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Considering New RP. 
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Alright here’s the basic idea. The RP will take place in the late fifth century, the time of King Arthur’s rule. The main conflict in the RP will be between two sides, one trying to dethrone King Arthur, and one of loyal followers trying to protect him. Each participant will start out on their own and the RP will progress as alliances and enemies are made. The loyalists will be comprised primarily of devoted knights as well as other classes, while the revolutionaries will be made up mainly of traitorous knights, Saxon spies, and anarchists.
There are multiple types of weapons, armor, character classes, and items to choose from.

Weapons:
Open Hand: Short range and weak, but fast and controlled.
Swords: All-around close combat weapons.
Axes: Heavy. Does greater damage but is slower.
Lances: Longer range, but less control.
Knives: Greater control, but shorter range. Can be thrown.
Maces: Faster than an axe, but does less damage.
Bow & Arrows: Long range weapons, but relatively useless in close combat.
Wands: Capable of casting spells. It hurts to get hit in the head with one, too.
Whip: Fast and has good range, but difficult to control
Ball & Chain: Very powerful. Starts out slow, but gains momentum. Difficult to control. Usually swung around the head, but warriors can throw them straight out.
Hammer: Powerful but slow. Doubles as a forging tool.
Projectiles: Other throwing objects. Long range but generally do less damage.
Stars: Very fast, and very accurate.
Stone: Slower, but does more damage.
Stick: Slow and does little damage, but useful if there’s nothing else at hand.
Bombs: These really pack a punch, but they are rather expensive.
Boomerang: Always comes back, but does little damage.
Spells: Bags that release a magical powder or gas upon impact. Variety of effects.


Armor/Clothes:
Linen tunic: Extremely light, but offers no protection.
Cotton tunic: Very light, but offers almost no protection.
Leather tunic: Light, but offers little protection.
Chain mail: Relatively light, offers some protection.
Brigandine: Average, all-around armor.
Plate Armor: A little heavy, but offers good protection.
Bronze Armor: Heavy, but offers very good protection.
Iron Armor: Very heavy, but offers great protection.
Steel Armor: Extremely heavy, but offers excellent protection.
Wizard’s robe: Increases power of magical attacks.
Assassin’s tunic: Increases dexterity.
Warrior’s armor: Increases attack power.
Saxon armor: Light but sturdy.

Shields:
No Shield: Weightless but no protection. Obviously.
Wooden Shield: Light but little protection.
Bronze Shield: All around shield.
Iron Shield: A little heavy but good protection.
Steel Shield: Very heavy but terrific protection.

Classes:
Knight: Specializes in defense and offence. Favors swords. Capable of ordering peasants to do things WITHIN REASON.
Thief: Specializes in speed and dexterity. Favors knives. Capable of stealing money from peasants.
Assassin: Specializes only in dexterity. Favors swords. Capable of wielding heavier weapons with exceptional speed.
Wizard: Specializes in magic. Favors wands. Capable of casting spells.
Warrior: Specializes only in offence. Favors axes. Capable of using less powerful weapons with deadly force.
Conjuror: Specializes in teleportation and summoning. Favors wands. Capable of transporting people or objects and calling upon wild beasts for aid.
Ranger: Specializes only in speed. Favors bows & arrows. Capable of aiming over long distances.
Blacksmith: Doesn’t specialize in any particular parameter. Favors hammers. Capable of forging weapons given he has the proper tools: ore, a hammer, and fire.
Tailor: Doesn’t specialize in any particular parameter. Favors whips. Capable of sowing garments given he has the proper tools: cloth and a needle.

Items:
Potions: Heal life.
Poison: Drains enemy’s life.
Wine: Intoxicate yourself for no reason.
Bombs: They go boom.
Tent: Make camp and rest anywhere. Destroyed easily, so be careful.
Oil: Used to light lanterns or set arrows aflame when paired with flint.
Flint: Used to start fires.
Flask: Left over after drinking wine. Can hold liquids.
Bottle: Left over after using potions, poisons, or oil. Capable of holding things. Duh.
Ore: Portable item used to forge weapons on the go.
Cloth: Used to create garments to wear.

In this RP, your character will be just like a normal human. They need to eat and sleep.

Shops:
Tailor: Buy clothes or armor here.
Blacksmith: Buy weapons or shields here.
Baker: Buy food here to eat or take with you.
Innkeeper: Rest up here.
Storekeeper: Buy items here.

There are also a variety of other services besides shops.

Others:
Doctor: Heal completely.
Spell Caster: Capable of casting a charm on certain weapons or items to add certain properties.
Tavern: Pay to get drunk for no real reason.
Dungeon: This is where you go after you do something stupid while drunk.
Castle: Request an audience with the King of the town, then go to jail because you’re drunk.

There are also other various locations besides said towns. There are forests, mountains, plains, and lakes.

Throughout the entire RP, the rebels will be invading and conquering towns. They win if they either take over Camelot or kill all of the loyalists. Before they can capture Camelot, though, they must take over all of the smaller towns first. The loyalists must kill or imprison all of insurgents to win. Once the towns are captured, the loyalists can mount an invasion and redeem them.

I’m open to suggestions.

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Last edited by Nate on Sun Jan 11, 2009 11:29 pm, edited 2 times in total.



Sat Jan 10, 2009 11:54 am
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Well it's good for a rough sketch. Your open for more ideas, right?

