Coming soon to the RPG section closest to you, it's the return of Mcleodgaming's largest RP project ever, The Line of War!
Loosely based on the universe of Kingdom Hearts, the RP will take you through over 20 worlds as you strive to defeat the opposing side, while at the same time surviving a barrage of attacks from two other factions!
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Story outline.
Our story starts out as the stars begin to act strange once again. Instead of disappearing, however, they realign themselves. Forming a straight line of planets between Disney Castle and The World That Never Was, with the Heartless infested Twilight Town in the exact center. It starts off short, with only five planets being drawn into the line. Astrologists however, believe that this might change soon, so it is up to you to decide.
Will you try to find out more of what is happening, and unlock the mysteries of the shifting universe?
Or will you travel the line and strike the final blow onto your enemy, finally ridding their influence from the galaxy?
The choice is yours to take.
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The sides
Join one of the two factions as they fight for survival and dominance in the suddenly shrunken universe.
The Keyblade Wielders, the elite chosen one, trained by the King himself and each said to have the ability to wield a Keyblade, lead by yours truly.
The Nobodies, creatures that were strong enough in life to maintain their human form in demise, lead by Bluemage77
Battle eachother and one of the other two major factions.
The Heartless, creatures that feed on the darkness in your heart.
????, a new faction that is only known from whispers, they do not actively participate in the tug o' war, unlike the Heartless.
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Tug o' War
The RP will feature a never before seen on Mcleodgaming "tug o' war" system. Every planet on the left side of the universe will start off as being under control of the Keyblade Wielders, while the right side will be under control of the Nobodies. The central world, Twilight Town, will be controlled by Heartless at the start.
You may travel to any planet within the influence of your own faction, but you may not travel past the first planet that is controlled by another faction. If you want to travel further, you'll have to complete a quest that will usually lead you to the guardian of that planet. Defeating him will allow your faction to reinforce the planet and claim it for themselves.
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Heroes
You are not alone in your mission, however, you will meet various 'heroes', who will protect a certain planet or patrol a certain amount of planets, attack the next planet in the chain, or even join you in your explorations. Do note that interaction is very important. Depending on how you act inside and out battle, the hero might come to either respect or dislike you. While in most cases, dislike just means he won't travel with you, some heroes might actually defect to another faction or try to sabotage you. Your way of acting will have consequences.
Note that heroes have use even beyond the battlefield. They may be willing to train you or give you quests. Do note that every hero reacts different to being spoken to. Some may find someone who threatens and swears gutsy, while another might find it disrespectful. As such, forcing your character to act a certain way that doesn't agree with his background/spreadsheet will not only make you seem ridiculous for pretty much breaking character, but it won't net you any extra rewards.
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The worlds.
There are more worlds than the ones drawn into the Tug O' War. These planets are usually referred to X planets, while the worlds within the line are called Y planets. X planets usually have their own, small faction that controls the world. They cannot be taken over. Some of the more populated worlds will have their own hero, who can be influenced to join either side of the conflict. Once influenced, he will of course, not listen to the pleas of alliance from their victims, but should their home world be in any sort of danger, they will rush home, where they can be a lot more co-operative.
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Homeworlds.
Disney Castle and The World That Never was are currently the only known homeworlds, although it is rumored that the Heartless have one as well. A homeworld is the last bastion of defense. When it is conquered, the RP is finished. However, do note that since all other planets will have been conquered by the attacking side, all the heroes on the defending side will be gathered on the first line of defense of the world.
Conquering a homeworld is more straightforward, but harder. You and your allies will have to battle through the first line of defense, made up from all the heroes under control of the faction, as well as the opposing players.
The second line of defense is a fight against the two guards of the faction leader. While this fight is going on, defending players are offered the opportunity to prepare at the final line of defense.
Should the guards fall, the enemy will encounter the last line of defense, composing of the faction leader and the refreshed opposing players.
As you can see, winning will not be a walk in the park.
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Experience and death.
Experience is gained at a % rate.
