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Laertes Ursus

Vicious Knight

13,050 Points
  • Battle: Knight 100
  • Survivor 150
  • Unleash the Beast 100
PostPosted: Thu Sep 13, 2007 2:09 pm


Table of contents:

1. You are here/Introduction/Rules/The story so far
2. Ability scores
3. Races
4. Classes
5. Profile Skeletons
6. Accepted Profiles
7. Warnlist
8. My first post (The RP will be open when this is posted)



Introduction:

Hello and welcome to my roleplay. As the story goes on, you will learn more about how this world works, the people in it, and the intrigue and intricacies surrounding everything. I, the GM, will be playing not only a character in the main party of the story, but all NPCs, enemies, and various other things that you, the players, will be experiencing. Think of it as a free-form Dungeons and Dragons campaign, for those who have played. That said, we won't be able to start much until we have a few party members.




Rules:

1. Don't piss me off, please.
2. Posting before you're accepted is bad, m'kay?
3. Gaia ToS. I hate having to actually say that as a rule, but people can be stupid.
4. I expect, no, demand a degree of literacy. Proper spelling and grammar is a MUST. I cannot stress that enough. If I see ~i lYk pWnz0r al ur azs wIt mi srd l0lz!!!!!!!!!!111111oneone~ I will hunt you down and stab you several times with a rusty spork. Or just ignore you and permanently ban you from this and all future roleplays run by me. Depends on my mood.
5. I expect this roleplay to read smething like a novel. Novel-long posts are not necessary or even wanted, but do stuff that would make an English teacher not want to kill you, like, oh I don't know... using quotation marks for speech and not marking actions with asterisks, tildes or the like.
6. No godmoddng, flaming, or otherwise being Chaotic Stupid.
7. When in doubt, ask. I won't tear off your head for sending me a friendly PM with a question or twelve. Questions usually show you're paying attention, or at the very least interested. I like that.
8. Make sure your formatting is legible, and no headers/footers on your posts. They are out-of-place in a serious roleplay and annoy me.




The story so far:

None.
PostPosted: Thu Sep 13, 2007 2:10 pm


A note on Ability Scores:

These scores are used as guidelines, not hard-and-fast rules. A player is encouraged to roleplay his character based on what stats he has, good and bad. For example, a character with a low Strength score likely isn't going to be able to lift the tree that has fallen on his comrade's leg. Conversely, a character with a high Wisdom score can still be prone to what I call "blonde moments". Below is an outline of what each stat is and means.

STR: Strength. Physical power and fitness. High strength means heavier blows, higher carrying capacity, and a generally buffer character.
DEX: Dexterity. Manual skill, reflexes, and hand-eye coordination. High dexterity means a more accurate, flexible and fine motor skill-based character.
CON: Constitutuion. Toughness and stamina. High constitution means thicker skin and more staying power. Think of it as physical defense and hit points.
INT: Intelligence. Logic, memory, and 'book smarts'. A character with high intelligence is more likely to remember the spells in his spellbook, or solve the puzzle lock on the treasure chest.
WIS: Wisdom. Intuition, willpower and problem-solving skills. A character with high wisdom might be able to solve the puzzle, but probably won't because it will probably trigger a trap.
CHA: Charisma. Personality, magnetism, and general likeability. A charismatic character tends to be the 'face' of the party, doing most of the talking.
FOC: Focus. Mental discipline. Focus is the main stat for ki users, as it requires mental focus to channel the energy in their bodies.
DEV: Devotion. Faith in one's deity. Devotion is the main stat for any Divine character, as it represents how in-touch they are with their god.
MAG: Magic. Magical aptitude. Magic is th main stat for Arcane classes, as no matter how smart you are, you still need the tools to do the job.
AGI: Agility. Speed of movement. Agility is valueable to those classes that don't use much or any armor, as it helps determine how well one can dodge blows.
SNS: Senses. Mostly hearing and sight, but also the other three. A higher sensory perception is fairly self-explanatory, but also a double-edged sword. Someone with an extremely high senses score may find themselves in a lot of pain at sudden bright lights or loud noises.
LUK: Luck. Luck seems to be an inert score, as it doesn't really affect anything... does it?

