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Sonic Role Play
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Welcome to Sonic Role Play, or SRP! Here, we have many unique role-playing features that makes role playing much more enjoyable than the average role playing forum. Our main feature is our shop that is constantly being filled with items and attacks/spells to enhance your Sonic characters.

Along with role playing, we have a sprite/pixel art section to show off your stuff!
SRP Announcements and Updates

September 12, 2007
SRP is officially announced as on hiatus.

August 10, 2007
SRP is remade!
The shop is up and running again!
aka_Pyro becomes an administrator

July 25, 2007
aka_Pyro becomes a moderator

July 21, 2007
Shop having major problems, and will be down until further notice
Sorry guys =[

July 17, 2007
Dice rolling and shop systems are fully implemented and up and running!

July 16, 2007
SRP is created!
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 Role Playing Information--IMPORTANT, READ THIS BEFORE CHARACTER CREATION
aka_Pyro
  Posted: Aug 10 2007, 06:57 PM


Super Member


Group: Admin
Posts: 100
Member No.: 2
Joined: 10-August 07



Table of Contents
• Table of Contents
• Character Profile Build - use this to create your character for this forum.
• Monster Profile Build - use this to help populate the dungeons.
• Shop Information - Visit the Shop to purchase items.
• Critical Information Regarding Attacks, Damage, Stats, and Turns/Rounds
• Items and Attacks in the Shop - The only way to get new attacks is to buy them.
• Winning, Losing, and Experience - Leveling up, growing stronger.
• Season Information - BETA
• Changes Made To This Thread


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aka_Pyro
  Posted: Aug 10 2007, 06:58 PM


Super Member


Group: Admin
Posts: 100
Member No.: 2
Joined: 10-August 07



Character Profile Build

Make a thread in this forum for all your characters. Each character should be in its own post, and you should fill out this for each character to the best of your ability:

Name:

Age:

Species:

Gender:

Appearance and/or Picture:

Alignment: (Tells what kind of character your character is. For example, Light, Neutral, Dark, etc)

Allies: (Other characters who are associated with the character. You know, friends.)

Nemeses: (Other characters who have the enmity of the character. You know, adversaries.)

Personality: (Such as hopeful, depressed, generally happy, etc)

Abilities: (Such as chaos energy manipulation, telekinesis, etc. These must be limited to three or less)

Stats:
Your character has 25 points to distribute between the following attributes:
HP (Health Points) (How much health your character has - your character already has 20 of this before distributing your points)
MP (Mana Points) How much mana you have. allows you to cast more spells and special attacks - your character already has 20 of this before distributing your points)
Strength (How strong your character generally is)
Defense (How much punishment your character can take - can mean good blocking skills, or simply a thick coat of scales or anything of that nature)
Speed (How fast your character can move)
Agility (Your characters ability to dodge, evade, sneak, etc)
Physical Attack (How much damage your character can do with physical weapons/unarmed)
Special Attack (How much damage your character can do with special attacks such as elemental attacks if your character has such abilites)
If I missed something, please PM me


This is how you should display your stats. You need to show your base stats (your stats without equipment) and your modified stats (Your stats with equipment)

Example:
Base
HP (Health Points):
|||||||||||||||||||||22
MP (Mana Points):
||||||||||||||||||||||23
Strength:
|||3
Defense:
|||3
Speed:
||||4
Agility:
|||3
PA (Physical attack):
|||3
SA (Special Attack):
||||4

Say you have an axe (Plus 4 PA, minus 1 Speed), your stats would be like this:
Modified
HP (Health Points):
|||||||||||||||||||||||||||27
MP (Mana Points):
||||||||||||||||||||||23
Strength:
|||3
Defense:
|||3
Speed:
|||3
Agility:
|||3
PA (Physical attack):
|||3
SA (Special Attack):
||||||||8
I hope that all makes sense

Wins/loss: Your amount of wins and your amount of losses
Experience: Your progress to the next level
Like if you are level 1 and need two more wins to level up (Meaning you have one win so far) it would look like this: 1/3

Here, you must keep track of your level up logs
That means, each time you level up, you need to log it here and say what points you added to.

Inventory: (What items from your whole inventory that your character is using)
You can buy items for your characters inventory (in our shop), which is shared with all your characters. But of course, you can't have more than one character use the same item unless you have more than one of the item.

