A World Like No Other
Rated M for violence, probable swearing, and sexual references (no sex scenes…I won't stop it from occurring, but please don't describe it)
The sun lazily drags across the sky as a small breeze cuts through the raging heat from the sun. The slight bite from the gust lets you know that summer is ending soon, meaning it'll be time to head back to school any day now. Once again, the nearly three months of freedom from nagging teachers and grueling homework is coming to an end.
Trying to put the thought out of your mind, you and a group of friends decide to make another trip to the beach to soak up the sun one last time. You spend the following day swimming in the ocean, playing ball or frisbee on the sand, walking the boardwalk and shops, and generally having as much fun as you can. But as you longingly watch the sun fall behind the horizon, you silently wish you could stay free from the prison of school.
That's when someone trips on something, causing a sudden shift in the level of the sand. Curious, you all investigate the small crater that suddenly appeared in the ground, apprehensively testing the ground to find it as solid as it should be. Someone notices a dark object jutting out from the middle and you all dig it out, discovering that it's a locked box of some sort. The designs carved into the wood are intricate in appearance, though the entire box appears to be slightly weathered.
As someone fiddles with the heavy lock, it suddenly springs open in their hand. The hinges creak slightly as the top of the box flips up like a suitcase. Inside is a folded piece of cloth and a deck of large cards, about the size of a standard piece of paper. Flipping the first card over reveals it to hold the profile of a person from a fantasy world, including a description of their appearance as well as other information such as their class. The cloth unfolds into a circle with painted rectangles that look to perfectly fit the cards; someone notices that there are enough card spaces for everyone in your group.
Some people are skeptical, even downright afraid, but you all agree to see just how it works and so head to a nearby park. The box is opened again and more thoroughly searched, revealing a few strange trinkets as well as a small card with instructions. Reading them makes it seem to be sort of ritualistic, but you're desperate enough for some adventure so you set it up according to the card after everyone chooses a character.
As you finish the preparations the card says, the streetlamp above you shuts off suddenly, leaving you with only the moon as light. Then without warning the moon disappears too, and suddenly a blackness sweeps down, enveloping everything. Before you can properly react, you black out.
You wake up to the sun shining in your face, and as you groggily open your eyes, you notice that you and your friends seem to still be in the park. As your eyes focus, however, you notice that the park isn't exactly the same park, and your friends aren't exactly your friends. Everyone is shocked (some more than others) to discover that you've all suddenly become the character from the card you had chosen.
As you get up, you notice that the park is now vastly different. The trees are more fantastical, the roads aren't paved or bordered by sidewalk, and the nearby buildings are a bit less modern. Suddenly someone bursts from one of said buildings, proclaiming that you've finally arrived and must head on to the city ahead.
With no clue what's going on, you follow the now-dirt road towards where the main part of your city used to be, wondering just what awaits you when you arrive.
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Hokay, so…this is largely part-revival of an old RPG, moderately part-Jumanji, and slightly part-FFTA, with a bunch of other nerdiness (read: WoW and D&D) mixed in. That being said, please no referencing Jumanji in the RPG; assume that it does not exist in this universe, just so that people don't have that as a reason to not play the game.
The only thing that's probably not going to be obvious about the form is the Class. Since it's not going to be based on any one particular source, but rather a collaboration of just about everything, I'm simply going to outline what each is like here:
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Warrior - Warriors are the battle-hardened fighters set on dealing physical damage and being able to take some in return. Their immense strength allows them to wear heavy armor at only a slight decrease in movement speed, although their battle agility is lessened from the bulk; conversely they can wear slightly lighter armor for less protection in exchange for being more nimble.
Basic Abilities: A Warrior's most basic ability is their strength, but with that strength in mind Warriors voices can either bolster their allies or demoralize their foes. They can also focus to put on a sudden burst of speed to charge at their enemies, and can even enrage to cause even more damage for a short period of time.
Weapon: Warriors can basically wield any kind of weapon that is not based in magic, though they usually prefer swords, axes, or maces (rarely are warriors seen with small weapons like daggers); they can wield a giant weapon with two hands or dual-wield two smaller weapons, and some carry a shield with which to protect against certain attacks (ones that their normal armor wouldn't protect against). They have a sheath or holster which holds their weapon(s) when not in use.
