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Old 11-13-2009, 07:44 AM   #1
sharkerbob
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Default Magic Animal RPG (sign-up thread)

MAGIC ANIMAL RPG

All characters in this RPG are animals found in the real world. For simplicities sake, only Four Kingdoms will be allowed, and no animals smaller than a rat nor larger than a bear will be allowed. While size and body structure variances are vast even within this size range, this is to prevent overly huge or tiny animals from using size as a broken advantage.

All animals possess the ability to speak with basic telepathy, and all have human levels of sapience and intelligence. All animals have the natural advantages and limitations of their real world counter parts.

KINGDOMS
AVIAN
Virtually all birds possess the advantage of flight. Flightless birds are often adapted for quick running speed or aquatic travel. Many possess extremely acute vision and deadly talons. However, birds also are generally physically weak, on account of their lighter bodies and smaller sizes. Note that flight capabilities are different depending on species. Some birds are mainly long-range gliders dependant on thermal drafts, whereas others are capable of sustained true flight.

AQUATIC
You can be any form of aquatic life that falls within the size limits, be it a fish, a crab, a dolphin, an octopus, or whatever else. The advantage of Aquatic life is the ability to function in underwater environments. The major disadvantage is the inability to naturally operate on land. On top of that, outside of water, dehydration can be a serious risk.

REPTILIAN-AMPHIBIAN
There are a wide range of advantages and disadvantages depending on the species in question. The primary advantage of reptiles and amphibians is some venomous properties and adaptations to aquatic environments. While reptiles can survive in extremes of heat, amphibians have an added weakness of dependency on water to prevent dehydration. Cold is also a major weakness for amphibians and reptiles, since, as cold-blooded creatures, they need a certain amount of environmental heat to stay active, or they become very sluggish.

MAMMALIAN
Mammals can survive a greater range of environmental extremes due to their warm blooded bodies and speciallized fur types. They have a great variety of forms leading to some impressive advantages for certain species, as well as weaknesses more specific to each species.


CHARACTER SHEET
Name:
Kingdom:
Species:
Place of Origin:
Starting Location:
Description: (picture or link will suffice)
Background:
Personality:
Spell List:
GEO
-
MONSTER
-
SHADOW
-
BIO
-
AETHER
-

Remember that starting off, the characters have only had their intellet and sapience for about a week, and are just now getting their barings in the altered world. To start of, you have 10 points to spend on Spells. You will earn more points as the game progresses.
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Last edited by sharkerbob; 11-14-2009 at 10:48 AM.
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Old 11-13-2009, 07:45 AM   #2
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SPHERES OF MAGIC
Magic must be learned by adapting the paths of the Spheres of Magic. An animal may learn from any Sphere of Magic at a time. In order to learn spells, players must spend points to buy them. They can only chose spells from the sphere they are following at the time, but can cast any spell they have learned at any given time, even if they aren’t using that sphere. Spells can be upgraded, and stronger spells may often require a previous spell to be learned.

GEO SPHERE
The Geo Sphere gives animals the power to affect the general environment. This is not precision elemental control, but rather general alteration of environmental conditions.

