Hey, is anyone interested in round 2 of TRPG? This will be an entirely separate story to the first one, and everyone will be required to make a new character.
TRPG, if you are unaware, stands for Tabletop Role Playing Game, which is sort of how this runs, except without dice.
Story:
To the north of the maps lies a new series of islands, Spindol, a land untouched by outsiders for many years and laden with wonders and mistique. You yourself have taken up the long journey by boat and arrived at either Port Scouur or Gate, gathering your things you set out to leave your own mark on these new lands.
How to play:
Stats:
Within this RP you are given 5 stats Strength [STR], Defense [DEF], Dexterity [DEX], Intelligence [INT] and Magic [MAG].
You start with 10 points to split between these stats to spend however you wish
(Ex. STR:5, DEF:2, DEX:1, INT: 1, MAG: 1).
Extra points are awarded for good Roleplaying.
A 1 in any given stat is human average, 2 in any given stat denotes above average skill and 3 or more in any stat designates a particularly refined skill.
Application:
Simply post an application that meets all the rules and requirements and you are already in the game. If you are concerned that your application doesn't meet a particular rule or requirement feel free to ask others already in the game or myself.
Application Template:
(Delete everything in brackets; "(" and ")" before you submit)
Name:
Age:
Gender:
Race:
Appearance:
Stats: [STR:0 || DEF: 0 || DEX: 0 || INT: 0 || MAG: 0] (You have 10 points to add to your stats)
Skills/Powers:
-(You only start with 3 skills)
-(To get more you must RP)
-(You will catch up quickly)
Weapon(s):
Other:
Example Application: (mine)
Name: Elgar
Age: 20
Gender: Male
Race: Human
Appearance:
Elgar is an average height human male with dark hair and green eyes, he wears simple cotton clothes and his feet are barely covered by footwraps. His sword is strapped to his back in a cheap leather sheath. Notable features include a scar on the right side of his jaw and scars on the top of his right forearm.
-Aurasight: Elgar naturally sees the Auras of those around him, this helps him judge their potential. -PrimalSenses: Coming from a family of hunters living in a small town among dangerous forests, Elgar was taught to always be aware of surroundings. He keeps his eyes and ears pointed at his surroundings at all times. -Quicker Reflexes: Elgar is fidgety and will jump back immediately if surprised, usually suspecting the worst.
Weapon(s):
Elgar carries a sword called Nextcallibur, the lower 2/3rds of the blade are covered in a fine black powder as this sword was once encased in a stone. His great grandfather was an admirable blacksmith and cut the sword from the stone when no other was able to pull it out. Since then any legends about the sword had been forgotten and his family had moved to a new location after their town had burned, this was long before Elgar was born.
Requirements: (You don't have to read these, but if you think your application might be doing something wrong, it doesn't hurt to check here.)
-Your Starting Skills must add up to 10 or less.
-Unspent Skill points can be spent at a later date.
-You can only have 1 character until you prove your worthiness.
-If you want a skill but it isn't on the list, start an OOC discussion explaining the power and I will accept it and add it.
-Any Races From a fantasy setting are acceptable, It must be well known though, Eg. Kitsune, Dragonborn, Elf, Dark elf.
-Custom Races must be described in detail in a similar fashion to custom skills.
->Custom Races must include an environment of origin.
-You can't play a Mythical creature (Eg. Phoenix or Adult Dragon).
-You can play something such as a Phoenix Cult Member or Dragonborn (the fantasy kind, not Dovhakin, nice try steve.)
Notes:
Your skills written in your application can be reskinned skills/spells/powers, in fact they should be reskinned to fit your character. If you can't think of a reskin just give a little flavour text like in my application.
Mechanics: (Optional reads.)
Skills/Powers:
This is broken into sections, some sections give bonuses for only choosing from that one section however feel free to pick elements from multiple sections.
Spells:
(If you start with Spells (and only spells) you get 5 instead of 3.)
You can use a number of spells between rests (Rest or Meals) equal to your MAG stat.
Magic Missile: [Req. MAG 1+] The most basic of attacks, your magical skill is transmuted into a physical blast, usually of an element you have a particular affinity towards. (Power is determined by your MAG skill, accuracy determined by your INT.) You can pick one type of elemental blast and another for every multiple of 5 MAG you reach [2 at 5MAG, 3types at 10MAG..]
Deflect: [Req. MAG 1+] So long as this spell is cast at a higher MAG level than an opponents Spell, you can negate all effects of that spell. This spell costs 2 spells uses.
Ghost sound: [Req. MAG 1+] User can create sounds as if throwing their voices, limited to mimmicking simple sounds or your own voice, but with a higher MAG stat can be used in more complex ways.
Mage Hand: [Req. MAG 1+] Like a limited range Telekinesis, lets the caster lift around 2.5kgs using their mind. Handy for retrieving small objects without ever needing to get up.
Detect Magic: [Req. MAG 2+] Using your own magic you can determine whether there is powerful magic nearby. Higher MAG allows for better accuracy of type and location.
Summoning Circles: [Req. MAG: 2+, A pentacle drawn in chalk, blood or salt] You have mastered the art of summoning and trapping through pentacles. You can Summon a small fiend to do your bidding or trap a being in a circle for 10 minutes times your MAG stat. The Pentacle takes 1 minute to draw per 10 minutes it will last, it can be cast at a lower MAG level]
Heal (Choose Divine or Nature): [Req. MAG: 2+] Utilizing magic of a Holy or Druidic nature, you can restore a target to a more energetic state. Divine Healing calls upon the wishes of a higher order, be it a particular deity or just the collective power of a cult. Divine Healing can cure the negative effects of some dark magics, depending on the skill level of the user.
Druidic Healing calls forth the power of nature to cure disease and refresh targets, it can even be utilized through medicine.
Both types can heal all minor ailments but only Divine can cure major curses and only Nature can heal deadly poisons without an antidote. [This barrier is broken at MAG 10+]
Illusionary Visage: [Req. MAG 2+] You can create a stationary Illusion equal to 1m times the MAG stat used to cast this spell. Requires concentration or the image will fade, otherwise lasts indefinitely so long as the concentrator is within 50m.
Hex of Fatigue: [Req. MAG 3+] Causes target to treat their STR score as if it were a number of points lower equal to the caster's MAG score. If the target would treat their STR score as 0 or lower, instead they are considered to be 'Fatigued' and they cannot exert themselves until they have rested (meal/sleep/meditate/etc) .
Moving Illusion: [Req. MAG 3+] Creates an animated illusion up to the size of a human, the size category can be increased for an additional 3 MAG per category (MAG 6 for Large, MAG 9 for Huge)
Haste: [Req. MAG 3+] Your target becomes invigorated with speed, treating their dexterity as normal +2 for each 3 MAG you have (+1 at 3MAG, +2 at 6MAG...) This can be cast on yourself.
Magic Armor: [Req. MAG 3+] Your target is shielded with a magical armor, their defense is treated as 3 points higher. This lasts for as long as the target is in combat.
Invigorate: [Req. MAG 4+] Exactly the same as the 'Haste' Spell, but instead affects target's STR and goes up in multiples of 4.
Dying Wish: [Req. MAG 5+]
Teleport: [Req. MAG 6+] Teleports a target you touch randomly to a safe location (or safest possible location) in the current area. At 10+ MAG this teleport becomes targeted.
Anti-Magic Shield: [Req. MAG 8+] Creates a Shield that protects the user from all things Magical for a short period (2 minutes). Can be used in succession. At 10+ MAG for half the duration it can be used on a willing Ally, at 15+ MAG it can be used on any target. (Does not negate magic inside the shield)
Soul Charge: [MAG 12+] When completely depleted of magical power, or fatigued from magic overuse, you can activate a second wind, fully restoring your magic.
Resurrection: [MAG 15+] A complex ritual taking 1 hour to complete which rebinds a soul to its former body so long as that soul has not passed on to a plane which would otherwise imprison it.
Vessel of Light/Darkness: [Req. MAG 20+, A deity] Your deity lends you strength, giving you the power to destroy that which your worship opposes. This manifests itself in a way suitable to your deity. Deals mass damage to enemies, can only be used once a day.
-Lots of Spells to be added, Mostly dependant on what people want.
Spell Modifiers/ 'Power words':
Spell Modifiers or 'Power words' are additional components that modify the effects of a spell. Usually these words will increase the cost of a spell, so be careful, using strengthened spells too much may leave you on the battlefield with no spells left to cast.
Spell modifiers take up one of your 'Skill/Powers' Slots.
'Big': [Spell MAG requirement +2] For twice the number of uses per day, a spell can be modified with this modifier. The resulting Big spell has twice the potency but half the duration.
'Blinding': [Spell MAG requirement +2] For twice the number of uses per day, a spell can be modified with this modifier. The resulting Blinding spell inflicts the blinded status for the duration of the spell or 2 minutes if no duration is present.
'Protecting': [Spell MAG requirement +2] For Halving the duration of a spell, a spell can be modified with this modifier. The resulting Protecting spell protects the target from physical damage for the duration of the spell.
'+': [Highest cost spell MAG + 2] For the cost of 3 spells, you can cast two spells at the same time. The duration is equal to the longest spell's duration unless the one or both spells are something without a duration, in which case it would just act accordingly to its name.
Where possible, the spells will 'join' to create something cool with the effects of both the component spells.
(Eg. 'Heal Magic Armor': Protects the wearer and also heals them on creation.)
'Anti': [Spell Known] For the price of two uses of a spell, you can reverse its effects. This can also be used to negate a spell, if your opponent casts a spell and you recognise it (It is in your repository), you can immediately cast its counter version no null the effects.
'Pseudo': [Spell Known] A number of times per day equal to your MAG stat you may cast any of your known spells as an illusion. Its true effects do not come to pass but any visual or auditory effects still manifest.