Attacks: (Includes base attack, and other attacks you buy. The only attacks you start with are base attack, which is a physical attack that is equal to your modified PA, and up to two lesser PAs or SAs, or 1 PA and 1 SA)
You can only have a maximum of 10 attacks, not including base attack and the two attacks your character can start with. your starting attacks can do no more than PA+5 or SA+6 though.
You can use status changers and healing spells as starters. For further information, read the Critical Information thread.

Back Story: (Information on where your character comes from, and what events have occurred in his life)

Class Progression: Basically, when you hit level 5, you may choose to change your class to a more advanced incarnation of your current class. When your class changes, you have the option to add a new Ability to your character, within reason. Instead of only getting 5 points to distribute as with normally leveling up, you get 10 when you change your class. You can't change your class again until level 10, and you can't change your class after that. Currently, level 10 represents the final culmination of your training. Your current class is marked in bold and underlined, while the other classes are just underlined.

Novice/Apprentice Class --> Adept/Rookie Class --> Master Class


For further organization, you should have your first post be a table of contents for easy navigation.

If you want to see a proper way to build your profile, see my character profile here.


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aka_Pyro
Posted: Aug 10 2007, 06:59 PM


Super Member


Group: Admin
Posts: 100
Member No.: 2
Joined: 10-August 07



Monster Profile Build

Name:

Species:

Appearance and/or Picture:

Alignment: (Tells what kind of character the monster is. For example, Light, Neutral, Dark, etc)

Allies: (Other monsters who are associated with the monster. You know, chums.)

Nemeses: (Other monsters who have the enmity of the monster. You know, natural enemies.)

Behavior and Tendencies: (How does this monster usually fight?)

Abilities: (Such as chaos energy manipulation, telekinesis, etc. These must be limited to one for weaker monsters, up to 3 for much powerful monsters.)

Stats:
The monster has 10 points to distribute between the following attributes:
HP (Health Points) (How much health the monster has - it already has 10 of this before distributing your points)
MP (Mana Points) How much mana it has. Allows it to cast more spells and special attacks - it already has 10 of this before distributing its points)
Strength (How strong the monster generally is)
Defense (How much punishment the monster can take - can mean good blocking skills, or simply a thick coat of scales or anything of that nature)
Speed (How fast the monster can move)
Agility (The monster's ability to dodge, evade, sneak, etc)
Physical Attack (How much damage the monster can do with physical weapons/unarmed)
Special Attack (How much damage the monster can do with special attacks such as elemental attacks if the monster has such abilites)

If I missed something, please PM me wink.gif


This is how the monster's stats are displayed. You need to show the monster's base stats (stats without equipment) and its modified stats (stats with equipment)

Example of monster before stat add-ons:
Base
HP (Health Points):
|||||||||10
MP (Mana Points):
|||||||||10
Strength:
|
Defense:
|
Speed:
|
Agility:
|
PA (Physical attack):
|
SA (Special Attack):
|

Example of monster after stat add-ons:
Base
HP (Health Points):
|||||||||10
MP (Mana Points):
|||||||||10
Strength:
|1
Defense:
|||3
Speed:
||2
Agility:
|||3
PA (Physical attack):
|||3
SA (Special Attack):
|1

Say the monster has an axe (Plus 4 PA, minus 1 Speed), its stats would be like this:
Modified
HP (Health Points):
||||||||||10
MP (Mana Points):
||||||||||10
Strength:
|1
Defense:
|||3
Speed:
|1
Agility:
|||3
PA (Physical attack):
||||||||||10
SA (Special Attack):
|1
I hope that all makes sense

Item Drops: (What items the monster usually can drop after they die, and what dice roll it takes to receive such items. Please, only minor potions, small weapons,etc. Display what size die the drop uses, and what value the drop requires. For Example: Small Health Potion; 1d12, 9+. That means, after the monster dies, roll a 12 sided die, and if you get 9 or higher, you get the item)

Attacks: (Includes base attack, and other attacks the monster knows.)
The monster can only have up to 5 attacks for a low level, 7 for a med level, and 10 for a boss type, not including base attack the monster starts with. Starting attacks can do no more than 5 PA or 6 SA though.

Back Story: (Information on where the monster originates, and what events have occurred in its life)


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aka_Pyro
Posted: Aug 10 2007, 07:00 PM


Super Member


Group: Admin
Posts: 100
Member No.: 2
Joined: 10-August 07



Shop Information

Our main feature here at SRP is our awesome shop where you can buy items for your characters! If you can't find the link to the shop, here it is:


Items alter your characters stats. Many add to some stats, while lowering others. Also, items have a slot. Here's a list of all the slots, and how many of them there are.

