurrect the undead will make up for this. Your skills will consist of resistance to poison, nausea, and possibly, death itself.
- Needle Magic - Determined to study the art of needles, you pick Needle Magic. Your damage is low, but your fast attacks will make up for this. Your skills will consist of resistance to spiked objects.
- Puppetry - Determined to the study the art of puppets, you pick Puppetry. Your damage is moderate, but your puppets will make up for this. Your skills will consist of resistance to mind attacks and the ability to control inanimate objects.
- Requip - Determined to study the art of quick battle maneuvers, you pick Requip. Your damage is high, and your unique attacks will add onto this. However, you're limited to an amount of equips. Your skills will consist of the ability to change armor during battle.
- Sand Magic - Determined to study the art of the desert, you pick Sand Magic. Your damage is high, but your attacks are slow. Your skills will consist of resistance to being trapped and the ability to command sand to your will.
- Sound Magic - Determined to study the art of sound, you pick Sound Magic. Your damage will be moderate, but your attacks will be fast enough to make up for this. Your skills consist of resistance to sound impairing damage and the ability to distort the sound around them.
- Water Magic - Determined to study the art of water, you pick Water Magic. Your water will do more damage than that of an Elemental Mage. Your skills will consist of resistance to drowning and the ability to command water to your will.
- Wood Magic - Determined to study the art of trees, you pick Wood Magic. Your damage is moderate, but your ability to manipulate trees will make up for this. Your skills consist of resistance to low physical damage and the ability to provide a good defense.
SkillsSkills, 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 ProphetsName :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 ProphetsName : 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!
name: flame
magic: elemental
reason: seeks power and adventure
male
red hair, moderate height, blue eyes
Name : Bob
Type of Magic : Puppetry
Other: Poltergeist (Ghost that throws stuff around)
Why you want to be the first to venture off into Magos Island : Adventurer who died there but didn't "die" there, if that's okay?
Name : Wilson
Type of Magic : Mirror Magic
Male
Why you want to be the first to venture off into Magos Island: To learn about the mighty beasts that inhabit the island and document them.
Name : Dave D. Davidson XIV
Type of Magic : Binding
Other Lord of Order (minor)
Why you want to be the first to venture off into Magos Island : I wish to find this place a proper place in the universe. To bind it to the worlds and redirect the payment to make it same for sapient life.