'Permanent': [MAG 5+] You make a spell permanent, though to do so you need to use special components (the price of which varies depending on the type of spell)
Price list:
Simply Add the power word to the front of the spell. The effects are usually straightforwards (Double damage, added effect, etc.) If you are unsure about what a power word will do, try discussing it with others in the OOC thread. Not all modifiers will be benefitial to all spells ("BLINDING SOUL CHARGE!!" "oh...")
Examples of use:
Big Magic Missile: [Req. 3+ MAG] The most basic of attacks, but Bigger, your magical skill is transmuted into a physical blast, usually of an element you have a particular affinity towards. Big Magic Missile deals double the damage.
Big Summoning Circles: [Req. MAG: 4+, A pentacle drawn in chalk, blood or salt] You have mastered the art of summoning and trapping through pentacles. You can Summon two small fiends to do your bidding or completely immobilize a being in a circle for 5 minutes times your MAG stat. (Takes twice as long to draw.)
Blinding Summoning Circles: [Req. MAG:4+, A pentacle drawn in chalk, blood or salt] You have mastered the art of summoning and trapping through pentacles. You can Summon a small blind fiend to do your bidding or trap a being in a circle for 10 minutes times your MAG stat, Target is blind while in circle. (Takes twice as long to draw.)
Shamanic Skills:
(If you pick skills only from the Shamanic list to start with, you may start with 4 instead of 3)
The Dreams: [Req. INT 1+, MAG 2+] Through your spiritualistic views of the world you now hold the ability to enter the spirit world through your dreams. You also gain the ability to percieve the future through dreams and heal others through their own dreams, however walking through others dreams is a dangerous venture.
Raise Spirit: [Req. INT 2+, MAG 2+] By calling forth the memories of the dead, the user gains an additional skill point at any desired skill for five minutes. The mentality of a person who used to specialize in that skill that has passed away is manifested within the mind of the user. The user can only choose to boost one skill at a time.
Seal Spirit: [Req. 'Raise Spirit'] The user can channel the spiritual energy of the dead with who he commutes to a target. The spirit then debuffs the selected skill by 1 point for five minutes. The user loses their 1 point boost to that skill.
Launch Spirit: [Req. 'Raise Spirit'] The user purges his mind from the mentality of the raised spirit and then launches it in the form of a projectile to a target. Depending on the nature of the spirit and the skill it buffs, 'Launch Spirit' acquires different effects.
STR: The spirit hits a single target directly as a heavy impact weapon like a maul, inflicting bad damage upon them.
DEF: The spirit curses a single enemy, rendering them prone to all physical attacks for a short period of time (determined by the GM).
DEX: The spirit blasts on the enemy, blinding the target and any other creature adjacted to them.
INT: The spirit invades the mind of a single target, turning them against their allies for a short period of time (determined by the GM again).
MAG: The spirit rises to the sky above the target and explodes, turning into a cluster bomb that deals damage to all targets below it in a small area.
Waking Gate: [Req. INT 1+, 'The Dreams', A place of spiritual importance] Through prolonged communication with the spirit world you now know of a way to open a gate to the plane, capable of bringing earthly items and the uninitiated. Those without understanding however, cannot cross. [INT 1+].
Spirit Familiar: [Req. any connection to the spirit world] You gain a small creature companion, a ghost of its former self, returned for the sole purpose of friending you. A spirit Familiar can accomplish any number of small tasks. As a standard action it can solidify itself to become a copy of a living version. As a standard action it can revert.
Familiar Bond: [Req. A Familiar, 2 INT] Your familiar advances to an embodyment of your own spirit, now it can be used to extend the target of your spells. (For example, it can perform the 'touch' requirement of a spell). If your Familiar is within 10m of you, you can cast a spell from its location as if you were standing there.
Ancestral ties: [Req. 2INT] Calling forth the spirits of the ones ancestor one can temporarily increase their intelligence and historical knowledge. (+4 INT while focused)
Paladin Skills:
(If you pick only Paladin skills, you gain the following bonus skills: Detect Evil: You immediately know whether a creature is of ill intentions.
& Light of __________ : Once a day you may request assistance or guidance of your god(s).
)
General Paladin Abilities:
Spectral Steed: [Req. Paladin Training OR the ability to create moving Illusions.] The user creates a simple steed able to carry the user without objection.
Aura of Good: [Req. Paladin Training] A paladin gives out an Aura of good and can detect the evil and good present in others.
Courage: [Req. Paladin Training OR STR 7+] Those with true courage are immune to fear and give those surrounding them a morale boost.
Paladin Orders & Order-Specific Abilities::
Those who pick a paladin order gain access to its skills and may start with any appropriate weapons or armors, you can only have 1 paladin order active at a time, if you betray its vows you may lose access to several or all of its gifted powers.
Order of the Shining Sun:
Velor, God of Sun, Light, Strength and Healing. Those of her order are gifted the sacred sword Solaris, bestowed with a light affinity it is key to unlocking many of the orders powers and as such the swords are treated with as much respect as life itself by their weilders.
Armor of the Order:
Glorious Soul: Capable of enhancing the weilder's effectiveness of storing light energy. This armor can cast a light in the darkness at the owner's will in exchange for expending a very small amount of stored energy.
Light Seeker: [Req. God: Velor] Bestowed with the gift of light, followers conduct an energy reserve sourcing power and converting it to help orchestrate their abilities. Seekers of the light passively charge and store light energy when exposed to any light not deemed unfit by their deity. (Eg. the Sun, But not magical necromantic glow.)
Zenith Flare: [Req. Light Seeker + Solaris Weapon] The rightful owner of a Solaris weapon may directly reappear weilding their arm as if by teleportation. This power only works if there is suitable room by the weapon for its owner to transfer to.
Heaven's Shield: [Req. Light Seeker] An ability of the order, channeling stored Light energy to act as a barrier to fend off incoming attacks for a short time period.
Magic Channelling:
Magic Channelling uses more magic but is performed by providing a steady flow of a low amount of magic, this is less intense on the body and thus can be used a lot more times between rests than spells.
Channel Aura:
You may channel your Aura through a weapon to increase its power. Effects are determined by the individuals soul, a scholar may create a weapon that smartly maneuvers in combat while a swordsman may create a sword that is lifted to weightlessness and Serenely slices. (This one is used for coloured flame, flaming swords.)
Channel Soul:
Similar to Aura Channelling but instead the chosen implement takes on aspects of its user. A weapon may become agile due to its dextrous owner, or an implement may gain the ability to extend another spell known by the user. (This one is used for magic missile swords and literal flaming swords.)
Channel Spirit:
The user takes on the personality of an existing spirit such as a legendary hero or a spiritual guardian, their stats change to reflect this transformation. Users must keep a separate set of stats for their Spirit. This can be taken multiple times to have multiple spirits and stat sets.
Shared Channel Spirit:
You can share your vessel with two or more spirits, though this weakens the body, your spirits instead use their stat block divided by the number of shared spirits. If your body could naturally survive splitting, the spirits may use split versions of your body as seperate vessels, allowing them to act independantly.
Channel Energy: [Req. MAG 3+] Much like the magic missile blast though instead a beam dealing either Positive or Negative energy. The beam deals extra damage to undead if positive, or extra damage to holy creatures if negative, though beams will instead slowly heal the target if used on the wrong type (negative heals undeads, positive heals holy) The type of energy channeled depends on whether the caster is good or evil. Neutral beings cannot use this spell.
Skills/Powers:
First Aid: You are taught in the way of medicines, with this skill you are adept enough to forrage medicinal herbs to cure a number of minor ailments and generally just patch up your patients. At higher INT levels you begin to get a better understanding of how to minimize recovery times. At INT 10+ you can complete complex surgeries.
Swordsmanship: Taught from a young age, you have mastered the way of the blade. When Handling a sword you are familiar with your STR and DEX are treated as 1 point higher each.
Defender: Trained with a shield, your Defenses are greatly increased depending on the type of shield weilded in battle. (+1 DEF for a shield, +2 for a tower Shield, +? for an enchanted shield)
Rage: [STR 3+] When wounded or taunted you may enter a blinding rage. Your INT is treated as - and your STR is treated as 4 points higher.
Stealth: [DEX 3+] You become the shadows. You are very adept at sneaking around and disguising yourself.
Unnatural Breath Weapon: [MAG 2+] Somehow you have learned or inherited the ability to use a breath weapon of Flames, Ice, Air, Light or Dark.
Telekinesis: [MAG 1+] Within a personal radius of 1m per MAG stat point you can move objects while maintaining concentration.
Powerful Transformation: [MAG 4+]
You have mastered a powerful technique to advance to a new level. Pick two stats, they both increase by 2 for 10 minutes, after which you are fatigued until you rest. This skill may be taken multiple times and can either stack or be selected as an alternate transformation with different stats selected.
If you have stacking transformations (you select the same two stats for more than 1 powerful transformation) the duration is halved (5mins) until you have MAG times transformation level (8 MAG to sustain a +4, +4, 12 MAG to sustain a +6, +6)
If you have multiple transformations on the same level (+2/+2 and another +2/+2 with different stats selected.) then you can 'slide' between these forms at will, though if you do this the duration of all forms is merged together into one '10 minute' block.
Nature Bond: [DEX 1+, MAG 2+] You have a unique bond with nature that allows you to communicate with plants.
Racial Powers:
Prehensile Tail: You have a long, flexable tail that can be used to grasp things.
Vestigial Wings: You have lifeless wings upon your back, these can be used to aid with other methods of flight or to slow your descent, but cannot be used by themselves to actually fly.
Wings (True): [Req. Costs 2 skills/powers] You have wings that allow flight for 10 minutes times your STR stat.
Darkvision: You can see well even in pitch black.