2 hand slots: items that go in the hand slot are also either one handed, or two handed. If it is one handed, you can have another one handed hand item a well.

One head slot: You can only have one thing that goes on your head

One body slot: You can have thing that covers your body (Like armor, or an outfit)

Two ring slots: You can have two rings, Rings alter stats with magical properties.

One neck slot: You can have one amulet, or necklace. These can also alter stats with magical properties.

If something doesn't have a specified slot, then you can have as many of as you want, like stat points that you buy.

Chaos emeralds are an exception. You can have just 7 chaos emeralds (That's a lot of posting!) in your whole inventory.

The shop will expand in time. Since we only have a few items right now. If you want to submit an item, just PM me the details. Be sure to include name, description, slot, and price.

You can also buy attacks from the shop. This is where you can buy Special Attacks for your character, since you don't start with any. You can also buy Physical attacks, which will add damage to your base damage, but requires a weapon to use.

Have any items you no longer want, that are just taking up space?
If you have items you no longer want, just PM an admin, and they can remove it for you. Unfortunately, there are no refunds though.


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aka_Pyro
Posted: Aug 10 2007, 07:01 PM


Super Member


Group: Admin
Posts: 100
Member No.: 2
Joined: 10-August 07



Critical Information Regarding Attacks, Damage, stats, and turns/rounds

Stats: This is a guide on what the different stats are good for:
Health Points: Allows you to take more punishment without dieing.
Mana Points: Allows you to cast more spells and use more special attacks.
Strength: Items have strength requirements, and you must meet its requirement to use it.
Defense: Allows you to block PA's (a successful block still receives 1/4 of the attack damage).
Agility: Allows you to dodge SA's.
Speed: Ability to flee from enemy. Ability to catch up to a fleeing enemy. Turn order.
Physical Attack: How much damage is added to your physical attacks (Like the base attack).
Special Attack: How much damage is added to your special attacks (Like chaos blast).
All stats (Other than MP and HP which start at 20) start at one before distributing.

Note:
If you have a 0 in any of your stats, that means you can't perform the action that that attribute improves. So, if you have a 0 in agility, you can't dodge any Special attacks that are successfully used upon you.
But, the only way to get a 0 in a stat is by having a status changer casted on you, lowering a stat to 0.
Also, if your enemy has 0 in a stat such as defense, if you try to block him, your block is automatically successive.
Also, if your enemy has a 0 in defense or agility, the respective attack on them will always be successful. Woo!

Attacks: Your character starts with a base attack. All this is is a generic attack that is equal to your modified PA. Special attacks are attacks that do a certain amount of damage (generally higher than PA attacks, but cost much more) added to your SA stat.

Special Attacks and abilities: Not every character can use any special attack. Special attacks can only be used by a character with an ability that would permit such an attack to be used. For example, only a character with Ice/snow or elemental manipulation would be able to use an attack such as blizzard. All the Special Attacks in the Shop will specify what abilities permit a character to use it. A list of abilities that can be used will be made in the future.

Status changers: Status changers (Hereon mentioned as SC) are spells that alter a certain aspect of your character for a specific amount of turns. These generally cost more MP than special attacks. SCs are still based on your SA, because you have to meet the SA requirement to use the SC, and of course, still roll a 6 or higher to successfully use an SC. Examples of SCs include:
Focus Agility: Your agility is increased a certain amount for a certain number of turns.
Focus Mind: Increases your dice roll slightly for the next few turns.

Healing spells: Healing spells are spells which obviously heal your character. They can also be used on other characters, but I'd imagine you'd only use them on allies. Healing spells are also based on your SA in the same way SCs are. Also, when you successfully roll, you gain 1/4 the dice roll as health, unless a different value is specified in the shop, such as for advanced healing spells

For Healers: If you are a healer (have healing as an ability) you gain 1/3 health instead of 1/4 unless a different value is specified in the shop. Round up to the respective multiple of 3 or 4 (again, possibly different values) depending on whether you're a healer or not. So if you aren't a healer, and roll a 7, round up to 8, and recover 2 health.

These kinds of spells can be used as starters, but you must PM me with the spell info in order for me to accept it. If I don't accept it, you must revise it in order to meet my standards, or think of something else.

