Name: Thalmac Andoria
Race: Human. Humans are not liked by many species. They consider them to be bullies, always wanting more and willing to do anything to get it. Many humans say that the reason for this is that they are short lived. Motivation is what often times leads humans to make a great effort to get what they want. Though they are often times described as ignorant or hard headed most often than not they are kind, compassionate and strong willed.
Description: Since he is a Monk, he doesn't have elaborate clothing or weapons to help him in a fight. If he isn?t using a staff, he?ll be either using his fists to healing his allies with his spiritual abilities. Obviously, he is bald, but his most surprising feature is his height. He stands at a good 6 foot 4 inches, which is very tall for a 22 year old. For this reason, many (shorter) people don?t like him very much. Although he is tall, he isn't very big. He isn?t very muscular, but he still is a very strong fellow.
Class Traits: Spiritual Monk. Monks aren?t the most violent of people. They rarely engage in fights unless provoked or a friend is in danger. For this reason, many people underestimate them. Some Monks also can heal other people?s wounds. That is what makes them so invaluable at hospitals or clinics.
Motivation: After witnessing a Troll raid in his town, Thalmac swore to help people for the rest of his life, only hurting another person if it was truly necessary. For this reason, he became a Monk, helping people for a number of years. At around his age, Monks are supposed to go on a ?vision quest? of sorts, where they must go out in the world find themselves and their purpose in life.
Starting Spells: Heal Wounds. Pretty standard in terms of spells, in that it is a cure spell.; Pray. When used, Pray can give people a morale boost, giving them an edge.
Out-Of-Combat Ability: Meditate. When not in combat, Thalmac can meditate to recover and focus his thoughts.
Combat Abilities:3-Piece. When an enemy is knocked on the ground, Thalmac can jump on them and give them 3 brutal punches to the face.;
(NOTE: The race description was one I found suitable, so I copy pasted it. If you want an original one, just tell me.)
As a Spiritual Monk, you would get either 2 spells and 1 ability, or 1 spell and 2 abilities (as I can't really see how magically oriented they are). You've chosen 2 abilities and 2 spells, and an "Out of Combat Ability".
Get rid of one of the spells or abilities, and choose a non-combat ability. Meditate would work, but I'll warn you that it won't compare to a real healing spell. It'd be good for clearing your mind and whatnot, but your cuts aren't going to start sewing themselves together.
ALSO: I'm going to let 8 people play at once, because my boy FATSCALYMAN IS RPING AGAIN!!!
Name: Jeistan D'Terehei
Race: Purebread Werewolf, of the Terehei clan. The Terehei clan disbanded and was eventually assimilated into other clans, but Jeistan still fights under their long-forgotten banner, and is still (due to the royal line reasons) is their Alpha, but he is the only one alive.
The Terehei were a very civilized clan, they walked upright, spoke their language and a few human languages, and even attempted to trade with others. There is no specific explanation to their disappearance, but it is assumed by Jeistan that the other clans bred them out.
Description: Being a Terehei, he is pure white, and he has eyes the color of frost. Elegant and noble white fur covers his body. He is 5'11. and his weight is average. He wears various cloth and leather regalia, which is colored a dark brown. His shoulderpads are dark green, and they have the Terehei symbol marked on the. Under his fur on his chest is the Terehei symbol birthmarked onto his skin. His ceremonial saber, the Claw of Terehei(only awarded to the Alpha Male of the Terehei), is strapped to his belt at all times.
His personality varies from time to time, but when he is on a personal mission, he is determined and wil rarely get distracted.
Class Traits: He is a Terehei Lightweight Warrior. He uses speed and precision to destroy his enemies. Stealth is also a bit easier for him, but he couldn't compare to a rogue or assassin.
Motivation: Jeistan wants to rebuild his clan, and the only way to do that would be to mate with an albino pure-bred werewolf female. From there, he would have to get his sons and daughters to mate with other pure breds, and move from there. He also seeks to become more powerful, but will not do this through evil or treacherous ways.
Starting Abilities:
Evasive(passive) - Has a higher chance of dodging attacks.
Quick Strike - A quick attack with reduced damage but higher hit rate.
NON-COMBAT ABILITY- Winter Fury - When Jeistan is extremely passionate about something, be it anger or determination, it will become colder around him.
Yeah, I've talked to Tiki already, Jeistan is in, and I'm also working on a second character, because playing only one character on the intranetz isn't near enough to quench my currently rising thirst for RP.
