Usergroup Across Uniria (Open to All): http://www.escapistmagazine.com/groups/view/Across-Uniria
IF YOU ARE THINKING OF JOINING AND/OR HAVE A CHARACTER SHEET READY, PLEASE JOIN THE ABOVE USERGROUP AND POST IT THERE. I WANT THIS THREAD COMPLETELY IN CHARACTER FROM NOW ON.
(When I have time to get all of the quotes for their appearance, I'll put them in here.)
Players:
1. Tirin - Lucian Z'rai'thai
2. Stealthkill - Ryza Spravce-Kyne
3. Fatscalyman - Jeistan D'Terehei
4. Zemalac - Terath D'Arigan (absent until further notice)
5. Yorgmiser - Tronfros Gronintur
6. SaiFai - Dalji
7. Debrata - Debatra Fallin
8.
...
Reserves:
1.
2.
3.
...
There is a world beyond yours. Beyond what your hands can touch. Beyond what your telescope can spot. Beyond what your rockets could ever reach. Your world exists right before me. You cannot see me, but I can see you. I can destroy you as well. You are but a table to me. A cosmology table, which sits on a small, lonesome island, surrounded by engulfing waters and storms of godly wrath. Our world, much like a cosmology table, exists as the extremes that make up your world. This is our world? We call it? Unirsimonogi, or Uniria. It is a world of magic and wonders that fill your dreams! A world under rule by the Four Great Islands nations.
Roldaki: The Land of the North is a cold, mountainous land. From it's heavy winterous regions, to it's tropic tundras, few things can survive the climate changes. Residing are the Dwarves, the Minotaur (to the Southwestern areas), the Giants, the Yalok, the few beasts and bears, and a gnome or two. Most of the active life is underground, where cold is rarely a factor in daily life. Industrial wonders lay hidden by the snow and ice, and only seen by those who wish to find it...
Cault: The World of the South. The ground is dry and craggy, and the skies are in dusty clouds. Much of Cault is flat; you can see miles and miles, until the purple skies allow you to see no further. Ogres, war trolls (Tarki), Skeletals, and some of the most fearsome dragons live in Cault, and few other races dare enter. The villages can be seen as savage, and most civilizations have leadership based on strength. It's not necessarily a bad place, but they don't take kindly to other races.
Enlis: The Kingdom of the East. The island is nearly all human-inhabited, and the Kingdom's and castles are magnificent. While it may be thought of as the "best" kingdom (mostly by the nobles), Enlis has created some of the world's greatest disasters. The Human-Troll War, Werewolves, Vampires, the Red Dawn Crusades... Arguments have raged on about the true evils for centuries.
Sylmora: The Forest of the West. Trees cover the island, as well as it's inhabitants. Elves, fairies, forest trolls, gnomes, satyrs, nymphs, plants, and their famous Treewardens, all protect the forest under a single treaty. Not a single enemy army has ever made it out of the forests, and barely in them. The place is a dangerous territory for those who haven't lived there, as booby traps as well as prank traps are placed all over by the mischievous characters of the wild.
********************
Our story starts in Enlis, where many adventurers have gathered for a large tournament.
Wanted posters have been placed all over Galath, the Enlis capital. A criminal organization known as Black Dusk (the opposition to Red Dawn) has been attacking the town guards and attempted attacks on the higher rankings of the city. High amounts of gold have been offered to the capture, or even any information leading to them. Naturally, you seem to be quite interested in it.
You've heard from taverns and conversations here and there about the Black Dusk. They steal, they murder, they're ruthless, and they wish only to destroy the power of Enlis. Some say they are a group of Trolls with a vengeance carrying from the recent Human-Troll war. A well regarded tale is that they are minions of a dragon, who wishes to take control of Enlis. The government officials say that they are mere hooligans and cretins from Cault that just don't like Enlis, but are also very dangerous.
It is unknown where they reside, but others say that they are recruiting men as well, possibly for some big attack. What do you believe?
The happenings of the Black Dusk are all too quickly covered up by the Knight?s Cup, an annual tournament that sprouted to challenge the best of fighters to a friendly tournament...