Lightning Bolt (2 points) – The caster calls down a bolt of lightning. Single target.
-Lighting Storm (4 points) – The caster calls down several bolts of lightning. Multiple targets in a specific area. Requires Lightning Bolt.
Whirlwind (1 point) – Creates a small whirlwind to send a target flying.
-Dust Devil (2 point) – Creates a whirlwind filled with dust or sand, which not only blows back a target, but blinds them. Requires Whirlwind.
--Sand Twister (3 point) – Generates a fierce whirlwind of sand which inflicts damage on enemies. Requires Dust Devil.
---Tornado (4 points) – Generates a powerful tornado to destroy a large area and send multiple foes flying. Requires Sand Twister.
Wave (2 points) – Causes a wave of water to wash over the battlefield.
-Tidal Wave (4 points) – Causes a large wave of water to wash over the battlefield. Requires Wave.
--Whirlpool (4 points) – Causes a whirlpool which sucks targets in. Dependant on there being a large body of water to effect. Requires Tidal Wave.
Fire (1 points) – Sets a target aflame.
-Wild Fire (2 points) – Sets an area aflame. Requires Fire.
Rain (1 point) – Causes it to rain in a small area around the caster or chosen location within the caster’s eyesight.
-Hail (2 points) – Causes it to hail in an area. Requires Rain.
-Acid Rain (2 points) – Causes a corrosive rain to fall in an area. Requires Rain.
Snow (1 points) – Causes it to snow in a small area around the caster or chosen location.
-Blizzard (3 points) – Creates the environmental conditions of a blizzard in an area. Requires Snow.
Vacuum (2 points) – Causes a severe drop of atmospheric pressure, up to creating a full vacuum in an area. Only works in an atmosphere.
-Pressure (4 points) – Can increase atmospheric pressure by a factor of ten. Much more powerful underwater, where it can create ten times water pressure in an area. Requires Vacuum.
Tremor (2 points) – Creates a localized earthquake in an area. Useful for causing cave ins, and knocking land-based animals off balance.
-Fissure (4 points) – Causes the ground to split open, dumping targets into a hole, which then closes up. Requires Tremor.
--Lava Burst (6 points) – Summons lava to boil up from the ground. Requires Fissure.
Quicksand (2 points) – Can reduce a section of the ground into quicksand.
-Oil (2 points) – Forces oil to bubble up form the ground. This can create a slip trap or sticky trap for some animals, but also makes a target or area extremely flammable. Requires Quicksand.
--Tar (3 points) – Causes hot tar to spew up from the ground. Good for trapping most animals . Requires Oil.
---Poison Gas (6 points) – Summons deadly natural gases to rise up from the ground and poison the air. Requires Tar.


MONSTER SPHERE
The Monster Sphere allows animals to become monstrous versions of themselves for greatly increases strength, durability, and lethality. With this, animals can even transform into semblances of mythical creatures they’re species may have helped inspired. These transformations only last for a few minutes, with stronger forms lasting shorter than the one before it. Note that these forms cannot be stacked, you can only use one at a time.

Dire Form (2 points) – The animal gains 50% more mass, growing proportionately in size, and their natural strength and durability doubles. However, their speed is reduced by 30% due to their increased size. This spell lasts for ten minutes.
-Nemean Form (4 points) – The animal gains only 25% more mass, growing proportionately in size, but they retain their innate speed. Their strength and durability triples, and any natural weaponry doubles in lethality (venoms become stronger, claws become sharper). This spell lasts for eight minutes. Requires Dire Form.
--Chimeric Form (4 points) – The animal adapts the physical features of a composite creature. You can only have one chimeric form, but you may choose two other animals to fuse your creature with. If you can’t think of a good composite, use mythical creatures as your inspiration. For example, a lion becoming a Chimera or an eagle becoming a Griffon. However, you animal will retain its general size, regardless of the composite form. However, its strength and durability will double, and it will gain the advantages of its new body. Insect and arachnid body parts are available for use. Humans are not available for use. This form lasts for eight minutes. Requires Nemean Form.
Pygmy Form (2 points) – The animal actually decreases to one-half their size. This also cuts their strength and durability in half, but doubles their agility and speed. This spell lasts ten minutes.
-Swarm Form (4 points) – The animal transforms into a writhing mass of minute copies of itself. Each copy is about the size of an ant, and the form now moves as a hive-minded swarm. The swarm has the same relative mass as the original body. Requires Pygmy Form.
-----Typhonian Form (10 points) – This form allows the animal to grow up to ten times their natural size, and gain twelve times their strength and durability, while retaining their normal speed, relative to their size change. This form lasts for three minutes. Requires Swarm and Chimeric Forms.
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Last edited by sharkerbob; 11-15-2009 at 11:11 PM.
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Old 11-13-2009, 07:46 AM   #3
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SHADOW SPHERE
The Shadow Sphere grants the user the ability to create illusions. These spells allow one to trick the senses of others. Only two shadow spells may be used at a time.

