Introduction
Welcome to the one and only AZORA tournament! Are you ready for the finals? I sure am I. This year, we have two very different teams going up against each other. Both have battled hard for their titles, triumphing even when facing the toughest of hardships--- each hardship unique as the last. Our first team, fresh out of their victory against a valiant yet unfortunate party, are the ones who call themselves the Spiral Tide! Known for their strategic manner and amazing collaboration, they never fail to impress crowds. They are four different people but they become one when they enter the battlefield. But let's not forget about the amazing Thistle Roulette! Unpredictable plans and outrageous strength have driven this team to the very top! Don't let their thorns fool you, the Thistle Roulette may seem scattered at first, but their dicey tactics never fail to showcase their inner flower. Ah yes, they are two great teams indeed. But only one can be crowned victor. Watch, as they face off in the ultimate challenge, fighting for the champion title! ...And a little more than they bargained for.
Well, there you have it. You've got two teams: Spiral Tide and Thistle Roulette. Both have different aspects, and hopefully, will have varied characters. Now then. To put the plot bluntly, the two teams will face off in a fight to the death. Though the tournament is supposedly preformed through the widely known game called AZORA, the last round is a little... different. Instead of controlling their characters through laptops and keyboards, they physically are their characters. The setting is the land of Azora, a world filled with mystical creatures and challenging landscapes. Each team's objective is simple: destroy the enemy. Or in the case, the other team. In depth details will be featured below.
You're probably wondering what categories and classes are. Allow me to explain.
There are three categories, and each one is crucial to battle in the land of Azora. Each category specializes in a certain type of battle necessity. There are healers, damage dealers, and brutes. In a typical party there are two damage dealers, one healer and one brute. Without even one of these members, party performance greatly declines. Each and every category is necessary for game survival.
Let's begin with one of the most basic categories: healers. Healers are what they sound to be: the life source of the party. They are always castors, who must stand still in order to cast a spell. Most if not all of their spells are related to healing: restoring the targeted player(s)' health bar. The primary job of a healer is to keep their team alive at all times. All healers depend on mana in order to cast their spells. Mana slowly regenerates over time, and can be quickly restored using mana potions.
Next are damage dealers. Whether they are castors, ranged instant hitters, or melee fighters depends on the class (scroll below to receive a summary on what classes are.) However all damage dealers, no matter what class, all share one goal: destroy the enemy. After all, that is what they specialize in: dealing damage. Out of all the categories, they are the strongest by far. Without damage dealers parties are hopeless when it comes to expelling monsters, and in this case, players. Damage dealers depend on mana or stamina in order to cast/hit. It all depends on the class.
Last but certainly not least are brutes. They are the first to charge into battle. Their goal is also to keep their team alive. Specifically, the healer. Brutes keep all monsters off of their teammates at all costs. They take the brunt of all hits; however they have the most health and the most endurance. Some people like to think of them as the sacrifice. They can cover other players and take their damage. For example, if a player named Tom was taking damage, a brute named Timmy could cover Tom. Instead of Tom taking the damage, Timmy would be the one being injured. Brute's moves vary depending on class.
Speaking of class, it's about time to explain what that is. Each category consists of multiple classes, each specializing in the category's known goal in a different way. There are many aspects that tie to class. First, there is weight, which determines how fast a player is. The more you weigh, the slower you are. Next is endurance, which defines defense. For example, a brute class, Knights, have lots of endurance; whereas a damage dealer (or DD, for short) class known as Dark Sorcerers, have little defense. Say a level 50 monster hits a level 50 Knight. Pretend the Knight loses about 300 health points. If a lever 50 Dark Sorcerer were hit by the same monster, they'd lose around 500 health points. The next aspect is strength. Let's pick up that same scenario... Level 50 Knight and Dark Sorcerer. The Dark Sorcerer, a master of strength, hits a level 50 monster with their best attack move. It would hit the monster for about 1,000 worth of health points. However the Knight, with a low amount of strength, would hit it for around 500 health points. Next is range. Someone with little to no range, (usually called melee), can only hit something up close. But someone with lots of range can hit something from far away. The more range, the farther away you can hit. Then there are castors and instant hitters. Castors cast spells. When casting, they must stand still or else the spell will be canceled. Instant hitters can use moves instantly. Spells are usually stronger than instants. And last but not least is health. Everyone has different amounts of health depending on their class.
Here is a list of the classes along with their perks and moves.
There are only two classes of healers. There are Light Sorcerers, and there are Astrologists.