DarkElf Racial Traits: The Darkelves are a despised race, partaking in dark arts such as necromancy, blood magics and curses. Dark Elves have a particular resistance to curses and disease as well as an affinity for dabbling with the aforementioned items, though they are almost universally hated, sometimes imprisoned simply for existing. Dark Elves usually live hidden away from society.
WoodElf Racial Traits: Woodelves gain natural resistances to diseases & poison but suffer from an inherit weakness to heat & burns. They have immunity to sleep inducing enchantments and gain low-light vision when under the stars.
Iron Liver: You can and will eat and drink anything. Alcohol has little effect on you and you wash your breakfast of poisonous snakes down with a bottle of spider venom.
Breath Weapon: Your race allows you to breath forth Flames, Acid or Electricity. This is usually reserved for the Dragonborn race.
Stone Skin: You have naturally increased defenses and are particularly resistant to Electricity and Fire but have certain weaknesses towards water and plant based magic.
Construct: Constructs are creations that are given intelligence through magical means, such as binding a soul or simply animating the creation. Constructs do not need to Eat, Sleep or Breath and cannot be affected by afflictions such as disease or mind affecting spells. Constructs cannot be healed through healing magic or medicine and instead if they take damage they must be repaired.
Living Weapon blood: As part of a race of sentient, possessive weapons. By absorbing the blood of your target almost all damage that would be contriubuted as repercussion of being used as a weapon is negated and you retain the pristine weapon condition.
Blindsense: You can see throuhg the small vibrations in the earth and air.
-Lots of Racial abilities to be added! (I will add all the stuff if this gets enough interest to go ahead.)
Eternum Flames: A racial skill of Self-Pyrokinesis used by Races of the Fire Planes, the user manipulates their flamed body at will. The type of fire depends on the being manipulating their own flames.
Eternum Creation: [Req. 'Eternum Flames' + Flame-based Race] This skill utilizes the user's self-generated flames. This spell functions similarly to Illusionary Visage or Moving Illusion but cannot give the creation a simple will.
Low-Light Vision: Similar to darkvision, but you cannot see in 'pitch black' || This skill is a bonus skill gained for free by the following races:
Dark Elves, Catfolk, Ratfolk, Foxkin, Shadowlings, Shadow elementals, Deep Mountain Dwarves, more tbd.
Training:
Advanced Swordsmanship: [Req.STR 2+, DEX 3+]
Trained rigorously in the fine art of handling a sword, you feel most maneuverable when on the battlefield, blade in hand. Your STR and DEX are treated as 2 point higher while handling a sword and in combat there is no blade stroke you cannot parry, you know all the tricks. (Though a stronger weapon may break your own.)
The stat gain from this stacks with 'Swordsmanship'.
Tinkerer: [Req. INT 5+]
Many long hours have you spent messing around with spare parts to create weird and wonderful things. With this you gain the following skills:
-Create: Providing you have the materials and know how to make something, you can create anything. When it comes to food, this does not provide the ability to make it taste nice, just look like what it is supposed to. This is more supposed to be used for creating mechanisms. (keep in mind, electricity is not a thing yet.)
-Repair: Providing you have the right materials, or materials that work, you can patch anything up, you don't even need to know how it works, that much you can learn from pulling it apart.
-Appraise: You can determine the value and state of anything you investigate, the more complex something is, the longer it takes to appraise. Magical items require an understanding of the arcane in order to appraise.
Primal Senses:
You have trained your senses above and beyond that of a normal being. You know are able to 'sense' any presence around you within a 10 meter Radius, this increases by 1m for every point in INT above 2 up to a maximum sense range of 50m.
Lasting Breath:
You have trained holding your breath for extended periods of time. You can hold your breath for 10 minutes plus 5 minutes for each point of Defence over 4 you hold.
Keen Eye:
You are more likely to pick up on the small details that others don't notice.
Skilled craftsman:
The things you make are usually of a higher quality than others.
Blindsense(Trained): Through years of training you have taught yourself to see through the small vibrations in the earth.
Aurasight: [Req. MAG 2+] Through training you can now view the Auras of others, this lets you sense their motives and emotions on a primal level.
Quicker Reflexes: [Req. DEX 2+] You can perform an immediate, lesser action rather than being surprised (Draw weapon when ambushed, take one step back from a trap, etc.)
-
Dark Arts:
Some Dark arts are classified as spells, these can count towards your '5 spells' if you chose that option. You can use a number of spells between rests (Rest or Meals) equal to your MAG stat.
-Necromancy:[spell] [Req. MAG: 2+] You can awaken the remains of a fallen warrior to help you fight or defend for 10 minutes times your MAG stat.
-Soul Steal: [Req. INT 3+] You have mastered the ability to trap and steal souls. You may steal the soul from any living creature you defeat. You also gain the ability to create contracts which allow you claim a soul as soon as the signature owner is killed.
-Blood-Transfusion: [Req. MAG 3+] By passing blood from one vessel to another you can regenerate the reciever. When used between living creatures this re-energises the reciever and weakens the giver temporarily. Given a large amount of blood woven with this magic, it can even restore missing body parts and revert heavy damage. This magic cannot work on those without flesh and cannot 'resurrect'.
-Possession: [Req. MAG 4+, touch attack] Through constant channeling you can control another entity as your vessel. If your target has a will score greater than one (non-NPC) or breaks the channel, the effect quickly diminishes.
-Sacrifice: By providing a viable sacrifice presumably to dark gods, you are gifted extremely enhanced strength for a short period of time. (+4 STR, 10 minute duration)
-Mind swap:[spell] [Req. MAG 6+, INT 1+] you gain the ability to temporarily switch places with another mind, gaining all their abilities but still being able to recall any spells you know. Additionally you may choose to carry your magic stat to the temporary body, but this will leave your old body with no magic, dispersing any protective spells currently active. If the individual you swap with has INT 1+ and was not unconscious, they have free control over your body and any powers it has (though not spells.) The effect fades if you sleep, go unconscious or you have your magic blocked. If you do not carry your magic over to your temporary body the effect fades after 10 minutes.
If your target has a higher or equal INT score, they may attempt to switch back.
-Aura of Fear: [Spell][Req. MAG 7+] [Req. At least 2 Dark Arts] You emanate a radiance of pure fear and are an embodiment of nightmare fuel. Those around you cower and you are immune to fear-effects yourself. The extent to which this spell affects creatures varies individual to individual usually based on innate willpower.
Lost Magic:
???
Weapons:
The weapon you use is only limited by your ability to lift and swing it. If a weapon is not on the list feel free to ask and I will add it here.
(These are free to take, but taking too many can have horrible and negative consequences)
Vampirism:
Cursed to roam at night as the harsh rays from the sun sear and boil your delicate skin. Vampires are blessed with rapid regeneration and enhanced phisique. The only ways to Kill a vampire are to drive a stake through their heart or behead them. Vampires must drink the blood of the living to keep their strength up, failure to drink blood or exposure to sunlight leaves a Vampire Fatigued and Weakened. Making catching them and killing them a very easy task.
Lycanthropy:
By the pale of the full moon your body is twisted and contorted, stretching into that of a beast. Lycanthropes typically come in the form of werewolves but it is not unheard of for other hybrids. Lycanthropes have heightened senses and in their transformed state they have improved regenerative powers and phisique. After a while one can learn to control the transformation, but even then it takes many years to master control under a full moon.
When it is a full moon Lycanthropes suffer from the following [STR +2][INT-2] Your INT can go negative and if it does you lose control.
Lycanthropes are always weak to silver.
Fiendish-Blood:
Somewhere along the line your family has come into contact with Demons, perhaps an ancestor or maybe just a Pact gone wrong. For your ancestors ill deeds you now suffer the consequences. Fiendish blood manifests itself in inconsistent ways, giving the afflicted all manner of horns, tails, fangs, scales, as such these people are rarely welcomed into society, usually viewed as evil demons and often succeptable to the stereotype.
This affliction can only be cured by a Wish.
Curses:
For each curse you take you immediately gain access to 2 new skills/powers/spells/abilitys/etc. A word of warning though, curses are not to be taken lightly and are not easily removed.
The Whispers:
You hear strange whispers that seem to come from nowhere.
Blindness:
You cannot see.
HeartChains:
You are tied to this plane of existence and cannot leave it but through death. Those with aurasight can see the chains surrounding your body.
Marked:
In the palm of your hand rests a peculiar mark that pertains to a particular entity, this mark can only mean one thing. [When choosing marked, you do not get to decide who or what has marked you, this will be up to my discretion and fair warning, it does not bode well for your character if you cannot come to an agreement.]
then I thought about making a dwarf but I couldn't make him interesting enough
After I have observed many fantasy games as my knowledge goes, there're two things you could know about the 'dwarves' are:
1. Very great at building contraptions like traps, siege weapons & equipment, steam-powered devices, forging enhanced weapons and somehow more ahead in war technology than humans (in the dark age) could. Its advanced weaponry are very rival to its minor counterparts, aka the gnomes.
2. They're more like a midget version of the vikings, which usually likes to drink ale, carries heavier weapons, and brute strength is their primary choice of attack.
- Righteous Sense: The person with this ability is capable of detecting whether a creature is of ill intentions.
- Heavenly Guidance: Once per day, the Light Seekers may request a guidance from the Shining Sun God.
- Light Seeker: Serving under the Shining Sun God, the 'Light Seeker' are bestowed with the gift of light. They use light as their source of energy and convert them into the core of their powers. Light Seekers can passively charge and stored their light energy while being expose to any form of light (E.g. Sunlight), their stored energy is usually used during the night and other situation with low to no lights.
- Zenith Flare [Req. Light Seeker + Light Seeker's weapon]: Bound to the sacred sword "Solaris", The Light Seeker who wield this sword may instantly teleport to the sword's location using their light energy. This ability can only transport the owner of the sword.