Laertes Ursus

Vicious Knight

13,050 Points
  • Battle: Knight 100
  • Survivor 150
  • Unleash the Beast 100

Laertes Ursus

Vicious Knight

13,050 Points
  • Battle: Knight 100
  • Survivor 150
  • Unleash the Beast 100
PostPosted: Thu Sep 13, 2007 2:12 pm


How to read the race information:

Race name
Habitat: Where the members of the race tend to reside.
Class tendencies: Members of this race, if they do take the time and effot to train in a certain class, will likely be one of these. As such, training for PCs of the indicated race in these classes is more available than others. This area may also make indications at classes the race is not made to be, and thus usually not selectable. For example, due to the fact that a Tiefling is part demonic, the character class of Saint in inaccessable to them, as it is a Saint's taboo to consort with demons.
Ability score norms: As a member of this race, one will have to adjust certain scores to reflect, for example, an Elf's frailty, but strong senses.
Other information: Information such as innate magics or other bonuses or negatives will be put here. Some description of the race's appearance usually also shows up here.

Human
Habitat: Humans are as varied in habitat as the wind. Humans inhabit nearly every corner of the earth, spreading their influence.
Class tendencies: Humans have no class tendencies. Finding a class trainer is as easy as finding a Human city.
Ability score norms: Human racial scores are 6 out of 10 across the board, on average.
Other information: None

Elf
Habitat: Elves love living in forests, and their arrogant and aloof nature tend to have them above the rest of the world, in hidden treetop villages in the middle of large forests.
Class tendencies: Lovers of art, music, magic and nature, Elves have diverse class tendencies, from Wizard to Bard and Dancer to Spellsword or Druid.
Ability score norms: Elves are frail, but magically in-tune, sensitive and lithe. This results in a lower STR and CON, but a higher MAG, DEX and SNS
Other information: When playing as a Druid, an Elf may use his MAG rather than his DEV as his main stat. However, if they choose to do this, it requires more focus on studies, and less time physically training, driving STR and CON lower.

Dwarf
Habitat: Miners and craftsmen by their very nature, the typical habitat for the average Dwarf is a live-in mine deep in a mountain.
Class tendencies: Holy and hardy, the Dwarves tend towards being Clerics, Paladins or Warriors.
Ability score norms: Dwarves are tough, strong, and pious, but it is typically taboo to study magic, and the very lawful society of the Dwarves tends to detracts from larceny. Thus, Dwarves have a higher CON and STR, as well as DEV, but lower DEX, AGI and MAG.
Other information: Masters of the stone and steel almost from the cradle, Dwarves find it second nature to take up some kind of craft, and thus craft a specific type of item (such as weapons or gemcutting) with remarkable proficiency. This can make them a lot of gold quickly.

Gnome
Habitat: Gnomes, very social creatures, tend to live wherever lots of people are, especially Humans or Halflings.
Class tendencies: Gnomes are curious, ever-craving knowlegde, but for knowledge's sake. They're tricksters by nature, so they take well to illusions. Thus, they tend to be Wizards, specializing in illusion magic, or Dancers. That said,
Ability score norms: Gnomes are smaller than most, but they rarely let that get to them. Curious, to a fault, they tent to have higher INT, CHA and DEX, but at the expense of WIS and STR.
Other information: None.

Halfling
Habitat: Halflings, like gnomes, like to live amoung the other races, as they are a typically social race. Even so, they do have some of their race in their own seperate communities.
Class tendencies: They may be short, but they're not to be underestimated, as demonstrated by their knack for getting into and out of places they usually shouldn't be. Liking all of the Rogue classes, plus Ninja, their guildhouse locations are a closely-guarded secret.
Ability score norms: Nimble fingers and an innate charm are the graces of these little giants, at the cost of some of the more... mystical gifts. In essence, they gain a higher CHA, DEX and AGI, but a lower STR, DEV and FOC
Other Information: None.

Aasimar
Habitat: Aasimars are, for the most part, unaware of their Celestial heritage, until and unless they become Saints. Most believe themselves to be Human, and live as such.
Class tendencies: Aasimars find thmselves almost unnaturally drawn to study in Divine areas. As such, they are almost always Paladins, Clerics or Saints, the latter being the most common. Aasimars are unable to become Warlocks, because of the long-standing blood feud between Anels and demons.
Ability score norms: Aasimars have a complete devotion to whichever god they serve, but their Celestial heritage tends to disagree with them, disrupting their inner magics and health. In mechanics terms, higher DEV, lower MAG and CON.
Other Information: Aasimars are fourth- or fifth-generation Angels. as such, most have silver or blonde hair, blue eyes, and an especially intense stare. Some may have white feathered wings, but they are usually not strong enough to fly. Others have some minor access to angelic abilities, such as the ability to create light just by willing a touched object to shine.