Invisibility (1 point) – This renders the user completely invisible along all spectrums.
-Darkness (1 point) – Creates a fifty-foot wide sphere of absolute darkness, which no form of vision can penetrate. Requires Invisibility.
-Brilliance (1 points) – Creates a blinding light which washes out all sense of vision, including multi- and hyper-spectral vision. Can also create disorienting flashes. Requires Invisibility.
---Glamour (3 point) – This allows the caster to alter their appearance to something else of their own general size. Requires Darkness and Brilliance.
----Mirage (4 points) – Creates an illusion on an environment, but is sight only. Requires Glamour.
-Static (2 points) – Renders one invisible to electro-senses. Requires Invisibility.
-Cold (2 points) – Renders one invisible to thermographic vision. Requires Invisibility.
Silence (2 points) – Creates a fifty-foot wide sphere of silence, which no form of hearing can penetrate.
-Thunder (3 points) – Creates deafening noise to drive off opponents. Requires Silence.
Scentless (2 points) – One’s scent becomes completely undetectable.
-Stink (3 points) – Creates a horrifically putrid scent to drive off foes. Requires Scentless.
--Aroma (2 points) – Creates a deceptive aroma to mask other scents. Requires Stink.
Tasteless (2 points) – One’s taste is rendered undetectable.
-Rotten (3 points) – Causes a horrifically disgusting taste to drive off foes.
Cushion (2 points) – This prevents the target from being detected by water/air displacement or tremor sense abilities.
-Unbalance (2 points) – Creates a sense of unbalance to throw off foes. Requires Cushion.
-Magnetic Distortion (2 points) – Causes targets to become unable to sense magnetic fields, screwing up their ability to navigate by them. Requires Cushion.
-Vertigo (3 points) – Causes a target to become dizzy and disoriented. Requires Cushion.
-----------Day Dream (6 points) – Creates an all-encompassing illusion which tricks all the senses. Requires Mirage, Aroma, Thunder, Rotten, and Cushion.


BIO SPHERE
The Bio Sphere allows animals to warp flesh to their whim granting them healing, support, and hindering abilities.

Mend (2 points) – Allows one to heal physical wounds. The greater the wound, the more energy it takes to use the spell.
-Cure (2 points) – Allows one to cure a target of illness or poison. Requires Mend.
-Stamina (3 points) – The target is given a boost of energy that allows them to last five times longer than their natural stamina would normally allow. Requires Mend.
-Regeneration (3 points) – Grants the target high level regeneration for three minutes. Requires Mend.
---Sustenance (3 points) – For a full day, the target can survive without needing food, water, or rest. Can only be cast once per day. When the spell is over, the target will be mildly hungry and thirsty, but will feel well rested. Requires Regeneration and Stamina.
Aqualung (3 points) – While this spell is active, an air-breathing animal is capable of breathing water for up to an hour.
Airgill (3 points) – While this spell is active, a water-breathing animal is capable of breathing air for up to an hour.
Super Plant/Fungus Growth (4 points) – Causes plants or fungus to grow out of control. This can be useful for breaking through barriers that plant seeds have fallen into the cracks of, creating makeshift structures for travelling, protection, shelter, or traps, and even creating food for plant and fungus eaters.
Contamination (4 points) – The caster enhances the viral and bacterial activity with a target, causing them to become horrifically ill.
-Decay (8 points) – The caster enhances the necrotic process in a target, causing them to literally rot away. Requires learning Contamination first.


AETHER SPHERE
There’s magic and then there’s magic. The other sphere’s have at least some connection to natural phenomenon, or at least grander versions of it. The power of the Aether Sphere draws from the metaphysical, allowing the caster to do things outside the realm of natural possibility.