**In Character**
He looked left, he looked right. Then up, and then down. Now pocketing his handbag, he slowed to a halt, now that the guards had lost his trail. It came to no surprise, since Jimmy the Quick's trail couldn't be followed by the most experienced hunter. Now strolling along, being sure to stay within the large crowd's center, he began to change his jacket, put on a top hat, pull out a cane and a pair of spectacles, and begins to walk with a swagger. His trail was now completely cold, as he began to head to the message board to play a lute near the Knight?s Cup advertisement poster.
"Come now, don?t miss your chance!
Eight fighters now advance!
Wonders, grace, strength, and bliss,
The Semi-Finals are not to miss!?
*******OOC********
Character Sheet, Rules, and the other comments in the spoilers.
IF YOU ARE THINKING OF JOINING AND/OR HAVE A CHARACTER SHEET READY, PLEASE JOIN THE ABOVE USERGROUP AND POST IT THERE. I WANT THIS THREAD COMPLETELY IN CHARACTER FROM NOW ON.
Crimson Mardonore - Dwarf Necromancer
Malto Eltaris - Minotaur Shaman
Olm - Elf Druid
Raz'nak - Skeletal Necromancer
Tarln - Yalok Ice-Mage
Malto Eltaris - Minotaur Shaman
Olm - Elf Druid
Raz'nak - Skeletal Necromancer
Tarln - Yalok Ice-Mage
Players:
1. Tirin - Lucian Z'rai'thai
Name: Lucian Z'rai'thai
Race: Serpenti, of the Z'rai'thai dynasty. The Serpenti are an ancient race of snakelike humanoids, complete with scales, large fangs, slitted, golden eyes, and incredibly flexible bodies, who preceded most other races by millennia. Serpenti have a tendency for a sort of vampirism, drinking the blood of their 'victims' in the night, although this is not true vampirism, just a strange diet. Eventually, the number of pure-bred Serpenti began to dwindle greatly as they started breeding with humans and other such 'inferior' races. The Z'rai'thai dynasty is one of three dynasties, including the Ma'kua'ti and Ki'nta'ri that kept themselves pure, leading them to call themselves as the only true Serpenti. The only physical difference between the three remaining dynasties are the Z'rai'thai's red scales, the Ma'kua'ti's blue scales, and the Ki'nta'ri's black scales.
Description: As a Z'rai'thai, it is natural for Lucian to have his dynasty's characteristic red scales, as well as the features of the Serpenti race as a whole. Although quite 'thin', under his hide are intensely powerful muscles from years of difficult training, bringing his weight near five hundred pounds. He stands at approximately fifteen feet long from the tip of his tail to the end of his snout, and is generally portrayed as fearsome by those who happen to come across him. He tends to wear chainmail armor to compliment his natural defenses. Strapped to his back are two scimitars, each with a large ruby embedded in the hilt. He tends to be somewhat cynical and, almost as often as not, hateful and malicious, and holds contempt for human royalty.
Class Traits: Lucian is a Z'rai'thai Swordsmaster, using great speed and strength to break through enemy defenses. While Swordsmasters have no inclination towards magic, they make fine assassins and warriors.
Motivation: Lucian strives to do whatever he can for the benefit of the Z'rai'thai dynasty. If presented with a choice between helping or hurting it in some way, he will assuredly choose the former, even if he leads him into the bounds of darkness. He hopes to one day be able to lie on his deathbed, satisfied that he has done everything that he could.
Starting Abilities:
-Blade with the Wind (passive) - Blades will never hamper the character's movement, providing they are not immovable.
-Power Strike - A strong slash at the opponent. Stab weapons have a chance to damage armor.
-Dirge of Z'rai'thai - The ability to go into a berserk rage. While impeding judgement greatly, it grants still more strength and speed.
Non-combat ability:
Eagle Eye - Lucian has trained his senses, his eyes perhaps what he has worked on the most. Through this, he has gained incredible sight and peripheral vision, further enhancing his abilities as a warrior and even granting him the ability to combat an enemy behind him.
Other: Has a general dislike for arrows and magic, and a fear of small, bloodsucking insects such as ticks, which are very dangerous to reptiles as a whole. As stated before, he dislikes human royalty, and seems to disregard humans who have not proven their worth in some way. He is slow to make a friend, and absolutely hates anyone who would go so far as to insult the Serpenti race, particularly his dynasty. If confronted with such a person, he will go out of his way to make them miserable, and eventually kill them. Lucian is approximately one hundred and fifty years old, very young for his species - those lucky enough to not be killed off by battle or disease often live to many thousands of years old.