Destroying an NPC will net you 5/100th of the total exp you need to reach the next level. Destroying a player on the opposing side will earn you 10/100th of the total exp you need, provided the player was your level or higher. You will only receive 5/100th if he was lower.
When you die, all the experience you gained towards the next level is lost, but you cannot lose a level.
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The stats.
Brawn (STR): A vital parameter for a warrior, each point increases attack by 1.5, in both minimum and maximum damage (The decimal does not count until the value becomes whole). Every 5 points into this gives the VIT stat 1 point. Goes up to 100.
Agility (AGI): Every point increases dodging by .6% and .3% chance for a counter-attack (Melee damage dealt is reflected back at a 50% value). Counter-attack damage does not go below the character's minimum attack. Goes up to 50.
Mana (INT): Vital for mages, does not have a set value. Spells are set to be based off of this stat, increasing their effects. However, it increases the attack of offensive spells by 3 every two points, minimum and maximum. Each point represents 2 mana points. Everyone starts with 20 Mana at 0 INT. Goes up to 100
Endurance (VIT): Undergoing training increases this parameter, starts out at 100; if one has received previous training, it can range from 101 ~ 200. Increases by 3% each increase of this stat. Once endurance has reached the 140 mark, percentage increase goes up to 4%, then each mark has an increased requirement of 10 more endurance, each time making percentage increase go up by 1. Percentage increase can go up to 9%, max is 1000. Each point represents 1 health point.
(i.e. Once it has reached the 490 mark, percentage increase will become 9)
Every 100 marks, 3 damage is reduced every attack, does not work for magical damage.
When a health with decimals is obtained, it is rounded downwards.
Chart:
100 - 3 damage reduction + 3% increase.
140 - 3 dmg reduct. + 4% increase.
190 - 3 dmg reduct. + 5% inc.
200 - 6 dmg reduct. + 5% inc.
250 - 6 dmg reduct. + 6% inc.
300 - 9 dmg reduct. + 6% inc.
320 - 9 dmg reduct. + 7% inc.
400 - 12 dmg reduct. + 8% inc.
490 - 12 dmg reduct. + 9% inc.
500~1000 - 15~30 dmg reduct. + 9% inc.
Luck (LUK): Starts out at 0~1. This parameter allows one to be more favored by the gods, usually increasing their lifespan and fortune. Every point increases critical (2x damage) by .5%, dodging abilities by .2% and nullifies .1% of the dodging stat of attacked enemies.
(i.e. 80 LUK vs. 50 LUK, the one with 80 luck nullifies the 50 luck to have only 2% dodge)
If the nullification pulls the target down to the negatives, the absolute value of the negative dodge goes towards the chance for a critical.
(i.e. 80 LUK vs. 30 LUK - 80 pulls 30 down to -2%, which makes his critical to 40+2, 42%)
Once LUK passes the 80 mark, each point increases critical by .3%. Stat goes up to 100, max.
Each level-up yields 8 points to spread, each parameter cannot be upgraded by more than 3 each level.
Maximum level is currently 63.
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Equipment.
In this RP, you will not find shops that sell you equipment, but instead you are allowed to take one starter weapon when you begin your journey, and you will find new equipment through quests or by being a large help to your faction in the battlefield.
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Quests.
Quests are an important aspect of the RP, considering they are the only ways to unlock X worlds for your side to explore. Quests are usually assignments that request for you to do things not immediately related to the tug o' war, such as exploring a new world or going to one of the worlds owned by your side for various reasons. It is believed that the rarest and hardest of quests will lead you directly to a special equipment unique to your faction.
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Gummi ship routes.
These are the paths between worlds that need to be traveled in order to safely reach another planet. Most X worlds have a gummi ship route that can only be reached from a Y world. This means that you can only reach the X worlds if the Y world the gummi route starts on is owned by your faction. Some, extremely rare cases however, have gummi routes starting from more than one Y world, meaning it is possible to encounter enemies even there.
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Magic.
A quick note on mana, it recovers by 5% of your maximum MP after each turn, and you get 50% back after a fight is finished.
FireType: Fire
Level Required: 1
MP Cost: 10
Power: INT + 15
Description: A fireball that automatically homes in on remote targets but does not execute sharp turns. Can only hit one target.