Damage: Your character does a certain amount of damage. this is defined by their PA and SA stats. The SA stat refers attacks you can buy in the shop. PA attacks can also be bought in the shop. So if you are fighting a character with 20 life, and you have 5 PA, you could defeat the enemy with 4 hits.
When using attacks, if you use a PA, you add the attack damage and your modified base damage (The damage you do with your PA and any weapons you have equipped) together. Example: You buy an attack that does PA+3, you have an axe PA+4, and your PA is 3, your total attack damage is 10.
Critical hits: When attacking with any kind of attack, if you roll a 24 or a 1, you do double damage.

Armor Protection: certain armors will protect from certain attack types. Like the helm will protect from slashing and bashing. If you are successfully hit with a certain attack type while wearing a piece of armor that protects against it, the damage will be reduced by the amount defined in the shop. This may be removed because of being to complicated

SA's are the same as PA's in which you add the attack damage to your modified SA, only you don't have any weapons to increase it further.
Note: You can only have 10 attacks, not including your base attack.

Turns/rounds:
When starting a battle, the order in which who goes first, second, third, or however many combatants you have is based on speed. The person with the highest speed goes first. If people have the same speed, they roll a die in order to determine order. The higher roll goes first.

A turn is a person's post in the round. a round is in which all people have taken their turn.

If a person takes too long to post, they forfeit their turn. If 10 minutes pass after it's your turn, you lose your turn. Thus, the order is forever changed in that battle. Example:

Bob, Joe, and Rick are battling.
Bob goes first.
The time after Bob's turn hits 10 minutes. Joe loses his turn, and he becomes a free target.
Rick then goes.
The round ends.

In the next round, Bob goes first again.
Rick goes, because Joe took too long, and Rick takes his place in the order.
Joe goes.


Also, make sure you wait long enough, because after rolling, people may need to do some post edits, or follow through with another post to describe proceeding actions.
When you end your turn, you must say so

Adventure role playing and battle role playing
There are two aspects of role playing here at SRP, adventuring and battling. Adventuring is when characters travel live out their lives, and in which the story progresses. Battling settles disputes and possibly changes the story line. These rules generally aren't used in adventuring, they are mainly to make battling fair and more fun.


Dice rolling:
In order to perform a dice roll, write this in your post:

CODE
[24d]




You can also use the numbers 4, 6, 8, and 16, but I think we'll be using 24.
You roll your die in the following instances:
Attacking
Blocking
Dodging
Fleeing from battle
Catching up to a fleeing enemy

PA's are easier to block, SA's are easier to dodge, therefore, you use your agility skill to dodge SA's, and your defense stat to block PA's

The following is the numbers required to roll to perform certain events:

Attack successfully with a PA attack: 4 and up
Attack successfully with an SA attack: 6 and up

Block a PA successfully with higher defense than enemy: 12 and up
Block a PA successfully with lower or equal defense than enemy: 16 and up
Block a PA successfully with twice as much or more defense as enemy: 10 and up
Block a PA successfully with half as much or less defense as enemy: 18 and up
When you block a PA, you still take 1/4 damage. If you take blocking damage from an attack that isn't divisible by four, then the attack damage is round to the nearest number divisible by four, and you take that amount of blocking damage. Example:
You block an attack that does five damage. The fives rounds down to 4, and you receive 1/4 that damage: 1 damage.

Dodge an SA successfully with higher agility than enemy: 12 and up
Dodge an SA successfully with lower or equal agility than enemy: 14 and up
Dodge an SA successfully with twice as much or more agility than enemy: 10 and up
Dodge and SA successfully with half as much or less agility than enemy: 16 and up

Fleeing from battle successfully with higher speed than enemy: 12 and up
Fleeing from battle successfully with lower or equal speed than enemy: 18 and up
Fleeing from battle successfully with twice as much or more speed than enemy: 10 and up
Fleeing from battle successfully with half as much or less speed than enemy: 20 and up

Catching up to a fleeing enemy successfully after they successfully flee with higher or equal speed than enemy: 12 and up
Catching up to a fleeing enemy successfully after they successfully flee with lower or equal speed than enemy: 18 and up
Catching up to a fleeing enemy successfully after they successfully flee with twice as much or more speed than enemy: 10 and up
Catching up to a fleeing enemy successfully after they successfully flee with half as much or less speed than enemy: 20 and up

I hope all that makes sense. If not, PM me, and I'll make it more clear.

We'll start using dice rolling for more things as we can think of a way to get it to work.