Abridged History and Biology of the Serpenti race:
First Age: Age of Conception
Like most other races, the Serpenti evolved from wildlife in the general area, in this case snakes. They adapted to the local conditions, which required larger and larger snakes to survive against predators and eventually rise to the top of the food chain, and then 'snakes' with the ability to manipulate tools. These were the original Serpenti, and unlike later generations, they were barely intelligent and had lifespans of, at a maximum, thirty years. Although barely sentient, they did tend to stay with what would be considered, at the time, their tribe, of which there were about two dozen. Those who strayed out of their tribes became social pariahs, and were left to fend for themselves. An average Serpenti 'city', if it could be called that, was made of several hundred grass huts. The tribes warred against each other, traded between each other, made alliances, and had many interactions as a whole. The First Age lasted approximately ten thousand years, over which time the Serpenti gained intelligence, a longer life span, and wisdom, enough to survive in the ever-changing world.
Second Age: Age of Realization
At the end of the Age of Conception, the Serpenti's population had multiplied exponentially. Now, a typical Serpenti city was, at a minimum, thousands of stone houses filled with at least a half-dozen Serpenti. They were prosperous, and for the moment, the leading power of the world. They had found the power of magic, and with it came dominance. There were many Serpenti sages and magicians, both traveling the world and staying in their respective domains to assist those nearby. The Age of Realization, while lasting twenty thousand years, was one of the less productive ages of the Serpenti, as most of their successes had come near the end of the Age of Conception. Although magic was discovered by the Serpenti in this age, they had few practical uses for it and only began experimenting near it's end.
Third Age: Age of Power
The Age of Power was the climax of the Serpenti Empire's rule over the world, when they spread throughout it. The Serpenti began creating incredible spells and items, enchanting them to help them complete tasks both extraordinary and everyday. They established the many dynasties which sprang from the ancient concept of tribes, and the leader of the most powerful dynasty was the Emperor of the Empire as a whole. Although this system could often be used to the advantage of the Emperor's dynasty, a council comprised equally of the greatest leaders of each dynasty and the wisest sages could overrule the Emperor's decisions if they were foolhardy or dangerous to the Serpenti race. The Serpenti were an incredible power before some other races even existed. The Age of Power was the longest of the Ages by far, approximately sixty thousand years.
Fourth Age: Age of Decay
The Age of Decay came about as a result of political unrest, civil war, and the interbreeding of Serpenti and humans. As the Serpenti declined, their power over the rest of the world waned, and they were eventually whittled down to a handful of dynasties, which, excepting the Z'rai'thai, Ma'kua'ti, and Ki'nta'ri, also died out. It was prophesized that one day, the Serpenti would be restored by a champion, although the details surrounding this alleged champion were scarce, and it was known only that the champion would be a young male. The Age of Decay lasted ten thousand years, until a law was implemented that Serpenti could not breed between other races upon pain of death, which put a halt to the decaying of the Serpenti Empire.
Fifth Age: Age of Redemption
The details surrounding the Age of Redemption are grainy, at best. It was said only that the Age of Redemption would end when the prophecy telling of a champion of the Serpenti was fulfilled. The Age of Redemption has been continuing for the last five thousand years, although Serpenti society has been shown to actually be strengthening, albeit slowly.
Biology
The Serpenti biology is among the strangest of humanoid races, emulating the reptiles they evolved from. Serpenti live for a natural average of seven thousand years, although war and famine tend to grant them only several hundred. The Ki'Nta'ri dynasty have poisonous fangs, killing their prey very quickly, but preventing vampirism. Serpenti continuously grow throughout their lives, at seven thousand years reaching lengths of up to one hundred feet, preventing them from traveling in cities. They are possibly the most dangerous races in the world at this size, as their fangs would reach a foot long, and would be strong enough to break a sword over. In short, a Serpenti is a massive snake, simply gifted with arms and intelligence, while retaining many of the other adaptations of snakes.