- Heaven's Shield [Req. Light Seeker]: One of the signature abilities of a Light Seeker. By channeling their light energy, a Light Seeker can create a barrier of light that negate incoming attacks for a short duration.
- [Unused Skill Point]
Weapon(s):
- Solaris: The sacred sword given to the Light Seekers by the Shining Sun God, the sword itself provide a maximum affinity towards light energy.
- Glorious Soul: The sacred Armor of Light given to the Light Seekers, This armor is capable of enhancing the effectiveness of storing light energy, which support the Light Seekers as their source of energy. The armor can also radiate and shine within the dark in exchange of passively consuming a small amount of stored light energy through the duration.
Fantasy Fact: Gunpowder was discovered in China when the monks are trying to find a recipe for the Elixir of Immortality, which's was failed anyway, and ending up killing the emperor in the process (by eating it).
The Meaning of Life, the Universe, and Everything.
Join Date:
6/21/2012
Posts:
159
Location:
Another Fantasy World
PSN:
RokudoMitsuru-PS
Member Details
Yes, you can be any race as long as it is from a fantasy setting and is well-known however Mythical Creatures are off-limit, custom race is also available but you need to provide a background on the race origin.
Yes, you can be any race as long as it is from a fantasy setting and is well-known however Mythical Creatures are off-limit, custom race is also available but you need to provide a background on the race origin.
Ah. I actually skipped over this piece of information as I created a Yokai/Youkai type character. Hehe... (Crap)
EDIT: Wait would a Youkai/Yokai character count as a Mythical?)
Even if they're not mythical, I wouldn't class Yokai as 'from a fantasy setting', they're pretty japanese folklore specific. This RPG setting doesn't really share earth history or culture. I would instead encourage magical beasts of your own design rather than using any culture's folklore. Of course an intelligent creature that is noncompliant with the rules of civilization is subject to be hunted, so be careful.
The realm of ghosts and demons is mostly generic TRPG style, Demons come from Abyssal realms of outer planar dimensions. Ghosts are souls unallowed to rest due to some injustice. Yokai aren't typically a thing in a Wizard and Wyvern setting.
The Foxkin are a variety of Beastfolk, who are a humanoid people who strongly resemble various animals. They appear fox-like with fur, which comes in a range of colours including black, white and orange, and bushy tails. They have ears on the tops of their heads which are more sensitive than those of a human as is their sense of smell. Their faces are canine and the ankles on their legs exist at two-thirds of the way down giving a 'double-kneed' appearance. They have five fingers attached to hands that bear some resemblance to paws. They have a slightly longer lifespan than humans.
Appearance:
Pearce stands at about 1.73m tall (5' 8") with a slim build. Like other Foxkin, and other varieties of Beastfolk, he is covered in fur. His fur is an orange colour, with some white fur a the tip of his well-groomed tail and under his chin and some black fur on the backs of his hands. His eyes are an almost startling blue colour and give him a piercing glare. His ears, which are canine in appearance and are located on the top of his head, are also tipped with black fur. He has a canine appearance and his teeth are slightly pointed, but not sharp.
Pearce wears dark clothing, it helps him blend into the shadows. He wears a dark grey shirt made of linen with sleeves that reach to halfway down his forearm. Over this is a dark brown waistcoat. He wears a pair of black trousers and around his waist is a lighter brown, cloth belt. The belt is thin and attached to it on the right side are scabbards for his daggers, and on the left is a cloth pouch where he keeps his money and other resources. On his wands are brown fingerless gloves made from worn leather and on his feet are a pair of equally worn boots of almost exactly the same colour and material. Over the top of all of this is a dark green cloak with a hood.
- Skill: Stealth: Pearce has practiced moving unnoticed and can sneak past people almost noiselessly
- Racial: Keen Senses: Pearce had naturally good senses of hearing and smell.
- Spell: Exhaust: This was a spell taught to Pearce by some of the high warlocks and witches in his order. When cast it applies a hex to the target causing their STR stat to drop by Pearce's MAG stat and for any physical attacks they attempt to do less damage. The hex breaks after some time or when Pearce wills it to.
- Racial: Low-Light Vision: Pearce can see in the dark but not in pitch black
Weapon(s):
- Bronze Dagger: a simple dagger with a blade made of bronze, the crossbar is undecorated and the hilt is wrapped in leather.
- Eventide : an athame with a thin blade made of pure silver honed to a razor sharp edge. The hilt is made of thin cords of fine brass wrapped around an iron core and the crossbar is also made of brass with a sphere of quartz in the centre. The blade is used for magic in addition to being used as a normal blade. Those who can detect magic would find faint traces of nature based magic on the blade. This was a gift given to him by his order.
Other: Other than his daggers, Pearce also carries 9 silver coins. His magic appears to originate from nature, and although it may appear dark it is not evil.
Exhaust: [REQ: MAG 2+] The target is affected by a hex that temporarily reduces their STR by the user's MAG stat and causes all their physical attacks to do less damage. The hex breaks after some time or when the caster wills it to.
Keen Senses: Your senses are naturally sharp, this gives bonuses to the senses of hearing and smell
Just a quick question, but I noticed that Low-Light Vision can be given as a bonus to some races, would the Foxkin be eligible?
Ah, I'll just make my character a human since I'm lazy Also, do Curses count as a Power/Skill? Probably Not
Name: Buraindo Majikku(Can be referred to as Bura for convenience.)
Age: 27
Gender: Female
Race: Human
Appearance:
Physical Appearance: Bura is slightly shorter and thinner than the average human, having black hair that reaches shoulder-length. Her hair isn’t styled in any fancy way. She has a pale complexion and has green eyes. She doesn’t seem to care for tattoos or piercings as she’s clean. Her body type favors speed over power. [Can you see my laziness?]
Attire: Bura wears a long, white cloak that seems to almost touch the ground. Inside the cloak, Bura wears simple Cloth clothing, with a fan sheath on each side of her hips and her scroll being placed on the back of her belt.
-BlindSense(Trained): Bura was born blind, so she learned acute hearing and feeling over the first ten years of her life. Afterwards, she opened up her own library.
-Aura Sight: After she opened the library, she heard of something around town called Aura Sight that could sense people’s intentions. Wanting the best for the books in her library, she spent the next 5 years learning a simplified version where she could tell between only good, bad, or neutral.
-Quicker Reflexes: Bura’s BlindSense training increased her hearing to a high level as well. She can hear incoming projectiles from the vibrations in the air and attempt to block them with her weapons if not of a magical attribute. She seems to be rather wary of everything around her, as “One Must Always Be Wary When Blind.”
-Ghost Sound: This first magic spell that Bura learned from the Scroll. Thanks to her high magical affinity, not only can she project her voice across a larger distance, she can change the frequency of the soundwave to sound as others as well. She often uses this in the form of near silent whistling to ‘feel’ the air around her with her Blind Sense.
-Mage Hand: This was the second spell that Bura understood with the Scroll. This gives her the ability to lift things lighter than 2.5kgs with her mind. Able to lift her dual Tessen fans at the same time and apply more force attacking than she could wielding it by herself.
Weapon(s):
-Scroll Of Knowledge: [Scroll = Tome] An Ancient Family Artifact brought down from generation to generation. It’s said that this scroll contains the knowledge of the world, but whenever one comes in contact, it imprints the knowledge in your mind. This can cause the normal person to go insane. Only those of the Majikku family can access it. However, this doesn’t mean that one of that family will fully understand it. It seems to be highly Durable, but useless if attacking without magic. It’s held together by thin metal spokes.
-Dual Tessen Fans of Metal: Two Tessen Type Japanese War fans, the spokes of the fans are made out of strong metal that can block projectiles or be used as a Blunt Force weapon to attack. A pattern of Black and White cherry blossoms seem to be the pattern of the paper of the fan.
Bura was born blind thanks to some of her ancestors messing with things they shouldn't have. After learning several ways to see without her sight and creating her library, she was granted the Scroll of Knowledge. She could see the knowledge in her inner mind, but couldn’t understand any of it. She could only learn a few spells before she couldn’t learn anymore. Deciding that she was missing something, she decided to go traveling to find it. Her first stop would be to Spindol, a place said to be full of mystery. Perhaps she would find the key to her mystery here.
Just a quick question, but I noticed that Low-Light Vision can be given as a bonus to some races, would the Foxkin be eligible?
Yes.
Also for consistency's sake, Exhaust will just treat the target as having the 'Fatigued' status ailment (You cannot exert yourself [use your strength for most things] until you have rested (meal/sleep/meditate/etc) ) If it brings their score to 0 or lower. Simply because I don't want to deal with negative scores for now in a system that aims to be as straightforwards as possible. This doesn't change anything, just a nuance.
Also for consistency's sake, Exhaust will just treat the target as having the 'Fatigued' status ailment (You cannot exert yourself [use your strength for most things] until you have rested (meal/sleep/meditate/etc) ) If it brings their score to 0 or lower. Simply because I don't want to deal with negative scores for now in a system that aims to be as straightforwards as possible. This doesn't change anything, just a nuance.
Thanks, I'll update my app with low-light vision then. The changes to Exhaust sound good.
DEF is your ability to endure an attack.
DEX is your ability to move out of the way of an attack.
High DEF on a slim, lightly armored character would be akin to some sort of martial artist who has endured harsh conditions and has toughened skin.
High DEX on a slim, lightly armored character would be closer to the deft parrys and dodges you describe.
It really helps if you've played a TRPG like D&D to see what skills are tied to which actions.
In the end this system merely uses stats to determine whether your acions are realistic within the setting. For example, someone with 1 MAG is not going to be raising armies of the dead and enslaving minds with a mere thought. Someone with 1 STR isn't going to be throwing a punch that can knock out a minotaur. Someone with 1 INT isn't going to be solving the mathmatical mysteries of the universe.