This section isn't complete


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aka_Pyro
Posted: Aug 10 2007, 07:02 PM


Super Member


Group: Admin
Posts: 100
Member No.: 2
Joined: 10-August 07



Winning, Losing, and ExperienceWinning and losing (Win/loss record):
All characters will have a win/loss record. This contributes to your character leveling up. When a character levels up, they get 5 stat points to distribute how they want.
In order to level up, you need a certain amount wins.
To level up to level 2, you need 3 kills.
To level up to level 3, you need 5 more kills.
Etc.
The win requirement increases by two each level.

When you level up, you need to keep track of what stats you added to. Like this:

Level 2:
HPx2 (Meaning you used 5 of your points to add two to your HP)
Agilityx1
PAx2

You need to do that every level, to help prevent cheating.


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aka_Pyro
Posted: Aug 10 2007, 07:02 PM


Super Member


Group: Admin
Posts: 100
Member No.: 2
Joined: 10-August 07



Season Information:

We are currently on Season 0, the test season. Once the role playing system is fully up and running, the first real season will start!

Items and Attacks in the Shop:

Under Construction

Awaiting shop repairs


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aka_Pyro
Posted: Aug 10 2007, 07:53 PM


Super Member


Group: Admin
Posts: 100
Member No.: 2
Joined: 10-August 07



Unique items list
Unique items may be created by administrators from time to time and given away in special events such as contests. Here is where the list of unique items, their properties, and their holder will be listed.

This is the template unique items will follow:
Name:
Item type:
Properties/Modifiers:
Holder:


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MFO
Posted: Aug 15 2007, 10:24 AM


Super Member


Group: Admin
Posts: 116
Member No.: 1
Joined: 10-August 07



Changes Made To This Thread:

Take note: all the information in this thread is subject to change. So check this thread periodically. All major changes will be mentioned in an announcement to make sure it is noticed. A list will be kept here of all the changes that are made as of 6:17, 7-16-07 PST (GMT -8).

7-16-07
7:30:
Added information regarding discarding items you know longer want. (Look at the Shop Information post)

7:45
Added information regarding physical and Special attacks. (Look at the Critical Information Regarding Attacks, Damage, and Stats post)

7:52
Added crucial information regarding special attacks and abilities. (Look at the Critical Information Regarding Attacks, Damage, and Stats post)
Announcement Made

8:32
Clarified information regarding attacks you start with. (Look at the Character Profile Build post)

8:50
Made a post containing items and attacks in the shop. (Look at the Items and Attacks in the Shop post)

9:10
Added gender to the Character Profile Build. (Look at the Character Profile Build post)

10:38
Added limit to number of attacks a character can have(10 not including base attack). (Look at the Character Profile Build

11:58
Added dice rolling Guide! (Look at the Critical Information regarding Attacks, Damage, and Stats post)
Announcement made

7-19-07:
5:40
Added information regarding attack damage (Look at the Critical Information Regarding Attacks, Damage, and Stats post)

5:45
Added information regarding having 0 in a certain attribute (Look at the Critical Information Regarding Attacks, Damage, and Stats post)

6:01
Changed the Critical Information Regarding Attacks, Damage, and Stats post to Critical Information Regarding Attacks, Damage, Stats, and Turns/Rounds
Added information about turns and rounds (Look in the Critical Information Regarding Attacks, Damage, Stats, and Turn/Rounds post)
Announcement made

7:22
Added info on critical hits (Look in the Critical Information Regarding Attacks, Damage, Stats, and Turn/Rounds post)

10:31
Modified thread to include mana

7-20-07
2:20
Added benefits to having twice as much in a stat than your enemy, as well as set backs to having half as less in a stat than an enemy (Look in the Critical Information Regarding Attacks, Damage, Stats, and Turn/Rounds post)
Announcement made

3:30
Set default stat level for all stats except MP and HP to one (Look in the Critical Information Regarding Attacks, Damage, Stats, and Turn/Rounds post)
Announcement made

3:57
Added a post about winning, losing, and experience (Look in the Winning, Losing, and Experience post)

7-25-07
5:45
Added info about status changers and healing spells (Look in the Critical Information Regarding Attacks, Damage, Stats, and Turn/Rounds post)
Announcement made

5:57
Filled in Wins/Losses and Experience post, and included a Win/Loss record and exp in the character build
Announcement made

8-15-07
11:23
Added a post about unique items (Look in the Unique items list post)

11:42
Add information about armor protection, and the difference between battling and adventuring. (Look in the Critical Information Regarding Attacks, Damage, Stats, and Turn/Rounds post)
Announcement made

8-20-07
11:34
Added information regard having 0 in a certain stat. (Look in the Critical Information Regarding Attacks, Damage, Stats, and Turn/Rounds post)


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