Race: Serpenti, of the Z'rai'thai dynasty. The Serpenti are an ancient race of snakelike humanoids, complete with scales, large fangs, slitted, golden eyes, and incredibly flexible bodies, who preceded most other races by millennia. Serpenti have a tendency for a sort of vampirism, drinking the blood of their 'victims' in the night, although this is not true vampirism, just a strange diet. Eventually, the number of pure-bred Serpenti began to dwindle greatly as they started breeding with humans and other such 'inferior' races. The Z'rai'thai dynasty is one of three dynasties, including the Ma'kua'ti and Ki'nta'ri that kept themselves pure, leading them to call themselves as the only true Serpenti. The only physical difference between the three remaining dynasties are the Z'rai'thai's red scales, the Ma'kua'ti's blue scales, and the Ki'nta'ri's black scales.
Description: As a Z'rai'thai, it is natural for Lucian to have his dynasty's characteristic red scales, as well as the features of the Serpenti race as a whole. Although quite 'thin', under his hide are intensely powerful muscles from years of difficult training, bringing his weight near five hundred pounds. He stands at approximately fifteen feet long from the tip of his tail to the end of his snout, and is generally portrayed as fearsome by those who happen to come across him. He tends to wear chainmail armor to compliment his natural defenses. Strapped to his back are two scimitars, each with a large ruby embedded in the hilt. He tends to be somewhat cynical and, almost as often as not, hateful and malicious, and holds contempt for human royalty.
Class Traits: Lucian is a Z'rai'thai Swordsmaster, using great speed and strength to break through enemy defenses. While Swordsmasters have no inclination towards magic, they make fine assassins and warriors.
Motivation: Lucian strives to do whatever he can for the benefit of the Z'rai'thai dynasty. If presented with a choice between helping or hurting it in some way, he will assuredly choose the former, even if he leads him into the bounds of darkness. He hopes to one day be able to lie on his deathbed, satisfied that he has done everything that he could.
Starting Abilities:
-Blade with the Wind (passive) - Blades will never hamper the character's movement, providing they are not immovable.
-Power Strike - A strong slash at the opponent. Stab weapons have a chance to damage armor.
-Dirge of Z'rai'thai - The ability to go into a berserk rage. While impeding judgement greatly, it grants still more strength and speed.
Non-combat ability:
Eagle Eye - Lucian has trained his senses, his eyes perhaps what he has worked on the most. Through this, he has gained incredible sight and peripheral vision, further enhancing his abilities as a warrior and even granting him the ability to combat an enemy behind him.
Other: Has a general dislike for arrows and magic, and a fear of small, bloodsucking insects such as ticks, which are very dangerous to reptiles as a whole. As stated before, he dislikes human royalty, and seems to disregard humans who have not proven their worth in some way. He is slow to make a friend, and absolutely hates anyone who would go so far as to insult the Serpenti race, particularly his dynasty. If confronted with such a person, he will go out of his way to make them miserable, and eventually kill them. Lucian is approximately one hundred and fifty years old, very young for his species - those lucky enough to not be killed off by battle or disease often live to many thousands of years old.
Abridged History and Biology of the Serpenti race:
First Age: Age of Conception
Like most other races, the Serpenti evolved from wildlife in the general area, in this case snakes. They adapted to the local conditions, which required larger and larger snakes to survive against predators and eventually rise to the top of the food chain, and then 'snakes' with the ability to manipulate tools. These were the original Serpenti, and unlike later generations, they were barely intelligent and had lifespans of, at a maximum, thirty years. Although barely sentient, they did tend to stay with what would be considered, at the time, their tribe, of which there were about two dozen. Those who strayed out of their tribes became social pariahs, and were left to fend for themselves. An average Serpenti 'city', if it could be called that, was made of several hundred grass huts. The tribes warred against each other, traded between each other, made alliances, and had many interactions as a whole. The First Age lasted approximately ten thousand years, over which time the Serpenti gained intelligence, a longer life span, and wisdom, enough to survive in the ever-changing world.
Second Age: Age of Realization
At the end of the Age of Conception, the Serpenti's population had multiplied exponentially. Now, a typical Serpenti city was, at a minimum, thousands of stone houses filled with at least a half-dozen Serpenti. They were prosperous, and for the moment, the leading power of the world. They had found the power of magic, and with it came dominance. There were many Serpenti sages and magicians, both traveling the world and staying in their respective domains to assist those nearby. The Age of Realization, while lasting twenty thousand years, was one of the less productive ages of the Serpenti, as most of their successes had come near the end of the Age of Conception. Although magic was discovered by the Serpenti in this age, they had few practical uses for it and only began experimenting near it's end.
