A journey begun in Alderquill, this continent's captal of trade, before entering through one of the four iron gates that surrounds the city something to the far north catches attention; A dark cloud swimming atop Death Mountain, few seem to take notice and when asked the local inhabitants brush it off as if it is nothing more than a fantastical phenominon existing purely to allure tourists.
Surely they can not they sense the Aura of evil emanating from this mountain peak?
I hear there is a swell Tavern located somewhere near here...
Chapter II: The Journey.
Bandits rule the road to Death Mountain, in a struggle against the necromancy of the north, they divide their forces between robbing travellers and fighting the oncoming army of the dead. At the foot of the mountain rests two established refuges, a town and a mining camp off to the west. Perhaps investigating these locations will lead to an understanding of what lies atop the mountain and where this shroud of dark magic is coming from...
Chapter III: The Dead
Armies of Skeletons march from the top of the mountain, storming the towns and people below. The shroud seems to be motivating them but few can actually see it. The skeletons however don't seem to have honed senses, instead they are likely mindless puppets controlled by whatever is behind the shroud. What lies at the mounain summit?
Chapter IV: Boss Fight
An evil Necromancer Bard Hag plays her ominous tune, it reverberates through the clean white room. No Knife nor slash gets through her bone things while the party is forced to fight seven Skellekings.
Chapter V: Treasure and allies
The group winds down, the adventure is over it's now time to relax. Loot from the mines deep in the mountain provide a means for the group to access new gear and buy supplies from the townspeople.
The Jade Spires are monumental pillars that suddenly appear at random times in history, so far their origin has not been uncovered, now, only 1000 years since the last recorded incident the spires have risen from the earth once again. Our heroes must set out and defeat the spires before the world falls to their power.
It is said that when the Spires appeared 3000 years ago the world fell into darkness, ruled by creatures that would rival demigods in power.
How to play:
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.
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.
(Delete everything in brackets; "(" and ")" before you submit)
Stats: [STR:0 || DEF: 0 || DEX: 0 || INT: 0 || MAG: 0] (You have 10 points to add to your stats)
-(You only start with 3 skills)
-(To get more you must RP)
-(You will catch up quickly)
Example Application: (mine)
Race: Fiendish-Blood Human
Appearance: Drim stands at 5'9", appearing skeletal in nature though his spindly body is clad in dark, rocky armor with irregular protrusions, the plate extending down the length of his arms ending in attached gauntlets. The Armor has a particular demon face motif and occasionally extrudes black smog. His maw is filled with jagged teeth, his dull eyes surrounded by dark rings.
His head sports two curved horns like that of a ram, his medium-length hair is splattered with black and red, unkempt and matted falls around them.
He has an oversized Tome filled with jutting papers and parchments chained to his waist.
-Prehensile Tail: Drim has a Tentacle-esque tail almost as tall as himself that squiggles along behind him. It is often carrying a spare scroll or writing utensil to quickly place in Drim's hand if need be.
-Vestigial Wings: Drim has eight dark feathery wings covered with a scattering of black and red feathers in no discernable pattern. They droop behind him like a feathery cape of flightlessness.
-Summoning Circles: Drim always keeps a spare stick of chalk in the binding of his tome.
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.)
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.)
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.
(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.
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)
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.)
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)
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.
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.
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.)
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.)
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.
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.
-Lots of Skills/Powers to be added!
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.
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: A race of sentient, possessive weapons. By absorbing the blood of their target almost all damage that would be effect of being used as a weapon is negated and the Roshuo retains its 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' + Exceed Race] This skill use the Exceed's spiritual flames to generate flames and manipulate them. This spell functions similarly to Illusionary Visage or Moving Illusion but cannot give the creation a simple will.
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.
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.
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.
You are more likely to pick up on the small details that others don't notice.
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.
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 call forth 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 'ressurect'.
-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.
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.
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.
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.
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.
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.
You hear strange whispers that seem to come from nowhere.
You cannot see.
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.
Well, I'm interested. However, it feels strange running a minimalist system. DnD without dice? Almost unheard of, unless of course, you're focusing on the story aspect more. As for other mechanics (combat, leveling, etc.), how will they work? That kind of thing.
Rollback Post to RevisionRollBack
If I do not reply to my posts, I either have no internet connection, or am busy with college work. Alternatively, I may be writing up the post now. It all depends on the situation.
Basically a slow-going system with a focus on writing a cool story with friends. Though Quantity isn't a requirement.
Combat works like this; It sounds cool? Do it. Victory is determined only by skillful writing (you need to avoid godmodding and powergaming, an enemy will know when they are outmatched and vice-versa) Plus nowhere does it say that the victor will be awarded points.