Astrologists
Astrologists use the guidance of the stars to heal their teammates. Their moves are primarily defense moves. They are preventative healers, who specialize in preventing their party members from taking damage. Protective barriers and damage buffers are their strong suit. They can still heal but their heals don't do as much as a Light Sorcerer's does.
Aspects
Astrologists are light. They're a little heavier than Light Sorcerers.
They have average endurance, though their defense is nothing to gawk at.
It's no surprise that they're ranged. All healers are.
Also castors. All castors are ranged, actually. They have very few instant moves. Usually barriers.
Strength is not a healer's strong-suit. Astrologist strength is below average.
They have an average amount of health.
Their weapon is a staff.
Light Sorcerers
While Astrologists are preventative healers, Light Sorcerers are reactive healers. They don't use barriers, however they provide powerful heals and specialize in regeneration spells.
Aspects
Light Sorcerers are light. They are a bit faster than Astrologists, but not by much.
All healers have average endurance. A Light Sorcerer's endurance is the same as an Astrologist's.
They're ranged.
A Light Sorcerer uses casting primarily, though they have a few instant moves.
Their strength is below average.
Light Sorcerers have an average amount of health.
Their weapon is a staff.
There are five types of damage dealers: Dark Sorcerers, Assailants, Gunslingers, Brawlers, and Factors.
Dark Sorcerers
Dark Sorcerers are the strongest of damage dealers. They deal with wind, fire, electricity and ice.
Aspects
They're light. They move fast in order to pull off their powerful spells.
Dark Sorcerers have horrible endurance. Though they can pack a powerful punch, it doesn't take many punches to knock them out.
In order to cast, they have to be ranged.
As stated above, they're castors. The stronger the spell, the longer it takes to cast.
A Dark Sorcerer's health is a bit below average.
Dark Sorcerers are the strongest of all damage dealers.
They wield a staff in battle.
Assailants
Think of Assailants as the ninjas of Azora. They're light on their feet and masters of blades. They use a clever combination of ranged and melee moves in order to nail their target. Stealth is key when you're an Assailant.
Aspects
Assailants are very light, therefore very fast.
Right in front of Dark Sorcerers, their endurance is second to worst.
They switch between ranged and melee, depending on their move.
Primarily, they use instant moves.
Assailants are average when it comes to health.
Their strength is the lowest of the damage dealers. However they make up for that in speed, as they can fit many hits in just a few seconds.
They use knives, daggers, and all sorts of blades.
Gunslingers
Playing a Gunslinger is dicey, but rewarding if you've got what it takes. Gunslingers work in power sparks. Depending on their skill, they can land a hit more powerful than a Dark Sorcerer's best move or blast a bullet with power equivalent to a small pinch. Power sparks depend solely on aim and positioning. Each Gunslinger has certain positions depending on their playstyle. Being in these positions, whether they be places or physical stances, increases a Gunslinger's power. The strongest of positions are usually awkward and hard to form in the heat of battle.
Aspects
Gunslingers are somewhat heavy.
When it comes to Gunslingers, endurance is average.
Most of their moves are ranged, despite a select few.
Most of a Gunslinger's moves are instant, if not all.
A Gunslinger's health is slightly below average.
Their strength depends on their skill.
They use guns, obviously.
Brawlers
Brawlers depend on fists and brawn. Strong, durable, and all in for a fight, brawlers are the daredevils of the damage dealers. Their only weapon being fists and feet, they use knowledge of weak points and former injuries in order to punch their way to victory. They can temporarily disable players by hitting them in specific places. (Think Ty Lee from Avatar the Last Air-bender.)
Brawlers are average when it comes to weight.
Endurance is not a problem for Brawlers. They have the second strongest endurance of the damage dealers, standing right behind Factors.
Brawlers are strictly melee.
All of a Brawler's moves are instant. It's rare to see a Brawler use a ranged move.
Health is in the bag when it comes to Brawlers. They have the most health out of any damage dealer.
Brawlers are quite strong--- but not as strong as Factors.
The only weapon a Brawler has is their fists, their feet, and their brain.
Factors
Last but not least are Factors. They use machines and explosives to blow up anyone who dares to stop them. Masters of contraptions, they have a wide arsenal of weapons to choose from. Factors can also set traps for people to step on.
Aspects
Factors are quite heavy.
They are the masters of endurance. They have the most endurance out of all of the damage dealers. However, their moves can hit them as well.
A mix between melee and ranged, Factors use a variety of machines in order to win.