Third Age: Age of Power
The Age of Power was the climax of the Serpenti Empire's rule over the world, when they spread throughout it. The Serpenti began creating incredible spells and items, enchanting them to help them complete tasks both extraordinary and everyday. They established the many dynasties which sprang from the ancient concept of tribes, and the leader of the most powerful dynasty was the Emperor of the Empire as a whole. Although this system could often be used to the advantage of the Emperor's dynasty, a council comprised equally of the greatest leaders of each dynasty and the wisest sages could overrule the Emperor's decisions if they were foolhardy or dangerous to the Serpenti race. The Serpenti were an incredible power before some other races even existed. The Age of Power was the longest of the Ages by far, approximately sixty thousand years.
Fourth Age: Age of Decay
The Age of Decay came about as a result of political unrest, civil war, and the interbreeding of Serpenti and humans. As the Serpenti declined, their power over the rest of the world waned, and they were eventually whittled down to a handful of dynasties, which, excepting the Z'rai'thai, Ma'kua'ti, and Ki'nta'ri, also died out. It was prophesized that one day, the Serpenti would be restored by a champion, although the details surrounding this alleged champion were scarce, and it was known only that the champion would be a young male. The Age of Decay lasted ten thousand years, until a law was implemented that Serpenti could not breed between other races upon pain of death, which put a halt to the decaying of the Serpenti Empire.
Fifth Age: Age of Redemption
The details surrounding the Age of Redemption are grainy, at best. It was said only that the Age of Redemption would end when the prophecy telling of a champion of the Serpenti was fulfilled. The Age of Redemption has been continuing for the last five thousand years, although Serpenti society has been shown to actually be strengthening, albeit slowly.
Biology
The Serpenti biology is among the strangest of humanoid races, emulating the reptiles they evolved from. Serpenti live for a natural average of seven thousand years, although war and famine tend to grant them only several hundred. The Ki'Nta'ri dynasty have poisonous fangs, killing their prey very quickly, but preventing vampirism. Serpenti continuously grow throughout their lives, at seven thousand years reaching lengths of up to one hundred feet, preventing them from traveling in cities. They are possibly the most dangerous races in the world at this size, as their fangs would reach a foot long, and would be strong enough to break a sword over. In short, a Serpenti is a massive snake, simply gifted with arms and intelligence, while retaining many of the other adaptations of snakes.
3. Fatscalyman - Jeistan D'Terehei
4. Zemalac - Terath D'Arigan (absent until further notice)
5. Yorgmiser - Tronfros Gronintur
6. SaiFai - Dalji
7. Debrata - Debatra Fallin
8.
...
Reserves:
1.
2.
3.
...
There is a world beyond yours. Beyond what your hands can touch. Beyond what your telescope can spot. Beyond what your rockets could ever reach. Your world exists right before me. You cannot see me, but I can see you. I can destroy you as well. You are but a table to me. A cosmology table, which sits on a small, lonesome island, surrounded by engulfing waters and storms of godly wrath. Our world, much like a cosmology table, exists as the extremes that make up your world. This is our world? We call it? Unirsimonogi, or Uniria. It is a world of magic and wonders that fill your dreams! A world under rule by the Four Great Islands nations.
Roldaki: The Land of the North is a cold, mountainous land. From it's heavy winterous regions, to it's tropic tundras, few things can survive the climate changes. Residing are the Dwarves, the Minotaur (to the Southwestern areas), the Giants, the Yalok, the few beasts and bears, and a gnome or two. Most of the active life is underground, where cold is rarely a factor in daily life. Industrial wonders lay hidden by the snow and ice, and only seen by those who wish to find it...
Cault: The World of the South. The ground is dry and craggy, and the skies are in dusty clouds. Much of Cault is flat; you can see miles and miles, until the purple skies allow you to see no further. Ogres, war trolls (Tarki), Skeletals, and some of the most fearsome dragons live in Cault, and few other races dare enter. The villages can be seen as savage, and most civilizations have leadership based on strength. It's not necessarily a bad place, but they don't take kindly to other races.
Enlis: The Kingdom of the East. The island is nearly all human-inhabited, and the Kingdom's and castles are magnificent. While it may be thought of as the "best" kingdom (mostly by the nobles), Enlis has created some of the world's greatest disasters. The Human-Troll War, Werewolves, Vampires, the Red Dawn Crusades... Arguments have raged on about the true evils for centuries.