Name: Eisicin(Eye-zic-shin) Lizaius
Race: Under-Elf/Human Hybrid- An Under-Elf is an exiled Elf of Cault, ousted from Slymora long ago by their former brethren. 99% live in Cault. Most live a troubled existence, fighting in roving bands for survival in the harsh land. Appearance-wise, they are not much different from an elf, the only difference being that they are taller, but thinner. As a result of an ancient spell, all have the Ancient Elven word for 'Exile' as a birthmark on their left knee. Their existence is mostly forgotten in the rest of the world.
Description: Eisicin, being part human, is shorter than both and Under-Elf and a regular Elf, but retains mostly Elven qualities, such as pointed ears, and fair, dark-gold hair. He is clean shaven, and his hair is almost always pulled back into a ponytail, as he doesn't want it to obstruct his vision. His eyes are a deep, ocean like dark blue. His skin is tanned from the long, sunny training days in the heat of Crag. Loose white and gray clothing cover much of his body, hiding chainmail that covers his torso, shoulders, and legs. Scars cover his back, from being whipped as a slave in a Kobold tribe. On Eisicin's back a quiver of arrows is slung, and he usually has his bow. On his belt, hidden by his shirt is a dagger.
Class Traits: Roving Mage- Magically-inclined- Roving mages use magic first, and regular weaponry as a support. Some use straight-up spells, others augment their weapons with arcane enhancements. Eisicin uses a skirmishing bow, and usually enhances them with his practiced magic. He often guides his arrows to certain targets with his magic.
Motivation: Eisicin desires power and conquest, to one day lead many to create an empire out of the sands to conquer the Kobold Tribes, and eventually all of Cault. He wants to become Emperor of Cault, and for the rest of the world to finally recognize his people. He currently leads a roving band of 10 Under-Elves, fighting, stealing, hiding, for survival.
Starting Abilities/Spells:
Magic: Guided Shot- Controlling the flight of an arrow with magic, Eisicin can guide it to its target.
Stunning Shot: Able to stun an enemy with a shot, the effectiveness of the spell depending on the area in which the adversary is hit.
Non-combat: Woodworker- Able to carve various things, such as arrows and canoes, out of wood, due to much practice out of necessity. It is a skill Eisicin is quite proud of.
Melee: Double-shot: Two arrows into one target. Double damage, however, unable to hit more than one target.
Other: Has a deep suspicion of Kobolds, as he was once a slave and was beaten numerous times for his resistance. Since his escape, he has gained no love for the race.
Mmm, if there's still a spot open, but I don't think there will. You can join the reserves though. I like to take breaks between key points in the story, which are chances for more people to join when they die, and to see if there are few enough groups to get another started.
Alright. If your character sheet just happens to be a really good one, then I'll go ahead and let it slide. You'd just be starting late, so no major harm done.
Okay, then. I think you'll be happy with the character. Sorry if it's too much detail; the Kaedans have been my pet project for five years.
Name: Debatra Fallin
Race: Kaedan (Fire, Lightning, Water)
Description:
Black fur. Red eyes.
Age- 77
Height- 6'5"(2m, 6mm in metric)
Wingspan- 7'6"(2m, 3dm, 6mm in metric)
Weight- 203 lbs(90kg, 7hg, 2dg in metric)
Wears a black cloak to conceal his bat-like form. To those around him, he appears to be a rather large man. Under the cloak, he has a black suit of hard leather armor. Uses Hand-and-a-Half swords. Favorite cereal is Honey Nut Cheerio's.(you literally asked for it)
Class Traits: Sparkboiler. He focuses on Magic, but is a master with his blade.
Motivation: He wants knowledge, and believes that this is his best chance to study abroad; as well as help the people and get rich at the same time.
Race: Human, from the underground cities of Roldaki and the spaces in between.
Description
Terath D'Arigan is built for cold and metal. He is short and wiry, with ice-blue eyes and unevenly-cut brown hair and pale skin that has seen more sunlight recently than in the rest of its existence. His face is kind of ragged around the edges, with sideburns flowing into the fur edging the collar of his coat, a coat that is covered in pockets and strings of pouches and sewn through with metal plates. When he has the coat buttoned tight and his helmet on he looks like something other than human: a clockwork automaton peering at the world through red-tinted snow goggles.
Terath spent most of his life in the spaces between the factories and cities of the Roldaki underground, carving a name for himself as an industrial mercenary. Where there is industry there is competition, and where there is competition there was Terath D'Arigan, ready to help in any way he could. He has bored through solid rock to steal the plans for delicate mechanisms, brought down the ceilings of entire factories, always found the weak point and always got paid. He was very good at his job.
