Post by chrome on Mar 24, 2015 15:34:55 GMT
Escape Paradise
Escape paradise is set on a abandoned world that used to belong to the Homeworld Gems for a short period of time. That contains a rare natural gem resource known as Chrome Diopside. There are other rarer diopside gems on the planetary surface that makes up mostly all of the planets surface. But what had the Homeworld gems awoken on the planet is something they should have not attempted in the first place. The simple installment of a kindergarden machine spelt disaster for the Homeworld gems as they fled back to any nearby planets with the gem warp pad. Knowing they had lost a planet against corrupted gems.
Many years have passed from when the war of the planet broke out and resulted in the Homeworld Gems losing the planet to the corrupted gems. Where the entire planets surface have rejuvenated over time of its own barren terrains from the battle fields that once raged upon it. Though the once angered corrupted gems that still rome the planets surface as a whole began to do something with the warp pad, that had made it reactivated again after stray corrupted gems have been using the warp gate to get off the too densely populated gem diopside planet. Finding other more planets to settle down on. A behavior that is considered odd from them as corrupted gems don't usually use warp pads to get around. As they are not that dim witted enough to do such a thing.
The only thing that will only be different of the planet from its normal terrains many years ago. Is that there would be now great big green Crystal temples about, emanating beams of light at the very peak of them. Most of whom are shining different colors skywards.
Upon entry of the planet via the warp pad. There is still Homeworld gem equipment around that hints towards what was suppose to happen with the team that had their mission set out. You can choose to follow it or not.
The Missions
> Find what it is that's making the corrupted gem monsters do their strange behavioral patterns and put an end to it. Regardless on what it might be.
Side Missions
> The name of the planet has not been given as of yet. Even from when the Homeworld Gems that discovered it. So what some gems can do is name the planet when there is a given chance.
> Establish dominance on the planet with other Gems.
> Construct a base
The RPG Element
Each person entering with a character has 100hp (Health Points) to start out with and a equal amount of 5 AP (Attack Points) and 5 DP (Defense Points). Both AP and DP success rates is determined by me (Chrome) with a 6d or aka a six faced die.
Such other commands as Look, Grab and Glance At are usable without a roll of a dice.
But other commands Examine, History Check, Create and Contain Gem. Are all rolled with a d20 aka twenty faced dice.
As mentioning again. Any rolls that are to be hinted from any of the commands above are determined by me so you'll know what information would be available to you. Instead of flying in like a blind bat.
If a character reaches to 0HP they will not be killed. But they will be knocked out or retreated back into their gem. They will be able to be revive if another gem is close by for twenty minuets. Or for graceful revive periods. Two revives from an unknown gem.
Characters to lose health in safe zone areas have their health recover to 100HP after the battle is won. But if they were to be in Not A Safe Zone. i.e outside bases or whatever the character owns. Their damage are permanent, until they return to a safe zone area.
Any abilities that don't attack fully, but does something else entirely in battle or elsewhere. Requires a D20 to use.
The D20 Success Rates And Meanings
> 0 : You get Nothing / You know Nothing / You fail to Create - Contain
> 17 : Something seems off on object / You know something / You barely Create - Contain.
> 20 : You see a difference in object / You know well what that is / You successfully Create - Contain
The 6D Success Rates and meanings
> 1 : 2Ap or 2DP
> 2 : 3AP or 3DP
> 3 : 4AP or 4DP
> 4 : 5AP or 5DP
> 5 : 6AP or 6DP
> 6 : 7AP or 7DP
Important Information
If there is too many people to manage, I would select a few to have them carry on the story as much as possible. If I'm not here however.
If an ability is being used, it would add a +2AP and +2DP on your characters original AP and DP stats. However if the special or the second hidden ability is used. It would be 4AP AND 4DP on your characters original stats.
Entry Roleplay
Six corrupted dark green crab like gems stand near the warp pad. Trying to opperate it within hitting their big pincers upon it where suddenly a beam of light shoots up and someone(s) begin to emerge through the warp pad. That person is...
(This entry roleplay can be picked up by anyone. But once someone has taken up the entry roleplay above. No one else wont be able to have the same entry as the person did. Thus the more simplest way of entry is entering through the warp pad with no enemies
about.)