Ranger - Unlike Warriors, Rangers are never in the thick of battle, and always just off to the side, shooting their arrows with deadly accuracy. They wear lighter armor that is still rather strong, but which allows them to move with speed and dexterity. Rangers can dodge most projectiles thrown at them, but aren't quite as good at melee range.
Basic Abilities: Any smart Ranger typically learns the enchantment to allow their quiver to regenerate arrows early on in their training. They also can enhance their arrows with certain abilities as well as focus to increase their speed for a short time.
Weapon: A Ranger's primary weapon is their bow, with their quiver of arrows being a necessary addition. Rangers typically have a dagger or two on their body in case someone gets a little too close. A Ranger's bow fits around their torso; the quiver sits on their back, typically strapped to a bandolier; daggers sit in sheaths that are attached wherever the Ranger can have easy access to it (boot, belt, pants, et cetera).
Rogue - Rogues do their work best when nobody notices them, and succeed most when nobody knows they were there. Rogues are the most agile of people, being able to parry or dodge just about any melee attack that comes at them. Their armor is sturdy, but soft and silent, allowing them to move around without detection.
Basic Abilities: Rogues are the masters of stealth and subtlety, and as such one of the basic abilities the Rogue can learn is the ability to disappear entirely by warping the shadows around them. They are also good at analyzing an enemy to know exactly where they need to hit to deal a lot of damage or incapacitate them. Rogues can also focus on attacking faster with the penalty of slower reflexes for incoming attacks.
Weapon: Being the masters of speed, Rogues prefer either a pair of daggers or fist weapons. Even without weapons they can fight very well in hand-to-hand combat. Daggers sit in sheaths typically on either side of their hips, while fist weapons are strapped to a rogue's armor when not in use (possibly with their own sheaths).
Mage - Mages, as their name implies, deal with casting magic spells to damage enemies or help their allies. They are very frail physically, and as such don't wear much in the way of armor at all; instead they tend to wear robes, usually of a thick cloth material. In lieu of actual armor, Mages will typically wear jewelry that enhances their magic abilities.
Basic Abilitites: Mages primarily channel arcane or elemental magics to harm their enemies or help their allies. Most direct attacks are formed as either launched missiles or targeted conjurations (such as making a target catch on fire); more powerful magics can cause an entire storm of magical or elemental energy. Mages can also cast enhancements to their allies to protect them or help them deal damage.
Weapon: As Mages do not deal physical damage, their weapon is mostly for spell augmentation, and self-defense as a last resort. This weapon is typically a magical staff or rod; it depends on the style of the mage. Staves are typically used as walking sticks to help the lower-stamina Mage, while the lightweight rods are tucked into the robes when not in use.
Shaman - Shamans are similar to Mages in that they cast spells, however their spells are mostly restorative in nature. They are not as physically weak as the mage and can use their weapon to deal some damage, but at the same time they are not as strong or as nimble as a Warrior or Rogue and therefore typically do not attack in melee. They usually wear heavier robes than a mage, but can also supplement it with moderate armor, though nothing too heavy.
Basic Abilities: The Shaman is primarily a defensive caster, typically healing wounds and removing harmful effects that their allies sustain. However, they can also cast curses at the enemies to hinder them in some way.
Weapon: Shamans typically wield a ritualistic dagger with a small rod (or less frequently a staff or large rod like a Mage) that, like Mages, augment their abilities. The dagger has a sheath that is typically worn on a string around the neck and the matching rod is tucked into either a belt strap or a robe pocket.
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Remember, the abilities listed are just the basic ones that any person of that class can learn without too much difficulty. As the RPG progresses, there will be points where your character learns other abilities that you choose (that fit with the class you chose, of course). You can either suggest these abilities to me for approval, or I can assign you them based on what your character is like.
I would like to have at least one of each class (I'm taking a Mage and I have a Rogue and Ranger claimed by people), and I don't want too many people playing one class (it wouldn't be very fun to play with 6 Shamans and a Ranger). If you feel that there's an unlisted class that you would like to play, PM or IM me with your request and your ideas on the subject and I will consider it. Other than that, have fun and PM/IM me if you have any questions.