Hey, is anyone interested in round 2 of TRPG? This will be an entirely separate story to the first one, and everyone will be required to make a new character.
TRPG, if you are unaware, stands for Tabletop Role Playing Game, which is sort of how this runs, except without dice.
Story:
To the north of the maps lies a new series of islands, Spindol, a land untouched by outsiders for many years and laden with wonders and mistique. You yourself have taken up the long journey by boat and arrived at either Port Scouur or Gate, gathering your things you set out to leave your own mark on these new lands.
How to play:
Stats:
Within this RP you are given 5 stats Strength [STR], Defense [DEF], Dexterity [DEX], Intelligence [INT] and Magic [MAG].
You start with 10 points to split between these stats to spend however you wish
(Ex. STR:5, DEF:2, DEX:1, INT: 1, MAG: 1).
Extra points are awarded for good Roleplaying.
A 1 in any given stat is human average, 2 in any given stat denotes above average skill and 3 or more in any stat designates a particularly refined skill.
Application:
Simply post an application that meets all the rules and requirements and you are already in the game. If you are concerned that your application doesn't meet a particular rule or requirement feel free to ask others already in the game or myself.
Application Template:
(Delete everything in brackets; "(" and ")" before you submit)
Name:
Age:
Gender:
Race:
Appearance:
Stats: [STR:0 || DEF: 0 || DEX: 0 || INT: 0 || MAG: 0] (You have 10 points to add to your stats)
Skills/Powers:
-(You only start with 3 skills)
-(To get more you must RP)
-(You will catch up quickly)
Weapon(s):
Other:
Example Application: (mine)
Name: Elgar
Age: 20
Gender: Male
Race: Human
Appearance:
Elgar is an average height human male with dark hair and green eyes, he wears simple cotton clothes and his feet are barely covered by footwraps. His sword is strapped to his back in a cheap leather sheath. Notable features include a scar on the right side of his jaw and scars on the top of his right forearm.
Stats: [STR: 2 || DEF: 1 || DEX: 2 || INT: 3 || MAG: 2]
Skills/Powers:
-Aurasight: Elgar naturally sees the Auras of those around him, this helps him judge their potential.-Primal Senses: Coming from a family of hunters living in a small town among dangerous forests, Elgar was taught to always be aware of surroundings. He keeps his eyes and ears pointed at his surroundings at all times.
-Quicker Reflexes: Elgar is fidgety and will jump back immediately if surprised, usually suspecting the worst.
Weapon(s):
Elgar carries a sword called Nextcallibur, the lower 2/3rds of the blade are covered in a fine black powder as this sword was once encased in a stone. His great grandfather was an admirable blacksmith and cut the sword from the stone when no other was able to pull it out. Since then any legends about the sword had been forgotten and his family had moved to a new location after their town had burned, this was long before Elgar was born.
Other:
???
Rules and Requirements:
Rules:
-All the basics. (I shouldn't have to explain this stuff. See General RP Discussion and Information if you don't understand)
Requirements: (You don't have to read these, but if you think your application might be doing something wrong, it doesn't hurt to check here.)
-Your Starting Skills must add up to 10 or less.
-Unspent Skill points can be spent at a later date.
-You can only have 1 character until you prove your worthiness.
-If you want a skill but it isn't on the list, start an OOC discussion explaining the power and I will accept it and add it.
-Any Races From a fantasy setting are acceptable, It must be well known though, Eg. Kitsune, Dragonborn, Elf, Dark elf.
-Custom Races must be described in detail in a similar fashion to custom skills.
->Custom Races must include an environment of origin.
-You can't play a Mythical creature (Eg. Phoenix or Adult Dragon).
-You can play something such as a Phoenix Cult Member or Dragonborn (the fantasy kind, not Dovhakin, nice try steve.)
Notes:
Your skills written in your application can be reskinned skills/spells/powers, in fact they should be reskinned to fit your character. If you can't think of a reskin just give a little flavour text like in my application.
Mechanics: (Optional reads.)
Skills/Powers:
This is broken into sections, some sections give bonuses for only choosing from that one section however feel free to pick elements from multiple sections.
Spells:
(If you start with Spells (and only spells) you get 5 instead of 3.)
You can use a number of spells between rests (Rest or Meals) equal to your MAG stat.
Magic Missile: [Req. MAG 1+] The most basic of attacks, your magical skill is transmuted into a physical blast, usually of an element you have a particular affinity towards. (Power is determined by your MAG skill, accuracy determined by your INT.) You can pick one type of elemental blast and another for every multiple of 5 MAG you reach [2 at 5MAG, 3types at 10MAG..]
Deflect: [Req. MAG 1+] So long as this spell is cast at a higher MAG level than an opponents Spell, you can negate all effects of that spell. This spell costs 2 spells uses.
Ghost sound: [Req. MAG 1+] User can create sounds as if throwing their voices, limited to mimmicking simple sounds or your own voice, but with a higher MAG stat can be used in more complex ways.
Mage Hand: [Req. MAG 1+] Like a limited range Telekinesis, lets the caster lift around 2.5kgs using their mind. Handy for retrieving small objects without ever needing to get up.
Detect Magic: [Req. MAG 2+] Using your own magic you can determine whether there is powerful magic nearby. Higher MAG allows for better accuracy of type and location.
Summoning Circles: [Req. MAG: 2+, A pentacle drawn in chalk, blood or salt] You have mastered the art of summoning and trapping through pentacles. You can Summon a small fiend to do your bidding or trap a being in a circle for 10 minutes times your MAG stat. The Pentacle takes 1 minute to draw per 10 minutes it will last, it can be cast at a lower MAG level]
Heal (Choose Divine or Nature): [Req. MAG: 2+] Utilizing magic of a Holy or Druidic nature, you can restore a target to a more energetic state. Divine Healing calls upon the wishes of a higher order, be it a particular deity or just the collective power of a cult. Divine Healing can cure the negative effects of some dark magics, depending on the skill level of the user.
Druidic Healing calls forth the power of nature to cure disease and refresh targets, it can even be utilized through medicine.
Both types can heal all minor ailments but only Divine can cure major curses and only Nature can heal deadly poisons without an antidote. [This barrier is broken at MAG 10+]
Illusionary Visage: [Req. MAG 2+] You can create a stationary Illusion equal to 1m times the MAG stat used to cast this spell. Requires concentration or the image will fade, otherwise lasts indefinitely so long as the concentrator is within 50m.
Hex of Fatigue: [Req. MAG 3+] Causes target to treat their STR score as if it were a number of points lower equal to the caster's MAG score. If the target would treat their STR score as 0 or lower, instead they are considered to be 'Fatigued' and they cannot exert themselves until they have rested (meal/sleep/meditate/etc) .
Moving Illusion: [Req. MAG 3+] Creates an animated illusion up to the size of a human, the size category can be increased for an additional 3 MAG per category (MAG 6 for Large, MAG 9 for Huge)
Haste: [Req. MAG 3+] Your target becomes invigorated with speed, treating their dexterity as normal +2 for each 3 MAG you have (+1 at 3MAG, +2 at 6MAG...) This can be cast on yourself.
Magic Armor: [Req. MAG 3+] Your target is shielded with a magical armor, their defense is treated as 3 points higher. This lasts for as long as the target is in combat.
Invigorate: [Req. MAG 4+] Exactly the same as the 'Haste' Spell, but instead affects target's STR and goes up in multiples of 4.
Dying Wish: [Req. MAG 5+]
Teleport: [Req. MAG 6+] Teleports a target you touch randomly to a safe location (or safest possible location) in the current area. At 10+ MAG this teleport becomes targeted.
Anti-Magic Shield: [Req. MAG 8+] Creates a Shield that protects the user from all things Magical for a short period (2 minutes). Can be used in succession. At 10+ MAG for half the duration it can be used on a willing Ally, at 15+ MAG it can be used on any target. (Does not negate magic inside the shield)
Soul Charge: [MAG 12+] When completely depleted of magical power, or fatigued from magic overuse, you can activate a second wind, fully restoring your magic.
Resurrection: [MAG 15+] A complex ritual taking 1 hour to complete which rebinds a soul to its former body so long as that soul has not passed on to a plane which would otherwise imprison it.
Vessel of Light/Darkness: [Req. MAG 20+, A deity] Your deity lends you strength, giving you the power to destroy that which your worship opposes. This manifests itself in a way suitable to your deity. Deals mass damage to enemies, can only be used once a day.
-Lots of Spells to be added, Mostly dependant on what people want.
Spell Modifiers/ 'Power words':
Spell modifiers take up one of your 'Skill/Powers' Slots.
'Big': [Spell MAG requirement +2] For twice the number of uses per day, a spell can be modified with this modifier. The resulting Big spell has twice the potency but half the duration.
'Blinding': [Spell MAG requirement +2] For twice the number of uses per day, a spell can be modified with this modifier. The resulting Blinding spell inflicts the blinded status for the duration of the spell or 2 minutes if no duration is present.
'Protecting': [Spell MAG requirement +2] For Halving the duration of a spell, a spell can be modified with this modifier. The resulting Protecting spell protects the target from physical damage for the duration of the spell.
'+': [Highest cost spell MAG + 2] For the cost of 3 spells, you can cast two spells at the same time. The duration is equal to the longest spell's duration unless the one or both spells are something without a duration, in which case it would just act accordingly to its name.
Where possible, the spells will 'join' to create something cool with the effects of both the component spells.
(Eg. 'Heal Magic Armor': Protects the wearer and also heals them on creation.)
'Anti': [Spell Known] For the price of two uses of a spell, you can reverse its effects. This can also be used to negate a spell, if your opponent casts a spell and you recognise it (It is in your repository), you can immediately cast its counter version no null the effects.
'Pseudo': [Spell Known] A number of times per day equal to your MAG stat you may cast any of your known spells as an illusion. Its true effects do not come to pass but any visual or auditory effects still manifest.