Far Strike (2 points) – Creates a blast of mystic force which acts like a long-distance strike, as if from a battering ram.
-Far Claw (2 points) – Fires an invisible blade of mystic force, striking with the force of a low-caliber bullet. Requires Far Strike.
--Invisible Hands (3 points) – Allows the caster to manipulate objects by will alone, similar to telekinesis. This is not very precise, however, good mainly for holding, lifting, pushing, or pulling. Telekinetic strength is equal to twice users natural strength. Requires Far Claw.
---Spectral Blast (6 points) – Creates a ball of eldritch energy. This blast seems to damage a target without creating any actual wounds. Nevertheless, in induces immense pain and weakens a target if it doesn’t flat out kill them. Requires Invisible Hands.
Barrier (3 points) – Creates a mystic shield to protect a target. The shield lasts for five minutes, and can block bullets or grenades.
-Resist Me Not (3 points) – Allows the caster, and only the caster, to walk through a physical barrier, such as a wall. Requires Barrier.
--Instant Jump (3 points) – A teleportation spell which allows the caster, and only the caster, to travel to any point they can see. Requires Resist Me Not.
Spirit Summon (variable points) – This allows you to summon a spirit which will perform a service for you. You must buy each spirit separately, but once purchased, they can be summoned once per mission.
-Scout (2 points) – This spirit will scope out an area and report back to the caster.
-Tracker (3 points) – This spirit will track down a target by following some imperceptible trail. Requires the caster to have something belonging to the target they wish tracked.
-Fetcher (3 points) – This spirit will fetch any desired object and bring it back, as long as it can reasonably carry it. However, it can only retrieve an object it can find, and does not have the Tracker’s ability to zero in on a target.
-Defender (6 points) – This spirit will use Far Strike and Barrier to protect a target from being attacked. It lasts for three minutes.
-Attacker (8 points) – This spirit will use Far Claw, Far Strike, and a weaker version of Spectral Blast to relentlessly attack a target. It lasts for three minutes.
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Last edited by sharkerbob; 11-14-2009 at 01:38 PM.
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Old 11-13-2009, 08:37 AM   #4
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Name:Meshindi
Kingdom:White Rhinoceros
Species:Mamallian
Place of Origin:Born in Capitivity in the San Diego zoo
Starting Location:Bronx Zoo
Description: http://en.wikipedia.org/wiki/File:Wh..._waterburg.jpg
Background:transfer from the San Diego zoo, he was born and raise in captivity, people hoped he could have been use for helping keep is species alive through breeding. Humanity disapeared before that could ever happen.
Personality: He mostly seek to be left alone and to live his life, however he was force to look for a new habitat for himself and started to move around the city looking for a new territory. He's not particulary defensive of it as long as long as people know keep their distance, he has fought some predator that were picking up on other herbivore because he usaw them as threath to him. He's essentialy reproduce the life style he had while in capitivity barely recongnising his newfound intelligence
Spell List:
GEO
Lightning Bolt(2)
MONSTER
Dire Form(2)
Nemean Form (4)
SHADOW
BIO
-AETHER
Far Strike(2)
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Last edited by Redem; 11-13-2009 at 12:24 PM.
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Old 11-13-2009, 09:04 AM   #5
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CHARACTER SHEET
Name:
Kingdom: Mammel
Species: Wolverine
Description: http://sciencetrio.files.wordpress.c...erinephoto.jpg Something like that.
Background: TBA
Personality: Extremly violent, grumpy, territorial and tennaticious. He's mellowed alot since gaining seintience.
Spell List:
GEO
-
MONSTER
Dire Form (2)
Nemian Form (4)
Chimera Form (4)

SHADOW
-
BIO
-
AETHER
-
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Old 11-13-2009, 09:57 AM   #6
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XIAO LONG

Kingdom: Mammalian
Species: Ailuropoda Melanoleuca ("Giant Panda")
Place of Origin and Starting Point: Sìchuān Dàxióngmāo Qīxīdì ("Sichuan Giant Panda Sanctuaries,") China
Background: TBA

Personality: TBA

Spell List:
BIO
-Mend
-Contamination

AETHER
- Far Strike
- Far Claw

Last edited by Yun Lao; 11-27-2009 at 06:22 PM.
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Old 11-13-2009, 10:01 AM   #7
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Hum I'm not sure he'd found clothes yet but anyway

Just can't wait to see when he found a kung fu Panda DVD
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Old 11-13-2009, 10:02 AM   #8
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Quote:
Originally Posted by Redem View Post
Hum I'm not sure he'd found clothes yet but anyway

Just can't wait to see when he found a kung fu Panda DVD
*Shrug* My character probably won't for a while, but I just thought that image was a pretty good indicator on what I plan for him.
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Old 11-13-2009, 10:04 AM   #9
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Quote:
Originally Posted by Yun Lao View Post
*Shrug* My character probably won't for a while, but I just thought that image was a pretty good indicator on what I plan for him.
Kicking ass and drinking coke?