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Name: {modern day type name thingies}
Gender: {If you have to check, please do}
Age: {between 15 and 20, so you can be between going into 10th grade or third year of college}
Personality: {What're you like? Please don't have crazy-description-ness}
Appearance: {Don't be too descriptive here, just a simple physical appearance; we're not going to be looking like this for long}
-- START Character Card --
Character Name: {The name of the character you choose in the alternate world; make it fantasy-sounding}
Gender: {If you have to check again, please do}
Class: {Warrior, Rogue, Ranger, Mage, Shaman - See above}
Physical Appearance: {The physical description of the character; try to be as detailed as possible, and please match your class description (no musclebound mages plzkthxbai)}
Clothing/Armor: {The clothes and armor you wear, please describe both regular clothes and armored clothes; again, be as detailed as possible as it will be the only set of day-clothes you will be wearing (magic keeps them clean!), and make it relative to your class}
Weapon: {Once more, make it fit your class and use super-description please}
-- FINISH Character Card --
Changed Personality: {Describe how you changed by being sucked into the game, if you changed at all}
Other: {Anything you think I missed, or anything you just want to add}
Name: Kris Logan
Gender: Male
Age: 18
Personality: Kris really has two sides to his personality, though it's not really a split personality or even bipolar. When he's doing something he likes and things are looking up, he's a large bundle of happy (such as hanging out with friends or at anime conventions); and when things aren't going his way or he's being forced into doing stuff he doesn't like, he gets really quiet and doesn't like to interact with people (such as going to school, save for certain classes).
Appearance: Kris is averagely 5'9", with a lanky build and (currently) slightly tanned skin. His dark brown hair is about 2 inches long and a complete mess all the time. His eyes are dark green.
-- START Character Card --
Character Name: Kirstiala Albion
Gender: Female
Class: Mage
Physical Appearance: Kirstiala stands no taller than five and a half feet, with a frail muscular frame; what little muscle she does happen to have is primarily in her legs, although this still does not say much. Her hands, though dainty and fairly weak, are surprisingly dextrous. In contrast to her physical frailty, Kirstiala is a beautiful woman. Her face is smooth and flawless, and her feminine figure is quite lovely. Her eyes are a bright green color with a darker ring around her iris, giving them a defined look. Her hair is silky smooth, a lovely dark auburn color; it extends midway down her back and is tied loosely at the nape of her neck with a sapphire-blue ribbon.
Clothing/Armor: Mostly due to her youth compared to the majority of Mages, Kirstiala is somewhat of a rebel in terms of her attire. Rather than the traditional floor-length robes that Mages typically wear, she wears a more revealing outfit. Her skirt reaches just barely to her knees; it is white in color with a bright blue trim along the bottom hem. For a top she wears an all-white formfitting shirt that stops a few inches above her skirt to blatantly reveal her navel, and its sleeves reach halfway to her elbow. Over this she wears a loose-fitting sleeved cloak that is only slightly longer than her shirt; all the hems have the same blue trim as her skirt does. On her feet are soft leather shoes that have been magically dyed white; they are small and only cover her feet. She wears thin silver bracelets around each wrist that are magically bound, as well as a silver ring that has a bright sapphire set into it that she wears on her left ring finger. Being a Mage, Kirstiala chooses not to don any extra armor for combat, instead relying on her friends and her magics to protect her.
Weapon: Kirstiala has a staff that is five feet in length; the top is three inches in diameter and it tapers to be two inches in diameter at the bottom. Its core is solid oak, and the outside is finished white. The bottom half foot is coated with a finish of silver. At the head of the staff is a glass orb that is a sapphire blue in color (matching her ring); when she casts spells, the orb glows with power.
-- FINISH Character Card --
Changed Personality: Now stuck in a female body, Kirstiala starts out being more brooding than normal due to the sudden change and problems that are ensuing from it. However as she gets used to the change, she realizes that there's really nothing actually 'wrong' and cheers up even more than before the game was opened.
Other: Kris used to occasionally crossplay at the anime conventions, so the outfit isn't that much of a bother; it's more the physical body changes that cause some grief.