'Permanent': [MAG 5+] You make a spell permanent, though to do so you need to use special components (the price of which varies depending on the type of spell)
Price list:
Illusionary Visage: 50gold
Summoning Circle: 100gold
Resurrection: 120,000gold
Waking Gate: 5000gold
Using Modifiers:
Examples of use:
Big Magic Missile: [Req. 3+ MAG] The most basic of attacks, but Bigger, your magical skill is transmuted into a physical blast, usually of an element you have a particular affinity towards. Big Magic Missile deals double the damage.
Big Summoning Circles: [Req. MAG: 4+, A pentacle drawn in chalk, blood or salt] You have mastered the art of summoning and trapping through pentacles. You can Summon two small fiends to do your bidding or completely immobilize a being in a circle for 5 minutes times your MAG stat. (Takes twice as long to draw.)
Blinding Summoning Circles: [Req. MAG:4+, A pentacle drawn in chalk, blood or salt] You have mastered the art of summoning and trapping through pentacles. You can Summon a small blind fiend to do your bidding or trap a being in a circle for 10 minutes times your MAG stat, Target is blind while in circle. (Takes twice as long to draw.)
Shamanic Skills:
The Dreams: [Req. INT 1+, MAG 2+] Through your spiritualistic views of the world you now hold the ability to enter the spirit world through your dreams. You also gain the ability to percieve the future through dreams and heal others through their own dreams, however walking through others dreams is a dangerous venture.
Raise Spirit: [Req. INT 2+, MAG 2+] By calling forth the memories of the dead, the user gains an additional skill point at any desired skill for five minutes. The mentality of a person who used to specialize in that skill that has passed away is manifested within the mind of the user. The user can only choose to boost one skill at a time.
Seal Spirit: [Req. 'Raise Spirit'] The user can channel the spiritual energy of the dead with who he commutes to a target. The spirit then debuffs the selected skill by 1 point for five minutes. The user loses their 1 point boost to that skill.
Launch Spirit: [Req. 'Raise Spirit'] The user purges his mind from the mentality of the raised spirit and then launches it in the form of a projectile to a target. Depending on the nature of the spirit and the skill it buffs, 'Launch Spirit' acquires different effects.
STR: The spirit hits a single target directly as a heavy impact weapon like a maul, inflicting bad damage upon them.
DEF: The spirit curses a single enemy, rendering them prone to all physical attacks for a short period of time (determined by the GM).
DEX: The spirit blasts on the enemy, blinding the target and any other creature adjacted to them.
INT: The spirit invades the mind of a single target, turning them against their allies for a short period of time (determined by the GM again).
MAG: The spirit rises to the sky above the target and explodes, turning into a cluster bomb that deals damage to all targets below it in a small area.
Waking Gate: [Req. INT 1+, 'The Dreams', A place of spiritual importance] Through prolonged communication with the spirit world you now know of a way to open a gate to the plane, capable of bringing earthly items and the uninitiated. Those without understanding however, cannot cross. [INT 1+].
Spirit Familiar: [Req. any connection to the spirit world] You gain a small creature companion, a ghost of its former self, returned for the sole purpose of friending you. A spirit Familiar can accomplish any number of small tasks. As a standard action it can solidify itself to become a copy of a living version. As a standard action it can revert.
Familiar Bond: [Req. A Familiar, 2 INT] Your familiar advances to an embodyment of your own spirit, now it can be used to extend the target of your spells. (For example, it can perform the 'touch' requirement of a spell). If your Familiar is within 10m of you, you can cast a spell from its location as if you were standing there.
Ancestral ties: [Req. 2INT] Calling forth the spirits of the ones ancestor one can temporarily increase their intelligence and historical knowledge. (+4 INT while focused)
Paladin Skills:
Detect Evil: You immediately know whether a creature is of ill intentions.
& Light of __________ : Once a day you may request assistance or guidance of your god(s).
)
General Paladin Abilities:
Spectral Steed: [Req. Paladin Training OR the ability to create moving Illusions.] The user creates a simple steed able to carry the user without objection.
Aura of Good: [Req. Paladin Training] A paladin gives out an Aura of good and can detect the evil and good present in others.
Courage: [Req. Paladin Training OR STR 7+] Those with true courage are immune to fear and give those surrounding them a morale boost.
Paladin Orders & Order-Specific Abilities::
Order of the Shining Sun:
Armor of the Order:
Glorious Soul: Capable of enhancing the weilder's effectiveness of storing light energy. This armor can cast a light in the darkness at the owner's will in exchange for expending a very small amount of stored energy.
Light Seeker: [Req. God: Velor] Bestowed with the gift of light, followers conduct an energy reserve sourcing power and converting it to help orchestrate their abilities. Seekers of the light passively charge and store light energy when exposed to any light not deemed unfit by their deity. (Eg. the Sun, But not magical necromantic glow.)
Zenith Flare: [Req. Light Seeker + Solaris Weapon] The rightful owner of a Solaris weapon may directly reappear weilding their arm as if by teleportation. This power only works if there is suitable room by the weapon for its owner to transfer to.
Heaven's Shield: [Req. Light Seeker] An ability of the order, channeling stored Light energy to act as a barrier to fend off incoming attacks for a short time period.
Magic Channelling:
Channel Aura:
You may channel your Aura through a weapon to increase its power. Effects are determined by the individuals soul, a scholar may create a weapon that smartly maneuvers in combat while a swordsman may create a sword that is lifted to weightlessness and Serenely slices. (This one is used for coloured flame, flaming swords.)
Channel Soul:
Similar to Aura Channelling but instead the chosen implement takes on aspects of its user. A weapon may become agile due to its dextrous owner, or an implement may gain the ability to extend another spell known by the user. (This one is used for magic missile swords and literal flaming swords.)
Channel Spirit:
The user takes on the personality of an existing spirit such as a legendary hero or a spiritual guardian, their stats change to reflect this transformation. Users must keep a separate set of stats for their Spirit. This can be taken multiple times to have multiple spirits and stat sets.
Shared Channel Spirit:
You can share your vessel with two or more spirits, though this weakens the body, your spirits instead use their stat block divided by the number of shared spirits. If your body could naturally survive splitting, the spirits may use split versions of your body as seperate vessels, allowing them to act independantly.
Channel Energy: [Req. MAG 3+] Much like the magic missile blast though instead a beam dealing either Positive or Negative energy. The beam deals extra damage to undead if positive, or extra damage to holy creatures if negative, though beams will instead slowly heal the target if used on the wrong type (negative heals undeads, positive heals holy) The type of energy channeled depends on whether the caster is good or evil. Neutral beings cannot use this spell.
Skills/Powers:
Swordsmanship: Taught from a young age, you have mastered the way of the blade. When Handling a sword you are familiar with your STR and DEX are treated as 1 point higher each.
Defender: Trained with a shield, your Defenses are greatly increased depending on the type of shield weilded in battle. (+1 DEF for a shield, +2 for a tower Shield, +? for an enchanted shield)
Rage: [STR 3+] When wounded or taunted you may enter a blinding rage. Your INT is treated as - and your STR is treated as 4 points higher.
Stealth: [DEX 3+] You become the shadows. You are very adept at sneaking around and disguising yourself.
Unnatural Breath Weapon: [MAG 2+] Somehow you have learned or inherited the ability to use a breath weapon of Flames, Ice, Air, Light or Dark.
Telekinesis: [MAG 1+] Within a personal radius of 1m per MAG stat point you can move objects while maintaining concentration.
Powerful Transformation: [MAG 4+]
You have mastered a powerful technique to advance to a new level. Pick two stats, they both increase by 2 for 10 minutes, after which you are fatigued until you rest. This skill may be taken multiple times and can either stack or be selected as an alternate transformation with different stats selected.
If you have multiple transformations on the same level (+2/+2 and another +2/+2 with different stats selected.) then you can 'slide' between these forms at will, though if you do this the duration of all forms is merged together into one '10 minute' block.
Racial Powers:
Vestigial Wings: You have lifeless wings upon your back, these can be used to aid with other methods of flight or to slow your descent, but cannot be used by themselves to actually fly.
Wings (True): [Req. Costs 2 skills/powers] You have wings that allow flight for 10 minutes times your STR stat.
Darkvision: You can see well even in pitch black.
DarkElf Racial Traits: The Darkelves are a despised race, partaking in dark arts such as necromancy, blood magics and curses. Dark Elves have a particular resistance to curses and disease as well as an affinity for dabbling with the aforementioned items, though they are almost universally hated, sometimes imprisoned simply for existing. Dark Elves usually live hidden away from society.
WoodElf Racial Traits: Woodelves gain natural resistances to diseases & poison but suffer from an inherit weakness to heat & burns. They have immunity to sleep inducing enchantments and gain low-light vision when under the stars.
Iron Liver: You can and will eat and drink anything. Alcohol has little effect on you and you wash your breakfast of poisonous snakes down with a bottle of spider venom.
Breath Weapon: Your race allows you to breath forth Flames, Acid or Electricity. This is usually reserved for the Dragonborn race.
Stone Skin: You have naturally increased defenses and are particularly resistant to Electricity and Fire but have certain weaknesses towards water and plant based magic.
Construct: Constructs are creations that are given intelligence through magical means, such as binding a soul or simply animating the creation. Constructs do not need to Eat, Sleep or Breath and cannot be affected by afflictions such as disease or mind affecting spells. Constructs cannot be healed through healing magic or medicine and instead if they take damage they must be repaired.
Living Weapon blood: As part of a race of sentient, possessive weapons. By absorbing the blood of your target almost all damage that would be contriubuted as repercussion of being used as a weapon is negated and you retain the pristine weapon condition.
Blindsense: You can see throuhg the small vibrations in the earth and air.