He's also good at knowing when it's time to leave town until things cool down. Unfortunately, this time the town is the entire island of Roldaki, so Terath is spending some quality time in Enlis. Sure, the tournament's brought a host of fighters to the taverns drunk on adrenaline, and the Black Dusk are starting to cause a lively paranoia among the citizenry, but at least no one is trying to kill him specifically. Quite relaxing, when you get right down to it, if too warm for comfort. Terath has been wandering the island with his coat unbuttoned, his helmet on his belt and his goggles around his neck, looking like some strange and bemused creature emerging from its shell.
Class: Sapper Class Traits: Sappers are greatly feared by the industrial wizards of Roldaki. They are the ones who throw the wrenches into the gears, who undermine tunnels and destroy production lines. Basically, they know how to take down huge structures with a minimum of effort. Their tools are various bits of alchemy and clever devices and jury-rigged mechanisms that can be carried around in pockets or on shoulders. Nothing too fancy, just stuff that works.
Motivation: Gold. And, well, he would like to build his own tiny empire at some point, but he'd never admit that to anyone. He started his career poorer than dirt (dirt actually has quite a lot of gold, gems, and valuable metals, you see) and began working as a sapper because all it required was a little bit of sneakiness and a clever mind. After discovering that he was very good at it, well, one thing led to another, and now he's an accomplished industrial mercenary. Along the way he's seen wondrous machines and splendor wrought in steel and brass. His secret dream is to someday be the person designing the wonders and building the empire instead of being the person blowing it all up. He's too pragmatic to actually say that aloud, though.
Abilities
Non-Combat
Devices: Terath can design, build, and repair complex mechanisms.
Combat
For Massive Damage: Terath can find the weak point on most structures, be they architectural or biological in nature.
MacGyver: Terath can come up with bizarrely complicated jury-rigged devices on very short notice.
Over-Equipped: Terath can find pretty much anything he needs in his pockets (explosives, crossbow bolts, lunch, alcohol, pen and paper, whatever).
TikiShades: I took some creative license with your description of Roldaki, specifically the part about "industrial wonders...hidden by the snow and ice." I assumed that means there are cities and factories and stuff down there and went ahead and created a class based around that.
So basically my entire character is based off of two words ("industrial wonders") in your description of the world. I'm hoping that I understood what you meant.
Race: Minotaur. Most Minotaur live in the the warm climates of Sylmora and Cault, althougha few tribes have adapted to living in the cold climate of southwestern Roldaki. The only major difference between them is that the Roldakian Minotaur are slightly larger and bulkier, and have thicker fur. The Caultic are generally better at running long distances, while the Sylmoran are more nimble on their feet.
The Minotaur have a fairly primitive and tribal society, at least by the standards of the more "civilized" races. Their race is divided into a large number of tribes. Each tribe is usually lead by a cheif and several spiritual leaders, and, depending on the size of the tribe, there may me other ranks. Minotaur females are treated in high regard, as they are the birthers of the entire race, and many clans have "Herd Mothers", dominant females who are second only the Cheiftan himself. Although Minotaur's reliegious and spiritual beliefs are mostly unknown, it is apparent that their culture is very ritualistic and symbolic. Their garments and tools are often embellished with charms, symbols, and glyphs, and depictions of nature.
The Minotaur are a very large race, with most males standing at nearly eight feet tall at the shoulders, and females only slightly smaller. They have vaguely humanoid bodies, in that they are bipedal and have two legs and two arms. Beyond that their traits become more animalistic. They have hooves, and two joints in the leg instead of one, like cattle or horses. Most have only four fingers on each hand, some have only three. Their shoulders are very broad and high, and their necks slope forward and up slightly. For this reason Minotaur's heights are usually measured at the shoulder, because the slope of the neck can vary from individual to individual. Their horns also vary, some being long and strait, some being short and curved.
Minotaur hides differ slightly between sub-species. Caultic Minotaur generally have shorter fur, and it is usually light tannish colors to blend with the sand and rocks. Sylmoran Minotaur have very dark brown or gray fur. Rodalkian Minotaurs can range anywhere on the gray spectrum, from black to white. All Minotaurs have thick, sturdy limbs that help them push through sand, snow, or thick underbrush. Though they are not very nimble or flexible, they have incredible endurance and stamina.