The Briefing
Escape paradise is set on a abandoned world that used to belong to the Homeworld Gems for a short period of time. That contains a rare natural gem resource known as Chrome Diopside. There are other rarer diopside gems on the planetary surface that makes up mostly all of the planets surface. But what had the Homeworld gems awoken on the planet is something they should have not attempted in the first place. The simple installment of a kindergarden machine spelt disaster for the Homeworld gems as they fled back to any nearby planets with the gem warp pad. Knowing they had lost a planet against corrupted gems.
Many years have passed from when the war of the planet broke out and resulted in the Homeworld Gems losing the planet to the corrupted gems. Where the entire planets surface have rejuvenated over time of its own barren terrains from the battle fields that once raged upon it. Though the once angered corrupted gems that still rome the planets surface as a whole began to do something with the warp pad, that had made it reactivated again after stray corrupted gems have been using the warp gate to get off the too densely populated gem diopside planet. Finding other more planets to settle down on. A behavior that is considered odd from them as corrupted gems don't usually use warp pads to get around. As they are not that dim witted enough to do such a thing.
The only thing that will only be different of the planet from its normal terrains many years ago. Is that there would be now great big green Crystal temples about, emanating beams of light at the very peak of them. Most of whom are shining different colors skywards.
Upon entry of the planet via the warp pad. There is still Homeworld gem equipment around that hints towards what was suppose to happen with the team that had their mission set out. You can choose to follow it or not.
The Missions
> Find what it is that's making the corrupted gem monsters do their strange behavioral patterns and put an end to it. Regardless on what it might be.
Side Missions
> The name of the planet has not been given as of yet. Even from when the Homeworld Gems that discovered it. So what some gems can do is name the planet when there is a given chance.
> Establish dominance on the planet with other Gems.
> Construct a base
The RPG Element
Each person entering with a character has 100hp (Health Points) to start out with and a equal amount of 5 AP (Attack Points) and 5 DP (Defense Points). Both AP and DP success rates is determined by me (Chrome) with a 6d or aka a six faced die.
Such other commands as Look, Grab and Glance At are usable without a roll of a dice.
But other commands Examine, History Check, Create and Contain Gem. Are all rolled with a d20 aka twenty faced dice.
As mentioning again. Any rolls that are to be hinted from any of the commands above are determined by me so you'll know what information would be available to you. Instead of flying in like a blind bat.
If a character reaches to 0HP they will not be killed. But they will be knocked out or retreated back into their gem. They will be able to be revive if another gem is close by for twenty minuets. Or for graceful revive periods. Two revives from an unknown gem.
Characters to lose health in safe zone areas have their health recover to 100HP after the battle is won. But if they were to be in Not A Safe Zone. i.e outside bases or whatever the character owns. Their damage are permanent, until they return to a safe zone area.
Any abilities that don't attack fully, but does something else entirely in battle or elsewhere. Requires a D20 to use.
The D20 Success Rates And Meanings
> 0 : You get Nothing / You know Nothing / You fail to Create - Contain
> 17 : Something seems off on object / You know something / You barely Create - Contain.
> 20 : You see a difference in object / You know well what that is / You successfully Create - Contain
The 6D Success Rates and meanings
> 1 : 2Ap or 2DP
> 2 : 3AP or 3DP
> 3 : 4AP or 4DP
> 4 : 5AP or 5DP
> 5 : 6AP or 6DP
> 6 : 7AP or 7DP
Important Information
If there is too many people to manage, I would select a few to have them carry on the story as much as possible. If I'm not here however.
If an ability is being used, it would add a +2AP and +2DP on your characters original AP and DP stats. However if the special or the second hidden ability is used. It would be 4AP AND 4DP on your characters original stats.
Entry Roleplay
Six corrupted dark green crab like gems stand near the warp pad. Trying to opperate it within hitting their big pincers upon it where suddenly a beam of light shoots up and someone(s) begin to emerge through the warp pad. That person is...
(This entry roleplay can be picked up by anyone. But once someone has taken up the entry roleplay above. No one else wont be able to have the same entry as the person did. Thus the more simplest way of entry is entering through the warp pad with no enemies
about.)