-Lots of Racial abilities to be added! (I will add all the stuff if this gets enough interest to go ahead.)
Eternum Flames: A racial skill of Self-Pyrokinesis used by Races of the Fire Planes, the user manipulates their flamed body at will. The type of fire depends on the being manipulating their own flames.
Eternum Creation: [Req. 'Eternum Flames' + Flame-based Race] This skill utilizes the user's self-generated flames. This spell functions similarly to Illusionary Visage or Moving Illusion but cannot give the creation a simple will.
Low-Light Vision: Similar to darkvision, but you cannot see in 'pitch black' || This skill is a bonus skill gained for free by the following races:
Dark Elves, Catfolk, Ratfolk, Foxkin, Shadowlings, Shadow elementals, Deep Mountain Dwarves, more tbd.
Training:
Trained rigorously in the fine art of handling a sword, you feel most maneuverable when on the battlefield, blade in hand. Your STR and DEX are treated as 2 point higher while handling a sword and in combat there is no blade stroke you cannot parry, you know all the tricks. (Though a stronger weapon may break your own.)
The stat gain from this stacks with 'Swordsmanship'.
Tinkerer: [Req. INT 5+]
Many long hours have you spent messing around with spare parts to create weird and wonderful things. With this you gain the following skills:
-Repair: Providing you have the right materials, or materials that work, you can patch anything up, you don't even need to know how it works, that much you can learn from pulling it apart.
-Appraise: You can determine the value and state of anything you investigate, the more complex something is, the longer it takes to appraise. Magical items require an understanding of the arcane in order to appraise.
You have trained your senses above and beyond that of a normal being. You know are able to 'sense' any presence around you within a 10 meter Radius, this increases by 1m for every point in INT above 2 up to a maximum sense range of 50m.
Lasting Breath:
You have trained holding your breath for extended periods of time. You can hold your breath for 10 minutes plus 5 minutes for each point of Defence over 4 you hold.
Keen Eye:
You are more likely to pick up on the small details that others don't notice.
Skilled craftsman:
The things you make are usually of a higher quality than others.
Blindsense(Trained): Through years of training you have taught yourself to see through the small vibrations in the earth.
Aurasight: [Req. MAG 2+] Through training you can now view the Auras of others, this lets you sense their motives and emotions on a primal level.
Quicker Reflexes: [Req. DEX 2+] You can perform an immediate, lesser action rather than being surprised (Draw weapon when ambushed, take one step back from a trap, etc.)
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Dark Arts:
-Necromancy:[spell] [Req. MAG: 2+] You can awaken the remains of a fallen warrior to help you fight or defend for 10 minutes times your MAG stat.
-Soul Steal: [Req. INT 3+] You have mastered the ability to trap and steal souls. You may steal the soul from any living creature you defeat. You also gain the ability to create contracts which allow you claim a soul as soon as the signature owner is killed.
-Blood-Transfusion: [Req. MAG 3+] By passing blood from one vessel to another you can regenerate the reciever. When used between living creatures this re-energises the reciever and weakens the giver temporarily. Given a large amount of blood woven with this magic, it can even restore missing body parts and revert heavy damage. This magic cannot work on those without flesh and cannot 'resurrect'.
-Possession: [Req. MAG 4+, touch attack] Through constant channeling you can control another entity as your vessel. If your target has a will score greater than one (non-NPC) or breaks the channel, the effect quickly diminishes.
-Sacrifice: By providing a viable sacrifice presumably to dark gods, you are gifted extremely enhanced strength for a short period of time. (+4 STR, 10 minute duration)
-Mind swap:[spell] [Req. MAG 6+, INT 1+] you gain the ability to temporarily switch places with another mind, gaining all their abilities but still being able to recall any spells you know. Additionally you may choose to carry your magic stat to the temporary body, but this will leave your old body with no magic, dispersing any protective spells currently active. If the individual you swap with has INT 1+ and was not unconscious, they have free control over your body and any powers it has (though not spells.) The effect fades if you sleep, go unconscious or you have your magic blocked. If you do not carry your magic over to your temporary body the effect fades after 10 minutes.
If your target has a higher or equal INT score, they may attempt to switch back.
-Aura of Fear: [Spell][Req. MAG 7+] [Req. At least 2 Dark Arts] You emanate a radiance of pure fear and are an embodiment of nightmare fuel. Those around you cower and you are immune to fear-effects yourself. The extent to which this spell affects creatures varies individual to individual usually based on innate willpower.
Lost Magic:
Weapons:
The weapon you use is only limited by your ability to lift and swing it. If a weapon is not on the list feel free to ask and I will add it here.
Weapon | Requirements
Fists | [0+ STR]
Staff | [0+ STR]
Orb | [0-2 STR]
Tome | [0+ STR] [1+ MAG to open]
Wand | [0+ STR] [1+ INT]
Brass Knuckles | [1+ STR]
Shield | [1+ STR]
Gauntlets | [1+ STR]
Sword(1 handed) | [1+ STR] [2+ Dex if dual]
Dagger | [1+ STR][1+ DEX if hidden]
Scythe | [1+ STR][2+ STR if 2 handed][1+ DEX if dual]
Spear | [1+ STR][1+ DEX if throwable]
Sword (2 handed) | [2+ STR]
Shield(weaponized) | [2+ STR][2+ DEF]
Lance | [2+ STR]
Eastern | [3+ STR][1+ DEX]
Sling | [0+ DEX]
Bow | [1+ DEX]
Crossbow | [2+ DEX][1+ STR]
Heavy Crossbow | [3+ DEX][2+ STR]
Repeating Crossbow | [4+ DEX][2+ STR]
Tower Shield | [4+ DEF]
Afflictions/Curses:
Afflictions:
Vampirism:
Cursed to roam at night as the harsh rays from the sun sear and boil your delicate skin. Vampires are blessed with rapid regeneration and enhanced phisique. The only ways to Kill a vampire are to drive a stake through their heart or behead them. Vampires must drink the blood of the living to keep their strength up, failure to drink blood or exposure to sunlight leaves a Vampire Fatigued and Weakened. Making catching them and killing them a very easy task.
Lycanthropy:
By the pale of the full moon your body is twisted and contorted, stretching into that of a beast. Lycanthropes typically come in the form of werewolves but it is not unheard of for other hybrids. Lycanthropes have heightened senses and in their transformed state they have improved regenerative powers and phisique. After a while one can learn to control the transformation, but even then it takes many years to master control under a full moon.
When it is a full moon Lycanthropes suffer from the following [STR +2][INT-2] Your INT can go negative and if it does you lose control.
Lycanthropes are always weak to silver.
Fiendish-Blood:
Somewhere along the line your family has come into contact with Demons, perhaps an ancestor or maybe just a Pact gone wrong. For your ancestors ill deeds you now suffer the consequences. Fiendish blood manifests itself in inconsistent ways, giving the afflicted all manner of horns, tails, fangs, scales, as such these people are rarely welcomed into society, usually viewed as evil demons and often succeptable to the stereotype.
This affliction can only be cured by a Wish.
Curses:
The Whispers:
You hear strange whispers that seem to come from nowhere.
Blindness:
You cannot see.
HeartChains:
You are tied to this plane of existence and cannot leave it but through death. Those with aurasight can see the chains surrounding your body.
Marked:
In the palm of your hand rests a peculiar mark that pertains to a particular entity, this mark can only mean one thing. [When choosing marked, you do not get to decide who or what has marked you, this will be up to my discretion and fair warning, it does not bode well for your character if you cannot come to an agreement.]
Current Characters:
Red = inactive
Blue = Moderator
Elgar || Solawind
Caerwyn Willowgrove || Meritania
Etorias Ahmes || RokudoMitsuru
Pearce Allan || Willowisp323
Buraindo Majikku || Solar_San
Karelleth Losia || angelgirlx617
Marcus || GeorgeNinja
San'gerdon Danaesk || pokemad1
Hikaru || Sabertooth1114
Elena Cataegis || CloakedShadow
Silver || BookWyrm17
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I'm interested in joining this again
After I have observed many fantasy games as my knowledge goes, there're two things you could know about the 'dwarves' are:
1. Very great at building contraptions like traps, siege weapons & equipment, steam-powered devices, forging enhanced weapons and somehow more ahead in war technology than humans (in the dark age) could. Its advanced weaponry are very rival to its minor counterparts, aka the gnomes.
2. They're more like a midget version of the vikings, which usually likes to drink ale, carries heavier weapons, and brute strength is their primary choice of attack.
Name: Etorias Ahmes
Age: 22
Gender: Male
Race: Human
Appearance:
Stats: [STR: 3 || DEF: 4 || DEX: 2 || INT: 2 || MAG: 0]
Skills/Powers:
Paladin Skills (Sub Category: Light Paladin):
- Righteous Sense: The person with this ability is capable of detecting whether a creature is of ill intentions.
- Heavenly Guidance: Once per day, the Light Seekers may request a guidance from the Shining Sun God.
- Light Seeker: Serving under the Shining Sun God, the 'Light Seeker' are bestowed with the gift of light. They use light as their source of energy and convert them into the core of their powers. Light Seekers can passively charge and stored their light energy while being expose to any form of light (E.g. Sunlight), their stored energy is usually used during the night and other situation with low to no lights.
- Zenith Flare [Req. Light Seeker + Light Seeker's weapon]: Bound to the sacred sword "Solaris", The Light Seeker who wield this sword may instantly teleport to the sword's location using their light energy. This ability can only transport the owner of the sword.
- Heaven's Shield [Req. Light Seeker]: One of the signature abilities of a Light Seeker. By channeling their light energy, a Light Seeker can create a barrier of light that negate incoming attacks for a short duration.
- [Unused Skill Point]
Weapon(s):
- Solaris: The sacred sword given to the Light Seekers by the Shining Sun God, the sword itself provide a maximum affinity towards light energy.