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Sat Jan 10, 2009 5:24 pm
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Yes, quite.
I was afraid for a moment that no one would like the idea.

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Sat Jan 10, 2009 6:06 pm
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Well, I might as well be helpful SOME way.
Weapons: Staffs. Used by magicians as well.
Chain/Whip. Lashing action
Club. Typical noob starter weapon.
Hammer. Heavy, slow, but powerful weapon/forging tool
Classes: Rangers/Archers. Whatever you prefer. Utilizes bows. (Well, duh)
Summoners: Either teleports or generates a creature to attack. Uses staffs or wands.
Priest/Cleric. Specializes in curative magic. Uses wands or staffs.
Paladin: Holy knights. Similar to knights with the exception of holy magic. Loves swords?
Items: Food items? Restores less health than potions and/or used to sustain character.
Rubstones: An item used to resharpen blade weapons, increasing effectiveness. (From Summon Knight, used to replenish durability)
Containers: (ie: bottles or pots to hold liquids)
Ore: Used to manufacture weapons without blacksmith
Cloth: Used to create garments to wear.

By the way, excellent RP idea! I only disagree with the armor/shield designation where steel is weaker than iron.

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Sun Jan 11, 2009 11:05 pm
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Yeah, I just kinda guessed at that. I can switch it around.
And you have some pretty good ideas in there.

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Sun Jan 11, 2009 11:09 pm
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Meh, some ideas.

Weapons:
Guns: EXTREMELY powerful and easy to use, but hard to find and reload. Often use only in volleys.
Crossbow: Packs a better punch than a bow, but is also hard to reload.
Fire Arrows: Variation of arrows. Mostly used in sieges, as a way of spreading fear.
Classes:
Berserker: A "super" warrior (or variation), ignores reason and pain on the battlefield, but after it....
Assassin: Can usually hide items on their body, and can blend in a crowd.
Beast Master: Controller or Friend to nearly any animal, tends to wield whips, and can call most animals, if they friend it anyway.

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Mon Jan 12, 2009 2:18 am
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Nice idea but maybe you can make the story more creative than king Arthur, I mean there aren't going to be assasins trying to kill him while sleeping or something right...
But very nice idea keep it up.

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Mon Jan 12, 2009 3:00 pm
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Magician of Rune wrote:
Meh, some ideas.

Weapons:
Guns: EXTREMELY powerful and easy to use, but hard to find and reload. Often use only in volleys.
Heck no. This is the fifth century.
Crossbow: Packs a better punch than a bow, but is also hard to reload.
I'll think about it. Seems rather superfluous.
Fire Arrows: Variation of arrows. Mostly used in sieges, as a way of spreading fear.
Already taken care of.
Classes:
Berserker: A "super" warrior (or variation), ignores reason and pain on the battlefield, but after it....
Once again, I'll think about it.
Assassin: Can usually hide items on their body, and can blend in a crowd.
Assassin already used.
Beast Master: Controller or Friend to nearly any animal, tends to wield whips, and can call most animals, if they friend it anyway.
Too close to conjurer.

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Mon Jan 12, 2009 4:02 pm
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Nate wrote:
Magician of Rune wrote:
Meh, some ideas.

Weapons:
Guns: EXTREMELY powerful and easy to use, but hard to find and reload. Often use only in volleys.
Heck no. This is the fifth century.

But you have bombs!

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Mon Jan 12, 2009 9:18 pm
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Maybe I should take the bombs away, but there will be no guns.

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Mon Jan 12, 2009 9:43 pm
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ConquestStreak wrote:
Club. Typical noob starter weapon.


I think you mean sword.

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Mon Jan 12, 2009 10:06 pm
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Negative Null wrote:
ConquestStreak wrote:
Club. Typical noob starter weapon.


I think you mean sword.

ITS A NOOB WEAPON AND NOBODY EVER USES IT IN AN RPG![/rage]
Ah... disappointments.
@Nate:
Phew. You didn't use the Paladin idea. Thank god.
In the terms of armor and clothes, how about BARE NAKED? (Random people: lolololol)
As for your classes, I believe there should be no definition of blacksmith/tailor. If you ever played WoW, (I hate that game) then you would have abilities. For example, a cooking level. More food may be prepared. I think both the blacksmith and tailor fall into the "skill" area.
Places:
Shrines? Worship places, that may revive someone. (Probably not good)
Market: Food for the people!
Plasma Television Statue
Wait a second... no rubstone? There will be no sharp swords then! (jk)
Finally, I'm glad you DIDN'T (for now) specify weapon power by their metal. Make no sense, and I'm now happy!

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Tue Jan 13, 2009 9:56 pm
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A gold sword isn't as effective as cold steel.

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Wed Jan 14, 2009 12:45 am
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Thaiberium wrote:
A gold sword isn't as effective as cold steel.


Fine. WITH EXCEPTIONS. And, actually, on the whole, a steel sword has similar usage compared to an iron sword. Also, a "cold" steel sword? that may vary upon the general area, and conditions. So, that is a possible event.

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Wed Jan 14, 2009 3:29 pm
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ConquestStreak wrote:
Wait a second... no rubstone? There will be no sharp swords then!

No, that would be too in-depth.
Besides, the RP probably won't even last long enough for any of the swords to get dull.

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Wed Jan 14, 2009 4:08 pm
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