Also a mix. Factors blend instant and casting to create a fine recipe.
Factors have lots of health.
Strength is no laughing matter when it comes to Factors. Though they're not as strong as Dark Sorcerers.
Last but not least are brutes. They have the highest endurance and health out of all categories. There are only two types of brutes: Knights and Valiants.
Knights
Knights use a sword and a shield. They're classic. Knights in shining armor that come to save their healers. It's no more simple than that.
Aspects
Knights are the heaviest class of them all.
Endurance is a Knight's middle name. They have the best endurance in the entire game.
They are strictly melee.
Typically, Knights use instant moves. Though casting is not unknown to them.
Knights have tons of health, but not as much as Valiants.
A Knight's strength is average, for a brute's. (Think a little bit below an Assailant's strength.)
Knights use a sword and a shield, as stated above.
Valiants
Valiants aren't so classic. Though they wield a classic sword, they spice things up with a gun. Their sword isn't very strong, however their gun does not kid around. Their ranged attacks are powerful, however their gun takes a while to recharge. They can only fire once every ten minutes.
Aspects
Valiants are heavy, but not as heavy as Knights.
They have a lot of endurance, though not nearly as much as a Knight.
Valiants blend ranged and melee moves.
All of a Valiant's moves are instant.
When it comes to health, a Valiant doesn't mess around. They have the most health out of any class to ever exist.
A Valiant's sword doesn't do much, however their gun can easily knock a Factor down for at least five seconds.
As stated above, they use a sword and a gun.
Spiral Tide is a guild based on strategy and cooperation. They're lead by a strong leader. The leader is what ties them together. Without their leader, they fall apart. Whether it be gradual or instantly that they do so depends on the characters. In other words, that's up to you, my fellow roleplayers.
Name | Category > Class | The Leader | Face Claim
Name | Category > Class | Member | Face Claim
Name | Category > Class | Member | Face Claim
Name | Category > Class | Member | Face Claim
Thistle Roulette plays every match as it is: a roulette. And if there's anything this team is lacking, it is cooperation. Always scattered and disoriented at the beginning of a fight, they never seem like the winners... At first, that is. There's always one person, always the same person, who stands up to take the lead. They pull the team together and they make an amazing comeback in the end, the team's unique ideas coming together to form the most brilliant, unpredictable win.
Name | Category > Class | The Last Minute Leader | Face Claim
Raven Starrae | Damage Dealer > Dark Sorcerer | Member | Akemi Homura
Name | Category > Class | Member | Face Claim
Name | Category > Class | Member | Face Claim
Reservations can be made in the OCC. They only last three days. WIPS are acceptable, but they must be completed in three more days. Please, please don't bail. No one likes a bailer. D: [Extensions can be given if requested. ^^] Also, when you reserve, please mention your class, category and face claim.
Okay, so... I'm kind of pooped, so... I'm just going to tell you what's on the character skelly. Make sure you make it pretty!
You'll need to include...
Their name.
Their class.
Their category.
Their age (age range: 15 to 29)
Their face claim.
Their love interest, if any.
Their height.
Their weight.
Their eye color.
Their hair color.
Their hometown.
Their habits.
Their quirks.
Their likes.
Their dislikes.
Their triggers. (anger wise.)
Their personality.
Their bio.
More may be added. Keep an eye on the list.
Rules... I'll add those soon.
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By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.
Once an Item has been created, it can be spawned in the IC using /spawn Item Name
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to retrieve the item into the current character's inventory.
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Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!
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Fullscreen Chat » Create Topic » AZORA: Out of Character
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AZORA
by *Boop* on Sat Jun 20, 2015 1:29 am
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AZORA
Most recent OOC posts in AZORA
Re: AZORA
I'd love to reserve a Brawler for the Spiral Tide, he'd be a bit of a modification on that class if that's okay in that he has a bat? Because the Fc I'd love to use. . . Is Yata Misaki from K project.
If this isn't acceptable in any way, let me know :D So, since I tend to procrastinate, I'll get working on a character sheet.
Re: AZORA
My FC will be Namie Yagiri from Durarara!
Can we modify our magic in any form in terms of how we use it?
Re: AZORA
Anyway, I'll take a swing at this. The way you structured the main page suggests you want some kind of structured combat system but don't actually have solid rules written out for the RP. Either way, I want to play the defensive healer for the Roulettes. Some kind of zip-in heal/shield zip-out type. That's my typical DDO Cleric after all.