Sylmora: The Forest of the West. Trees cover the island, as well as it's inhabitants. Elves, fairies, forest trolls, gnomes, satyrs, nymphs, plants, and their famous Treewardens, all protect the forest under a single treaty. Not a single enemy army has ever made it out of the forests, and barely in them. The place is a dangerous territory for those who haven't lived there, as booby traps as well as prank traps are placed all over by the mischievous characters of the wild.
********************
Our story starts in Enlis, where many adventurers have gathered for a large tournament.
Wanted posters have been placed all over Galath, the Enlis capital. A criminal organization known as Black Dusk (the opposition to Red Dawn) has been attacking the town guards and attempted attacks on the higher rankings of the city. High amounts of gold have been offered to the capture, or even any information leading to them. Naturally, you seem to be quite interested in it.
You've heard from taverns and conversations here and there about the Black Dusk. They steal, they murder, they're ruthless, and they wish only to destroy the power of Enlis. Some say they are a group of Trolls with a vengeance carrying from the recent Human-Troll war. A well regarded tale is that they are minions of a dragon, who wishes to take control of Enlis. The government officials say that they are mere hooligans and cretins from Cault that just don't like Enlis, but are also very dangerous.
It is unknown where they reside, but others say that they are recruiting men as well, possibly for some big attack. What do you believe?
The happenings of the Black Dusk are all too quickly covered up by the Knight?s Cup, an annual tournament that sprouted to challenge the best of fighters to a friendly tournament...
**In Character**
He looked left, he looked right. Then up, and then down. Now pocketing his handbag, he slowed to a halt, now that the guards had lost his trail. It came to no surprise, since Jimmy the Quick's trail couldn't be followed by the most experienced hunter. Now strolling along, being sure to stay within the large crowd's center, he began to change his jacket, put on a top hat, pull out a cane and a pair of spectacles, and begins to walk with a swagger. His trail was now completely cold, as he began to head to the message board to play a lute near the Knight?s Cup advertisement poster.
"Come now, don?t miss your chance!
Eight fighters now advance!
Wonders, grace, strength, and bliss,
The Semi-Finals are not to miss!?
*******OOC********
Character Sheet, Rules, and the other comments in the spoilers.
CHARACTER SHEET:
********************
RULES: (The Usual)
- Adding your MSN to this thread may help you significantly plan an attack "That the eval TikiShades cant know about hehe we is sneaky" with the help of the other players. You can also add me, and I can help you think clearly. Also, I like to do chats with PvPer A and B when they are getting their smack on, to determine winners.
Name: (It's NOT ok to be named Jim or Frank. Take some time on the name, or try an RP name generator.)
Race: (If you want to be fancy, explain the race a bit. Give 'er a name, too.)
Description: (Yeah, you can use a tektek, but also tell me about everything else about him. I don't just want an image, I want some pretty words to go along with it. Tell me what you use in battle, how tall you are, your weight class, your favorite cereal, if you prefer ham over beef, whatever. This will probably be the biggest parts of your Character Sheet.)
Class Traits: (You can also make up your own class. I'll give it an appropriate name, if you can't think of one. I?ve got a large list of classes, so if your class sounds a little too much like one I already have, then I might ask you to change it. I also don't want the "Well, I'm like a Paladin, but I'm ALSO really good at bows oh and I can shoot fireballs too" class, because that's dumb. So if you want to be a paladin, then you are a paladin.)
Motivation: (Why do you do what you do? Do you wish to cleanse the world of that which you deem "evil"? Do you wish to become all powerful, and put others in their place? Do you wish to take leadership in a Magocracy?)
Starting Abilities/Spells: (I've got a giant mess of spells, so just tell me what you want your spell/attack skill to do.)
RULES FOR SPELLS:
-If you are a sole-magic based class, you get 3 spells.
-If you are a magically inclined class (like a Spellsword, Battlemage, Witchhunter, Bard, Nightblade, Battle Cleric, etc), you get 2 spells.
-If you are a semi-magic inclined class (like a Paladin, or a Ninja, or etc.) you get 1 spell.
-Summon spells count as 2 spells, and you must state that you are a Summoner.