Stat points (effectively leveling) are awarded for 'good roleplay'. If you roleplay losing really well, you are going to get a lot stronger, faster. "We learn from our mistakes". That said, don't go losing because you think it will get you points. Sometimes you just need to artfully evicerate some goblin bandits.
I hope that sort of explains what i am going for. Stats are not something for this sort of site, nor dice rolls. There are dedicated sites for that stuff.
I'm interested in joining this, but I would like some feedback on a character idea first. The character would be a golem and would have an ability from that states that they wouldn't need food, water or maybe even oxygen. Would either part of that be allowed? If not, I can come up with a different character.
Those are construct rules. If you are a construct that does not eat, breathe or sleep then healing magic has no effect on you (healing potions, holy heal, etc.) Instead you must seek out someone with some sort of 'repair' spell.
But yes that is fine. This is essentially D&D, golems are a thing.
Okay, This is now the OOC thread, people can start making their Applications. I would really like some more suggestions for Skills/Powers, particularly Skills and Powers (as opposed to spells and racial traits.)
Gender: Male personality
Appearance: Radon stands at about 2.3m tall (7' 6.6") and is carved completely out of a light, greyish, beige stone. He has a solid frame with shoulders that are a bit broader than most. He is carved to resemble a knight, complete with armour. The 'armour' resembles plate armour and the 'helmet' is without a visor so that Radon's face can be seen. The armour is carved so it looks like overlapping plates and completely covers Radon. Radon doesn't a face, only a pair of glowing eyes and no nose or mouth. Despite this he can talk. Although he is more than a century old he is in a good state of repair, he doesn't appear to be damaged at all. The only thing that shows his age is some moss that has grown on his left shoulder and his right foot.
- Skill: Swordsmanship - Radon was constructed to protect his creator, as such he has been trained in the art of combat using a sword. He has trained over several years and has honed his skill.
- Power: Reinforced - A natural resistance to damage gives Radon a bonus to his defensive ability and, therefore, makes it kore difficult to damage him. This comes from the fact that he is constructed out of stone.
- Racial Ability: Artificial - Radon is an artificial being, as such he lacks several of the needs that biological beings have. He does not require food, water, sleep or even oxygen. However this also means that healing magic has no effect on him, in order to be healed a repair spell must be used instead.
Weapon(s): A one-handed sword and a shield, both of which are a similar colour to Radon himself but are made from metal not stone.
The Meaning of Life, the Universe, and Everything.
Name: Fragelic Gunzillian
Age: 24 (and a half)
Race: 7/8ths Elf, 1/8th Fairy
Appearance: She stands 4' 9". She has dark hair slightly tinted red and wavy, just reaching her shoulders. Her eyes are amber in color. Below her eyes, her cheeks are dotted by many freckles. She has a rather wiry frame, skinny but muscular. Her complexion is slightly dark. She almost always has a scowl and gives the appearance and feel of inhostility to those around her. Being young for her race, she has the appearance of youth, and her slight fairy blood leaves her looking younger than she is.
Appearance: Reynald stands at around 5"8' feet tall. He has unkempt medium-long dark brown hair that is short enough as not to obstruct vision. His face is well-defined, 'chiseled' as some would say. Reynald has gray eyes and a gaze that would intimidate most people. He is fairly well-built, having toned skin and muscles.
In battle, Reynald dons an old set of steel plate armor that was given to him when he had become a knight ten years ago. It was originally a shiny silver color before, but has changed to a dull gray. There are bronze colored trims that help accentuate the armor's quality. It shows signs of wear and tear, but seems to have been repaired often. The helmet has a standard face visor and a worn blue plume atop it. When the air is cold, or when it is raining, Reynald puts a plain blue traveler's cloak over his armor or clothes, depending on the situation. When not in battle, he wears a regular tunic, some trousers, and travelling boots.
- Skill: Swordsmanship - Having trained in the art of combat from a young age, Reynald is an adept swordsman. He usually works with the ubiquitous longsword, but he also knows how to wield a shortsword, and even claymores and estocs.
- Skill: Defender - Reynald is trained on how to use shields as both a form of offense and defense. He gains +1 DEF when using a shield. Additional DEF is gained when a larger shield is used.
- Magic Channeling: Channel Aura - By channeling his mana, Reynald can infuse his blade, or any weapon he is wielding with magical energy. The weapon will glow a brilliant blue aura. This increases the weapons damage and allows it to cleave through armor more efficiently.
Weapon(s): Sword and shield.
Other: Open to criticism and opinions. If the character seems overpowered, just tell me and I'll tweak it a bit. Biography to be posted after acceptance.