If we get animal to wear full body clothes they catched up mercantile spirit very quickly
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Old 11-13-2009, 10:12 AM   #10
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CHARACTER SHEET
Name: Duke
Kingdom: Mammal
Species:Dog (Sarplaninac)
Place of Origin: Potlatch, Idaho
Starting Location: Moscow Idaho
Description: (picture or link will suffice)

Background: Grew up on a ranch in America, his own parents having been brought over to help with coyotes, wolves, and other large critters that often attacked livestock. Like most dogs, especially his own breed, Duke loved his master very much and sought to protect him, his family, and his property from all invaders. He was big and strong, and easily ran off, or killed anything that strayed into his property

And then one day they all disappeared, and Duke suddenly felt like the place behind his eyes was on fire, burning with thought. Once he got use to this he set out to find his master, wandering.

Duke was never neutered, being intended for breeding.

Personality: Being a dog he is very angered and depressed by humanities disappearance. Refuses to believe they're gone for good, and seeks to find a way to rescue his former master. Does not get happy when other animals insult humanity. Fearless.

Spell List: GEO
-
MONSTER
Dire Form (2)
Nemian Form (4)

-
SHADOW
Invisibility (1)
Darkness (1)
-
BIO
Mend (2)
-
AETHER
-

Last edited by Ptrvc; 11-15-2009 at 12:51 AM.
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Old 11-13-2009, 12:21 PM   #11
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Please add your characters Place of Origin and Starting Location to your profiles.
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Old 11-13-2009, 01:44 PM   #12
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Name: Gibbs
Kingdom: Mammal
Species: Elk
Place of Orgin: Montana
Starting Location: Montana
Description: He's the biggest Elk you've ever seen.
Background: He's an utter ass, even to people who are moderatly nice to him.
Personaility: Dickish at best.
Spell list: Geo Sphere
Fire ( 1 Point)
Wild Fire (2 Points)
Lightning Bolt (2 Points)
Tremor (2 Points)
Quicksand (2 Points)
Rain (1 Point)
Oil (2 Points)
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Old 11-13-2009, 04:17 PM   #13
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Hum aren't we a wee bit spread out on the map is there a plan to bring us together or should we figure this out
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Old 11-13-2009, 05:09 PM   #14
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Default Pippin the Rat

CHARACTER SHEET
Name: Pippin
Kingdom: Mammal
Species: A Rat, a Whit eRat, stilla rat.
Place of Origin: College labortory rat.
Starting Location: The City, the only home he konws
Description: A White Rat, literally a White Lab Rat.

Background: What can be said? He was just a mere lab rat, unitl the day on the humans vanished, and he dicsovered soemthing aobut himself, he was, changed. He begin to comprehend what hUmans were comrpehending, the experince, is brain twisting to say the least. Aside that, he found that walking through walls is quite handy to explore his world, and get all the good food.

Personality: A general wise ass, likable, but a ass, who lvoe sot run his mouth off. Also has bouts of courage, mainly do to new found powers.

Spell List:
GEO
-

Tremor (2)

2 points spent

MONSTER
-
SHADOW
-
BIO
-
Mend (2)
Regenearate (3)

(Five points spent)


AETHER
-

Resist Me Not: 3 (Hey it's in his back story!)

Done, end of 10 points.

Heh, well I plan on a wohle different game plan, a soppsoe dot a unbeatable monste,r I plan, to be a sneak theif.
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Old 11-13-2009, 05:32 PM   #15
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CHARACTER SHEET
Name:Tezca
Kingdom:Mammalian
Species: Panthera Onca/ Jaguar
Place of Origin:Mexican Rainforest
Starting Location:Chiapas
Description:
Background: He has survived several encounters with humans, and is glad when he discovers they are all gone. Now he is trying to piece together the reason for his sapience.
Personality:A brash, regal apex predator. He takes shit from nobody.
Spell List:

MONSTER
- Dire Form(2)
-Nemean Form(4)
SHADOW
- Darkness(1)
-Invisibility (1)BIO
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