RULES FOR ABILITIES:
-All characters get 1 non-combat ability (maybe you can juggle or sing or something. As long as you aren't the Messiah, or can move objects with your mind, I probably won't care. If your race includes a flying ability, or you can breathe underwater, that ability would go into this category, but the race would also incur a negative attribute to level the character out. This should be a unique skill your character has. Maybe you can forge items, or are a skilled alchemist. Think of something fun.)
-If you are a magic-less class, you get 3 additional attack-based abilities.
-If you are a magically inclined class, you get 1 additional attack-based ability.
-If you are a semi-magic inclined class, you get 2 additional attack-based abilities.
Other: If you have anything else to mention about your character, list it here.
Race: (If you want to be fancy, explain the race a bit. Give 'er a name, too.)
Description: (Yeah, you can use a tektek, but also tell me about everything else about him. I don't just want an image, I want some pretty words to go along with it. Tell me what you use in battle, how tall you are, your weight class, your favorite cereal, if you prefer ham over beef, whatever. This will probably be the biggest parts of your Character Sheet.)
Class Traits: (You can also make up your own class. I'll give it an appropriate name, if you can't think of one. I?ve got a large list of classes, so if your class sounds a little too much like one I already have, then I might ask you to change it. I also don't want the "Well, I'm like a Paladin, but I'm ALSO really good at bows oh and I can shoot fireballs too" class, because that's dumb. So if you want to be a paladin, then you are a paladin.)
Motivation: (Why do you do what you do? Do you wish to cleanse the world of that which you deem "evil"? Do you wish to become all powerful, and put others in their place? Do you wish to take leadership in a Magocracy?)
Starting Abilities/Spells: (I've got a giant mess of spells, so just tell me what you want your spell/attack skill to do.)
RULES FOR SPELLS:
-If you are a sole-magic based class, you get 3 spells.
-If you are a magically inclined class (like a Spellsword, Battlemage, Witchhunter, Bard, Nightblade, Battle Cleric, etc), you get 2 spells.
-If you are a semi-magic inclined class (like a Paladin, or a Ninja, or etc.) you get 1 spell.
-Summon spells count as 2 spells, and you must state that you are a Summoner.
RULES FOR ABILITIES:
-All characters get 1 non-combat ability (maybe you can juggle or sing or something. As long as you aren't the Messiah, or can move objects with your mind, I probably won't care. If your race includes a flying ability, or you can breathe underwater, that ability would go into this category, but the race would also incur a negative attribute to level the character out. This should be a unique skill your character has. Maybe you can forge items, or are a skilled alchemist. Think of something fun.)
-If you are a magic-less class, you get 3 additional attack-based abilities.
-If you are a magically inclined class, you get 1 additional attack-based ability.
-If you are a semi-magic inclined class, you get 2 additional attack-based abilities.
Other: If you have anything else to mention about your character, list it here.
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RULES: (The Usual)
- This RP will be Fantasy type, and no, there aren't HP bars, or Spells per Day, or I MUV 5 SKWARES ADN ATTACK THE KOBULD. I have a certain system that I keep to myself of how close you are to dying. I'll tell you if that Demon who just raked you did or did not claw through your ribcage, or if that magical gem is making you swing that sword through your friend's face.
- Don't try to DM, or act as another person's character. You can't say if the guy you are talking to is shocked at your comment, or if they drool at the sight of your sword.
- I don't overreact to a situation, so no, I didn't all of the sudden boost the strength of that werewolf. I've preset all of the monsters already, so what happens, usually just happens. If you try to complain that you didn't know that the Demon had superhard skin, then you get your character to go study monsters at a library or something. I generally won't tell you of much that your characters don't know.
- Godmod is a no-no.
- Flaming, unless RP, is not cool.
- PvP is allowed, and almost encouraged, but don't go killing each other, now. Winners of a well planned out PvP will usually gain some sort of reward in near time.
- Don't try to DM, or act as another person's character. You can't say if the guy you are talking to is shocked at your comment, or if they drool at the sight of your sword.
- I don't overreact to a situation, so no, I didn't all of the sudden boost the strength of that werewolf. I've preset all of the monsters already, so what happens, usually just happens. If you try to complain that you didn't know that the Demon had superhard skin, then you get your character to go study monsters at a library or something. I generally won't tell you of much that your characters don't know.
- Godmod is a no-no.
- Flaming, unless RP, is not cool.
- PvP is allowed, and almost encouraged, but don't go killing each other, now. Winners of a well planned out PvP will usually gain some sort of reward in near time.