Still not done yet

Kylesar1

This is my loudest bork
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I was thinking of doing a RP based on Chess Pieces. Each player will be represented by a chess piece and put on either the

White Kingdom Of Coredith (The White Team) or the Black Kingdom Of Figossa (The Black Team).

I have the basics down


The Archetypes use this website





Pawn- The most basic piece. Most players will end up being a pawn. Despite being the least desired piece, these are actually some of the most vital, as they're the first line of defense (in the chess game). They have the most potential however


Special Moves:

  • En Passant: I got nothing yet
  • Promotion: If a Pawn moves into strategic enemy territory, it can be promoted to any piece. (Keep in mind that promotion is recommended based on your characters role. For example, if you have a pawn who can heal, don't try to make them a Rook. It'll make them weaker)
  • Under-Promotion: If a Pawn is promoted to a Rook or a Bishop instead of a queen, their specializing power is capable of taking out a Queen. (That doesn't really mean they're better than a Queen, as the Queen can specialize in both Physical and Magic skills)


Archeypes: Anything, just weaker overall


Kingdom Roles: Anything that's not a part of the King's staff





Rook- Physical powerhouses. These guys are usually weak in magic, but strong in physical offense and overall defense. They're usually slower, but are really powerful. Rooks are weak to magic attacks

Special Move:

  • Castling- An absolute protective shield that lasts for a few seconds. Perfect for spear-heading. Reflects attacks if used near the King


Archetypes:

  • Fighters- Knights, Swashbucklers, Samurai, Barbarian.
  • Rogues- Pirates
  • Clerics- Battle Priest
  • Rangers- Dual Wielding, Bow and Blade
  • Rare- Monks


Kingdom Roles: Advisors, Body Guards, Commanders, Soldiers, etc.





Bishop- Magic Powerhouses. These guys are usually weak physically, but are beasts with magic. They can take the more supportive roles, doing things like healing and buffing, but can just as easily hold their on with offensive magic. They're weak to physical attacks, and are physically frail; The opposite of Rooks. The only exception is the Battle Priest


Archetypes:

  • Mages- Red and Blue Mages, Summoners, Necromancers, Nature Mages, etc.
  • Clerics- Priests, Templars, Battle Priests, Witch Doctors
  • Rangers- Magic, Beastmaster
  • Rare- Engineers, Alchemists, Psychics


Kingdom roles: Advisors, Doctors, Strategists, Mage Commanders, Clergy





Knights- Tricky bastards. Knights are usually quick on their feet. Fast and hard to predict, these guys are perfect for surprise attacks. The best thing about them is that they're not weak to magic or physical attacks. They are, however, weak at direct confrontations. They should really keep their distance and fight with trickery


Archetypes:

  • Fighters- Swashbucklers
  • Rangers- Snipers, Dual Wielding, Trapper
  • Rogue- Thief, Assassin, Gamblers, Ninjas, Pirates, Scouts,
  • Rare- Gunslingers, Monks


Kingdom roles: Guerrillas, Assassins, Spies, Hackers





Queen- The most feared piece of all, the Queen is extremely powerful. They can easily blast through anything. Pawns need not try. They can specialize in Physical and Magical skills, as well as take on the support roles like the Clerics. They can be promoted from a pawn if they make it into enemy territory. Not all Queens are female


Archetypes:

  • Fighter- Dark Knight, Paladin
  • Rare- Magic Knight


Kingdom roles: High Commander





King- The most important piece of all. If a King is killed, then it's all over. The king gives all the orders and is the ruler of their kingdom. What they say is absolute. Their word is law. Offensively, the King is the most powerful, being able to blast through anything with ease. Defensively, however, they're the absolute worst, being able to be taken out by anything with ease. They'd best be protected at all times. Not all Kings are Male


Archetypes:

  • Fighter- Dark Knight, Paladin, Hero, Warlord


Kingdom Roles: The HNIC, the King, Supreme Commander


I still have to think about my approach. What I mean by that is:

  1. Technical Society (like modern day)
  2. Highly-Technical Society (technical future where every species is accepted, but not sci-fi)
  3. Medieval.
  4. Steampunk
  5. Military Fantasy
  6. Military Realistic
  7. Whatever else- If anyone has a suggestion or questions, tell me
 
Interesting idea!


For the en passant special ability - hmmm. It's capturing an enemy pawn when it's avoided confrontation from a starting position. It's like the pawn is acting as an advanced scout assassinating an enemy scout as it rushes by. But en passant typically leaves the capturing pawn in a very vulnerable position. Almost like some kind of emergency suicide tactic. With backup though, potentially very powerful.


Good luck developing this.
 

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