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Monsters / Shadowmire - What Lurks In The Dark
#1
[Image: shadowmire.png]
Shadowmire is a region deep within the woodlands afar from civilization where swathes of plague lands are prominent. It is a Point of Convergence, a place of unstable magical energy that borders Eternia and the Spirit Realm. The source of this occultic, unstable energy is believed to be the primordial Nyx, a dark goddess that's heard in whispers and the deepest, darkest corners of the world, as well as the remnants of the Pandemonium Chase. Whatever the cause, the Mire has become something of a haven for that which goes bump in the night.
  • Capture rolls for monsters is a mandatory 1. It should never be below this, regardless of any RPL differences between the two. Refer your opponent to this guide/rule if they offer a capture 0, or a monster requests it!
  • Monsters begin with an RPP bonus! You don't gain a rebirth bonus in RPP on death from a monster, but you do unlock races (such as the higher tier of monsters!)
  • You have a racial tree that's purposely overturned and highly experimental. You are, effectively, a target and a challenge for all good, law abiding citizens, and a potentially dangerous ally for the more nefarious types. 
  • In exchange for the head start and other perks, there are more restrictions placed on you. The main one is that you cannot  idle in a city or randomly enter it, with exceptions for (private) meetings and public events. You're also exempt from prisoner capture rules (you cannot be taken prisoner; you can leave once unchecked after a 24 hour grace period). Cap roll of 1 or higher: Always, 2-3 if a rival (though not mandatory).
  • You're an antagonist. Your objective is to live and breathe your role in a meaningful way, start and maintain stories with momentum, lose in cool ways and lift up the characters around you, an obstacle and something that puts fear in people. In the event that you wish to kill a character, it should be done in a way that's high impact and encourages player agency (plenty of witnesses, ability to intervene, or even during a public event / raid!)
  • Proactive, long term Shadowmire characters may be given power boosts / hiddens depending on their performance and engagement. You're also free to use the journal system, while keeping in mind that any day might be your last!
  • Deep in the lands of Shadowmire is your territory; anyone who wanders into there haphazardly might be subject to conflict. Your focus should be on making the interaction engaging (as theirs should be too!) using the tense/dark atmosphere as flavor, and it doesn't always have to lead to a battle, but if it does then there should be a threatening nature to it. If you do capture someone, dealing a light perm and allowing them to roleplay out an escape is a good alternative to death. Or you could keep them around as a prisoner temporarily, but do be aware that the moment you're not looking they are free to run for it!  


[Image: ECPage.png]

The following three races have no rebirth requirement and are thus entirely public: Mutant, Dullahan, and Ogre
Non-humanoid monsters (ogre, nethradin, ent) have access to the 'monster' passive which grants vitality/power since they cannot equip gear.

Mutant 
Begins at 170RPL. Your origins are murky. You're an occultist driven mad and overtaken by their fel magic, or perhaps an experiment gone wrong. But what's undeniably true is that your humanity has faded with your sanity, and your appearance is the stuff of nightmares.
Physical mutations should be visible on exposed skin!
Ghost Rip - 10 RPP: This ability has no cooldown and is GCDE but costs 20 MP to cast. It's a short-ranged strike that deals 10 damage.
Adversity - 10 RPP: This ability has no cooldown and is GCDE but costs 3000 HP to cast. It increases power by 50 for 10s and can be stacked.

Dullahan
Begins at 170RPL. An undead wretch with no master, a headless ghoul or perhaps the last of a rotting skeleton with its spirit clinging to the armor it wore in life. During the pandemonium chase and the plague of Saekanis, dead knights would rise up and wander the land aimlessly, sustained by their grief, regret, and hatred. You lack memories of your past save for brief shards and fragments, muddled by the passing to the netherworld and back. Something is nonetheless keeping you here.
Burden - 10 RPP: This ability is a moderate heal over time that also reduces incoming damage. 
Telepathy

Skeleton
You're a skeleton with no master, and even you don't know how long your life in undeath has been. The memories of your past life are very hazy, if there at all!
BoneZone - 15 RPP
Throw - 15 RPP

Ogre
Begins at 170RPL. A dim-witted, extremely violent giant of unremarkable demonic ancestry. What you lack in intelligence you make up for in strength.
Slam - 15 RPP: A variant of Ultra Powersmash, jumping towards the target to deal heavy damage. 
Throw - 15 RPP: Short-ranged linear dash that punts the target away.

The following three races have a rebirth requirement of 200: Ent, Nethradin, and Fairy
Ent
Begins at 190RPL. Fierce guardians of nature and greater elementals of the forest, the wrath of the seasons manifested as raging spirits. 
Entangling Vines - 10 RPP: An upgrade to the standard vines, summoning ten instead of three.
Telepathy

Nethradin

Begins at 190RPL. Dark spirits from the netherworld, the messengers and guides of witches. A nethradin will often invoke human followers and teach them the ways of fel magic in exchange for their servitude to Hel after death. 
- Access to the occult.
- Access to witchcraft. 
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