- Glorious Soul: The sacred Armor of Light given to the Light Seekers, This armor is capable of enhancing the effectiveness of storing light energy, which support the Light Seekers as their source of energy. The armor can also radiate and shine within the dark in exchange of passively consuming a small amount of stored light energy through the duration.
Items:
- 1 Health Potion
Other: N/A
This was supposed to be an interest check.
Both accepted regardless. I will be adding the extra player skills + accepted characters later because I'm feeling lazy at the moment.
Fantasy Fact: Gunpowder was discovered in China when the monks are trying to find a recipe for the Elixir of Immortality, which's was failed anyway, and ending up killing the emperor in the process (by eating it).
(Wait, so what races can we be? Any rules to that?
Yes, you can be any race as long as it is from a fantasy setting and is well-known however Mythical Creatures are off-limit, custom race is also available but you need to provide a background on the race origin.
Yeah, that. Basically it's anything sensible goes.
I guess this is enough interest, but I'm still feeling particularly lazy, So I guess this will not become the OOC thread for a little while longer.
Ah... This looks sorta cool. (Might Join)
I'm interested! Also, woah, it's been forever since I've been on this site.
Ah. I actually skipped over this piece of information as I created a Yokai/Youkai type character. Hehe... (Crap)
EDIT: Wait would a Youkai/Yokai character count as a Mythical?)
Even if they're not mythical, I wouldn't class Yokai as 'from a fantasy setting', they're pretty japanese folklore specific. This RPG setting doesn't really share earth history or culture. I would instead encourage magical beasts of your own design rather than using any culture's folklore. Of course an intelligent creature that is noncompliant with the rules of civilization is subject to be hunted, so be careful.
The realm of ghosts and demons is mostly generic TRPG style, Demons come from Abyssal realms of outer planar dimensions. Ghosts are souls unallowed to rest due to some injustice. Yokai aren't typically a thing in a Wizard and Wyvern setting.
I like it!
Name: Pearce Allan
Age: 27
Gender: Male
Race: Foxkin
The Foxkin are a variety of Beastfolk, who are a humanoid people who strongly resemble various animals. They appear fox-like with fur, which comes in a range of colours including black, white and orange, and bushy tails. They have ears on the tops of their heads which are more sensitive than those of a human as is their sense of smell. Their faces are canine and the ankles on their legs exist at two-thirds of the way down giving a 'double-kneed' appearance. They have five fingers attached to hands that bear some resemblance to paws. They have a slightly longer lifespan than humans.
Appearance:
Pearce stands at about 1.73m tall (5' 8") with a slim build. Like other Foxkin, and other varieties of Beastfolk, he is covered in fur. His fur is an orange colour, with some white fur a the tip of his well-groomed tail and under his chin and some black fur on the backs of his hands. His eyes are an almost startling blue colour and give him a piercing glare. His ears, which are canine in appearance and are located on the top of his head, are also tipped with black fur. He has a canine appearance and his teeth are slightly pointed, but not sharp.
Pearce wears dark clothing, it helps him blend into the shadows. He wears a dark grey shirt made of linen with sleeves that reach to halfway down his forearm. Over this is a dark brown waistcoat. He wears a pair of black trousers and around his waist is a lighter brown, cloth belt. The belt is thin and attached to it on the right side are scabbards for his daggers, and on the left is a cloth pouch where he keeps his money and other resources. On his wands are brown fingerless gloves made from worn leather and on his feet are a pair of equally worn boots of almost exactly the same colour and material. Over the top of all of this is a dark green cloak with a hood.
Stats: [STR: 1 || DEF: 1 || DEX: 3 || INT: 2 || MAG: 3]
Skills/Powers:
- Skill: Stealth: Pearce has practiced moving unnoticed and can sneak past people almost noiselessly
- Racial: Keen Senses: Pearce had naturally good senses of hearing and smell.
- Spell: Exhaust: This was a spell taught to Pearce by some of the high warlocks and witches in his order. When cast it applies a hex to the target causing their STR stat to drop by Pearce's MAG stat and for any physical attacks they attempt to do less damage. The hex breaks after some time or when Pearce wills it to.
- Racial: Low-Light Vision: Pearce can see in the dark but not in pitch black
Weapon(s):
- Bronze Dagger: a simple dagger with a blade made of bronze, the crossbar is undecorated and the hilt is wrapped in leather.
- Eventide : an athame with a thin blade made of pure silver honed to a razor sharp edge. The hilt is made of thin cords of fine brass wrapped around an iron core and the crossbar is also made of brass with a sphere of quartz in the centre. The blade is used for magic in addition to being used as a normal blade. Those who can detect magic would find faint traces of nature based magic on the blade. This was a gift given to him by his order.
Other: Other than his daggers, Pearce also carries 9 silver coins. His magic appears to originate from nature, and although it may appear dark it is not evil.
Exhaust: [REQ: MAG 2+] The target is affected by a hex that temporarily reduces their STR by the user's MAG stat and causes all their physical attacks to do less damage. The hex breaks after some time or when the caster wills it to.
Keen Senses: Your senses are naturally sharp, this gives bonuses to the senses of hearing and smell
Just a quick question, but I noticed that Low-Light Vision can be given as a bonus to some races, would the Foxkin be eligible?
Ah, I'll just make my character a human
since I'm lazyAlso, do Curses count as a Power/Skill?Probably NotName: Buraindo Majikku(Can be referred to as Bura for convenience.)
Age: 27
Gender: Female
Race: Human
Appearance:
Physical Appearance: Bura is slightly shorter and thinner than the average human, having black hair that reaches shoulder-length. Her hair isn’t styled in any fancy way. She has a pale complexion and has green eyes. She doesn’t seem to care for tattoos or piercings as she’s clean. Her body type favors speed over power.
[Can you see my laziness?]Attire: Bura wears a long, white cloak that seems to almost touch the ground. Inside the cloak, Bura wears simple Cloth clothing, with a fan sheath on each side of her hips and her scroll being placed on the back of her belt.
Stats: [STR:1 || DEF: 1 || DEX: 2 || INT: 2 || MAG: 4]
Skills/Powers:
-BlindSense(Trained): Bura was born blind, so she learned acute hearing and feeling over the first ten years of her life. Afterwards, she opened up her own library.
-Aura Sight: After she opened the library, she heard of something around town called Aura Sight that could sense people’s intentions. Wanting the best for the books in her library, she spent the next 5 years learning a simplified version where she could tell between only good, bad, or neutral.
-Quicker Reflexes: Bura’s BlindSense training increased her hearing to a high level as well. She can hear incoming projectiles from the vibrations in the air and attempt to block them with her weapons if not of a magical attribute. She seems to be rather wary of everything around her, as “One Must Always Be Wary When Blind.”
-Ghost Sound: This first magic spell that Bura learned from the Scroll. Thanks to her high magical affinity, not only can she project her voice across a larger distance, she can change the frequency of the soundwave to sound as others as well. She often uses this in the form of near silent whistling to ‘feel’ the air around her with her Blind Sense.
-Mage Hand: This was the second spell that Bura understood with the Scroll. This gives her the ability to lift things lighter than 2.5kgs with her mind. Able to lift her dual Tessen fans at the same time and apply more force attacking than she could wielding it by herself.
Weapon(s):
-Scroll Of Knowledge: [Scroll = Tome] An Ancient Family Artifact brought down from generation to generation. It’s said that this scroll contains the knowledge of the world, but whenever one comes in contact, it imprints the knowledge in your mind. This can cause the normal person to go insane. Only those of the Majikku family can access it. However, this doesn’t mean that one of that family will fully understand it. It seems to be highly Durable, but useless if attacking without magic. It’s held together by thin metal spokes.
-Dual Tessen Fans of Metal: Two Tessen Type Japanese War fans, the spokes of the fans are made out of strong metal that can block projectiles or be used as a Blunt Force weapon to attack. A pattern of Black and White cherry blossoms seem to be the pattern of the paper of the fan.
(Japanese War Fans)
Curse: Blindness: You cannot see.
Backstory:
Bura was born blind thanks to some of her ancestors messing with things they shouldn't have. After learning several ways to see without her sight and creating her library, she was granted the Scroll of Knowledge. She could see the knowledge in her inner mind, but couldn’t understand any of it. She could only learn a few spells before she couldn’t learn anymore. Deciding that she was missing something, she decided to go traveling to find it. Her first stop would be to Spindol, a place said to be full of mystery. Perhaps she would find the key to her mystery here.
Curse does not count as a Power/Skill, and you gain an addition of 2 Power/Skill for each curse.
Yes.
Also for consistency's sake, Exhaust will just treat the target as having the 'Fatigued' status ailment (You cannot exert yourself [use your strength for most things] until you have rested (meal/sleep/meditate/etc) ) If it brings their score to 0 or lower. Simply because I don't want to deal with negative scores for now in a system that aims to be as straightforwards as possible. This doesn't change anything, just a nuance.
Both accepted.
This will now become the OOC thread, time to get things rolling.
Thanks, I'll update my app with low-light vision then. The changes to Exhaust sound good.
In terms of combat:
DEF is your ability to endure an attack.
DEX is your ability to move out of the way of an attack.
High DEF on a slim, lightly armored character would be akin to some sort of martial artist who has endured harsh conditions and has toughened skin.
High DEX on a slim, lightly armored character would be closer to the deft parrys and dodges you describe.
It really helps if you've played a TRPG like D&D to see what skills are tied to which actions.
In the end this system merely uses stats to determine whether your acions are realistic within the setting. For example, someone with 1 MAG is not going to be raising armies of the dead and enslaving minds with a mere thought. Someone with 1 STR isn't going to be throwing a punch that can knock out a minotaur. Someone with 1 INT isn't going to be solving the mathmatical mysteries of the universe.