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The Rise of the Satyr
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Author:  Eve [ Tue Dec 20, 2011 10:43 pm ]
Post subject:  The Rise of the Satyr

Hey all,
I am planning (and have received approval from Zelodie) to do a RP arc for our park with RP type battles once or twice a months during Zelodie's reign). If you are inclined to, please send me (or post here) a small summary of your character- otherwise I'm gonna make crap up.


Thanks

Author:  Zelodie-Local-Satyr [ Tue Jan 03, 2012 3:22 pm ]
Post subject:  Re: The Rise of the Satyr

:) I love your drive, woman!

Author:  TuK! Uziel [ Mon Feb 20, 2012 9:57 pm ]
Post subject:  Re: The Rise of the Satyr

As the Baroness and Regent high protector and captian of the royal graud i am now playing and angel:


Angels
Angels represent the various servants of the
deities. Angels are used mainly for good deities,
and will usually be used for neutral, unless evil is
severely outnumbered. A 6th level Healer who
prays to his/her God when in desperate need may
summon them. To effectively summon one, the
Healer must spend the number of spell points
listed after the angels name from each of their
3rd, 4th, 5th, and 6th level magic. Similarly to
Transform and reincarnate, the level of the
monster played depends on the monster level of
the person playing the monster.


Angel, Winged (1)
Q/M Ratio 3:1
Armor: May wear up to 4 points. May use any shield.
Attacks: As Warrior.
Abilities: Flight (Wizard, unlimited) by saying "I take
to flight."x5.
Lives: 2
Levels:
1st Improve Weapon (Warrior, 1/life).
2nd Improve Shield (Warrior, 1/game).
3rd Mend (Healer, 2/life).
4th Heal (Healer, 2/life).
5th Weapons considered Red (may still use
Improve Weapon on them).
6th Heal unlimited.


Angel, Noble (2)
Q/M Ratio 4:1
Armor: May wear up to 6 points.
Attacks: Any 2-handed weapon.
Abilities:
1) Flight (Wizard, unlimited) by saying "I take
to flight."x5.
2) Weapons are considered magical in nature.
Lives: 2
Levels:
1st Awe (2/game) by saying "I make thee in
awe."x2. Will make person fight on side of
angel.
2nd Weapons are considered
Bladeshaped/Bludgeoned (Wizard).
3rd Weapons are considered enchanted (Wizard
Enchant Weapon).
4th Banish (Healer, 1/game).
5th ALL Monk immunities.
6th Mend (Healer, unlimited).


Angel, Solar (3)
Q/M Ratio 5:1
Armor: 2 points natural, may wear up to 4 more. May
use a small shield.
Attacks: Short swords.
Abilities:
1) Weapons considered magical in nature.
2) Natural protection from Flame.
3) Regenerates natural armor and limbs in a 60
count.
Lives: 2
Levels:
1st Fireball (Wizard, 1 bolt/unlimited).
2nd Weapons are considered enchanted (Wizard
Enchant Weapon).
3rd Pyrotechnics (Wizard, 2/game).
4th Protection from Death (Healer, natural).
5th May carry 2 enchantments 1/game.
6th 5 points of Druid magic from any level.


Angel, High (4)
Q/M Ratio 6:1
Armor: 2 points invulnerability, may wear any additional
armor.
Attacks: Daggers only.
Abilities:
1) Flight (Wizard, unlimited) by saying "I take to
flight."x3.
2) Only affected by magical weapons.
3) Regeneration of limbs in a 30 count and natural
armor in 100 count.
Lives: 1
Levels:
1st All poisons within 10 foot radius are ineffective.
5 points of Healer magic, levels 1 - 3.
2nd 5 points of Healer magic levels 4-6.
3rd Banish (Healer, natural) by touch.
4th Protection from magic (Wizard, natural).
Magical weapons do normal weapon damage.
5th Protection from Magic will extend to anyone in
touch.
6th Resurrect (Healer, 3/game).

Author:  Zelodie-Local-Satyr [ Tue Feb 28, 2012 4:17 pm ]
Post subject:  Re: The Rise of the Satyr

Glad he's on my side! Oi Vay!

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