FiraType: Fire
Level Required: 20
MP Cost: 12
Power: INT+ 30
Description: A fireball that automatically homes in on remote targets but does not execute sharp turns. Can only hit one target.
FiragaType: Fire
Level Required: 40
MP Cost: 16
Power: INT + 50
Description: A fireball that automatically homes in on remote targets but does not execute sharp turns. Can only hit one target.
BlizzardType: Blizzard
Level Required: 4
MP Cost: 20
Power: INT + 5
Description: Short-range attack that flings ice crystals, covering a conical area of all enemies. Attack can be nullified with a defensive spell of a caster who has INT that is 10 above or below the original caster. If the target has 35 INT above, damage is halved for the other targets as well.
BlizzaraType: Blizzard
Level Required: 23
MP Cost: 30
Power: INT + 20
Description: Short-range attack that flings ice crystals, covering a conical area of all enemies. Attack can be nullified with a defensive spell of a caster who has INT that is 10 above or below the original caster. If the target has 35 INT above, damage is halved for the other targets as well.
BlizzagaType: Blizzard
Level Required: 43
MP Cost: 40
Power: INT + 50
Description: Short-range attack that flings ice crystals, covering a conical area of all enemies. Attack can be nullified with a defensive spell of a caster who has INT that is 10 above or below the original caster. If the target has 35 INT above, damage is halved for the other targets as well.
ThunderType: Thunder
Level Required: 7
MP Cost: 45
Power: (INT X 2) + 14
Description: Creates flashes of lightning around the caster or the target. This spell can damage all targets, or concentrated on one (Where it will deal 2x damage).
ThundaraType: Thunder
Level Required: 26
MP Cost: 55
Power: (INT X 2) + 25
Description: Creates flashes of lightning around the caster or the target. This spell can damage all targets, or concentrated on one (Where it will deal 2x damage).
ThundagaType: Thunder
Level Required: 46
MP Cost: 70
Power: (INT X 2) + 40
Description: Creates flashes of lightning around the caster or the target. This spell can damage all targets, or concentrated on one (Where it will deal 2x damage).
CureType: Cure
Level Required: 10
MP Cost: 18
Power: (INT X 3) +25
Description: Restores a character's HP. Takes until next turn to finish casting, an attack that deals above 9% of the caster’s health during casting will disrupt it, and it will only heal (INT X 2).
CuraType: Cure
Level Required: 29
MP Cost: 26
Power: (INT X 3) + 45
Description: Restores a character's HP. Takes until next turn to finish casting, an attack that deals above 9% of the caster’s health during casting will disrupt it, and it will only heal (INT X 2) + 20.
CuragaType: Cure
Level Required: 52
MP Cost: 35
Power: (INT X 3) + 25% HP + 80
Description: Restores a character's HP. Takes until next turn to finish casting, an attack that deals above 9% of the caster’s health during casting will disrupt it, and it will only heal (INT X 2) + 10% HP + 40.
ReviveType: Cure
Level Required: 31
MP cost: 50
Power: (INT/2)% +20%
Cooldown: End of the current fight
Description: Restore the life energy of a fallen comrade, allowing them to continue fighting instead of being sent back to their homeworld. However, due to the strain this causes on the body of the caster, attempting to cast it more than once in a single fight is impossible.
GravityType: % Attack
Level Required: 39
MP Cost: 78
Power: (INT / 5) + 20 (in %)
Description: Creates a dark sphere. Target within it take a % damage of their current HP. However, most boss monsters are almost immune to % Attacks.
GraviraType: % Attack
Level Required: 49
MP Cost: 83
Power: (INT / 5) + 25 (in %)
Description: Creates a dark sphere. Target within it take a % damage of their current HP. However, most boss monsters are almost immune to % Attacks.
GravigaType: % Attack
Level Required: 61
MP Cost: 94
Power: (INT / 5) + 35 (in %)
Description: Creates a dark sphere. Target within it take a % damage of their current HP. However, most boss monsters are almost immune to % Attacks.