Description: At 137 years old, Tronfros is still young by his people's standards, however he is abnormally tall and bulky, standing roughly nine and a half feet at the shoulders and weighing over one thousand pounds. His fur is a grizzled gray color around his chest, lower torso, and arms, and darker(almost black) around his legs, feet, and back. Along his neck and down his back it forms a sort of mane that sticks up slightly, and gets white at the tips, giving it a frosty appearance. His head, like all Minotaurs, is clearly bovine, although it is flatter, and the eyes face in a slightly more forward direction. His snout is also shorter, and flatter, with a more prominent lower jaw. His horns curve down at first, but then curve up and forward near the end. They are both decorated with golden bands near the tips, and the right one bears a black feather hanging from a leather loop. There are several braids of long hair around his face as well, that have beads and charms on them. His eyes are a cloudy grey-green color.
Tronfros carries a staff that is decorated with various charms and trinkets. It is almost six feet tall and can be used as a melee weapon if necessary, although he prefers to fight with his fists. The staff usually occupies a leather sling on his back. He wears a leather belt with various symbols, decorations, etc attached to it.
He was born into the Gronintur(Rising Stone) tribe, one of the few that lives in the northern lands. The tribe's village is situated on the Waypenon Penninsula, in the southwest of the island. They have constant feuds with the gnomes, buit otherwise are free from harassment. The other nearby tribe, Hrogsith(Broken Axe) which is situated on the mainland, just off the peninsula, has been on good terms with Gronintur for centuries, and is still.
Class Traits: Steelhide. When Minotaur grow to exceptionally large sizes, like Tronfros, they are proclaimed Steelhides, and are sent to train with their tribe's most proficient spellcaster, to learn the arcane arts of protection and healing. These defensive spells coupled with their natural physical strength and endurance, make Steelhides powerful protectors of their tribes, that can withstand massive amounts of damage without backing down.
Motivation: Tronfros' motivation is to continue his self-training as a Steelhide, so as to better defend his tribe and his homeland. That motivation is what has brought him to Enlis, to seek out more knowledge about spellcasting. He is also here to learn about humans, and the other races of Enlis, because one aspect of being a Steelide is knowing as much as you can about the world around you, what dangers there are, and what you can use to your advantage. You cannot defend yourself from something you know nothing about, after all.
Starting Abilities/Spells: Non-Combat
Alchemy - He is gifted with alchemy, and mixing ingredients to create helpful, or harmful, concoctions. It is a necessary skill when surviving in the wilderness of Roldaki. Combat
Breath of the Mountains - After taking a deep breath, he exhales a concentrated amount of icy air, which he "catches" in his hands, and then throws forward, creating a brief wall of freezing cold air, which slows any oncoming enemies.
Guardian Totem - He stabs the end of his staff into the ground, so that it is standing upright. The staff and the air around it begin to glow slightly blue, giving a health and defense boost to him and all his allies within a large radius.
Resilience(passive) - He is extremely resistant to damage and has a very high amount of health.
Other: Tronfros is a slow thinker, rather than a quick reactor. He has spent much time thinking, and thus has gained great knowledge about the world and how it works, yet he still prefers taking his time to evaluate a situation to determine the best plan of action. Although he is very slow to anger, he has a fiery temper when his line is finally crossed.
There were some interruptions and i'm a naturally indecisive person =P
I took some liberties with the Minotaur race, since you didn't provide a description for them. Just tell me if there's anything you would like me to change. Also, this is only the second RP I've done with actual stats and whatnot, so please tell me if my chars abilities are overpowered, and i'll change them.
I'm assuming that the characters can also perform basic attacks, like punching, even if that's not listed under their "abilities"?
Zemiac: Your sheet is excellent, and you are correct when you quote "industrial workers." Civilization basically exists underground, with the upper cities there to easily link together militia and trade between the other continents.
Yorgmiester: Your character sheet is pretty good, but for the fact that minotaur usually live in Sylmora and Cault. There's a penninsula that exists near the southwest end of Roldaki, known as Gering Bewaypenon, or the Waypenon Penninsula, that grows as a small forest, but is usually infested with heathenish gnomes. Go ahead and place your tribe (which you still need to name, by the way) there, but your tribe may run into some trouble with them along the lines.
This is REALLY hard to pick, but I'm choosing soon. Get ready!
Oh, i must have misinterpreted something. You didn't say anything about Minotaur living in Cault or Sylmora, you only mentioned them living in "southwestern Roldaki" (Is this like, a pre-made world that there are already maps and such for?).
So i guess most of the minotaur live in the others regions? If you want i could mention that in the sheet, that his tribe is separated from the others or something.
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