StopType: Stop
Level Required: 13
MP Cost: 25
Power: 1 turn
Cooldown: 5 turns
Description: The target is stopped for the duration. If you attack stopped targets, they take damage as soon as the effect of the spell wears off. Boss monsters unaffected.
StopraType: Stop
Level Required: 32
MP Cost: 35
Power: 1 turn
Cooldown: 4 turns
Description: The target is stopped for the duration. If you attack stopped targets, they take damage as soon as the effect of the spell wears off. Boss monsters unaffected.
StopgaType: Stop
Level Required: 55
MP Cost: 40
Power: 1 turn
Cooldown: 3 turns
Description: The target is stopped for the duration. If you attack stopped targets, they take damage as soon as the effect of the spell wears off. Boss monsters unaffected.
AeroType: Aero
Level Required: 16
MP Cost: 35
Power: -
Description: A barrier that reduces damage taken by enemy SPELLS by half is created around the character or the target for the duration of (INT/25) turns. Aerora and Aeroga deal damage to opponents who touch the barrier. Casting an “-a” spell will dissolve the barrier.
AeroraType: Aero
Level Required: 35
MP Cost: 45
Power: (INT of target) + 6
Description: A barrier that reduces damage taken by enemy SPELLS by half is created around the character or the target for the duration of (INT/25) turns. Aerora and Aeroga deal damage to opponents who touch the barrier. Casting an “-a” spell will dissolve the barrier.
AerogaType: Aero
Level Required: 58
MP Cost: 60
Power: (INT of target X 2) + 6
Description: A barrier that reduces damage taken by enemy SPELLS by half is created around the character or the target for the duration of (INT/20) turns. Aerora and Aeroga deal damage to opponents who touch the barrier. Casting a “-ga” spell will dissolve the barrier.
These are the standard spells. You may make custom spells, but they must be approved by Kerim before use. (
memberlist.php?mode=viewprofile&u=125)
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Space combat and boarding.
Space combat will occur when members of different factions travel the same gummi ship route or take up orbit around the same planet, and it is where the difference in gummi ship models begins to take notice.
At the start of the RP, every player will be able to use one of two ships.
The first, named Kingdom, was the first Gummi ship created. It is small and quick, relying on it's speed instead of it's power to win in a fight, as it has only a single gun. It has room for three people, and should avoid getting boarded. As it is frail, fleeing is most likely a better option than fighting.
The second, named Dreadnaught, is the exact opposite. Large and slow, it boasts four guns, each capable of firing in any direction without turning, as well as a single magnet in the front to pull in enemies in order to board them. As it is much larger, it has room for six people, giving it an edge when boarding.
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Classes
Melee:
Champion(KB), Berserker(N) - Based solely on hacking enemies to bits with as much force as possible. Strength based class.
STR 10
AGI 3
INT 2
VIT 126,678
LUK 1
Paladin[Justice(KB) and Tyranny(N)]- Divine or unholy individuals bent on either destroying your life or making it better. Good stats all-around.
STR 7
AGI 5
INT 3
VIT 130,478
LUK 0
Magic:
Mage(KB), Shaman(N)- Extremely powerful mages and weilders of magic. Good stats all-around.
STR 1
AGI 5
INT 9
VIT 119,406
LUK 3
Artificer(KB), Incarnate(N)- Incarnates manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an ideal. Extremely powerful magic users.
STR 0
AGI 4
INT 16
VIT 109,273
LUK 1
Stealth:
Swordsman(KB), Assassin(N)- Skilled experts in the killing arts. High power and speed.
STR 7
AGI 9
INT 2
VIT 115,928
LUK 1
Spy(KB), Infiltrator(N)- Incredibly agile and quick witted combatants. Superior speed.
STR 5
AGI 11
INT 4
VIT 112,551
LUK 0
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Credits.
Kyzak, beta testing and forming the general idea of the RP.
Not Sayonara, statistics table, spells and misc help.
Break, misc help and brainstorming.
Bluemage77, Co-DM, classes.
Kerim, verifying custom spells.
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Still a work in progress, I know, but we're making great progress!