Tiefling
Habitat: Tieflings usually know they are different, but few know they're part Demon. They live, work, and act much like Humans.
Class tendencies: Naturally nimble-fingered and magically adept, Tieflings find themselves oftentimes as Warlocks or Sorcerors, otherwise as Thieves or Ninja. Some have found they make good Dancers. Being part Demon, they are unable to be Saints, due to the long-standing emnity between Angels and Demons.
Ability score norms: Tieflings come in many different shapes, sizes, and ability score sets, depending on their heritage. The most common two sets will be listed here:
Balor-born: Unlike their ancestor, this type of Tiefling doesn't hold as much power as one would think. Still, their love of fire and blinding speed can be handy... High DEX, AGI, and MAG. Low CHA, DEV, CON.
Succubus spwan: Usually if not always female, these Tieflings posess an allure and grace that commands a degree of attention. These are the type that tend to be Dancers. High DEX, AGI, CHA. Low CON, STR, DEV.
Other information: The description of Tieflings and their abilities also differ by their heritage:
Balor: Most have leathery, black wings, capable of short flights. They all have an affinity for fire, and may substitute in their MAG score for their FOC if a fire-based Ninja or Samurai. Usually have small horns and/or clawed hands. Bearing a light resistance to fire, they're harder to burn through normal fires.
Succubus: These Tieflings bear an otherworldly beauty and charm, (occasionally) offset by red or black leathery wings capable of flight for short periods. Graceful and lithe, they may substitute CHA for MAG when using Dancer spells. They are also able to use their beauty to charm a member of the opposite sex magically, though this ability is limited, and no person that has successfully resisted a Succubus Tiefling's charm can be affected by the same one's charm again.

Warforged
Habitat: Originally created to serve, though eventualy freed of this purpose, these living constructs live amongst Humans.
Class tendencies: Having a strong-built body and even stronger discipline, Warforged are best suited to Warriors, Samurai or Monks, though some have known to be Paladins.
Ability score norms: All Warforged are created, at least in body, according to a specific template, though there are always slight alterations here and there. They have strong bodies, focussed minds, and tough armor plating. They are slow of body, though, and don't possess inner magics as potent as the "real" races. In other words, high STR, CON and FOC, with low DEX, AGI and MAG.
Other information: As living constructs, Warforged need not eat, sleep, or indeed breathe. They are immune to all poisons and sicknesses. even paralysis doesn't work on them. They are able to swap FOC and DEV when Paladins. Still, they do not heal naturally, and in order to repair, they must either have the parts and expertise, as well as someone to get those hard-to-reach spots, or else spells specifically for repair. Warforged are slightly larger than Humans, about 7 feet tall and weighing in at 300 pounds of steel and wood. Magically imbued, they develop individual personas upon creation. Its creator is unable to make a persona for it. Only very accomplished and rich mages can make Warforged, as it is a very costly operation in both gold and magic. Even so, creating life on that scale is something that the wiser Wizards avoid doing.

Kender
Habitat: Kender develop wanderlust at a young age, and only settle long enough to mate and rear the child.
Class tendencies: Ever-curious and sticky-fingered, Kender find it natural to take the Thief class, though some are Dancers or Bards. One will never be able to find a Kender of any other class, as they require more discipline than a Kender's short attention span will allow.
Ability score norms: Swift of tongue, foot and hand, the Kender race is known for "finding" items that are either shiny, magical or else just odd-looking, including exotic weapons, magical items of great power, or even just oddly-shaped belt buckles, much to someone's embarassment. Very high DEX, LUK, high AGI, CHA. Low CON, FOC, DEV, WIS.
Other information: Kender resemble in many ways Elven children their entire lives, which is usually no more than 30 years, when they usually die in some kind of horrible explosion started by the phrase "What does this do?" They are completely immune to fear, and don't even realise they are taking something until somehow it just appears in their hand or their hand appears in the fist of an angry-looking person. They have no concept of ownership and take great offense when accused of actually stealing something. If something is requested of them, they tend to give it up fairly quickly, unless it particularly catches their attention.

Pixie
Habitat: Typically anywhere temperate, larger Pixie settlements only exist in forest glades, often near Elves.
Class tendencies: Nigh undetectable at times, Pixies work best as Thieves or Ninjas. Their decent magical abilities allow for good Wizards.
Ability score norms: Along with their innate abilities, Pixies are tiny, magical and graceful. Still, their size doesn't allow for much power, and they're too flighty for religion. Very high DEX, AGI. High MAG, CHA. Very low STR, CON. Low DEV, WIS.
Other information: Pixies have a set of gossamer wings, much like a dragonfly's, allowing for extended periods of flight. They possess a few innate abilities, centered around getting about undetected.
PostPosted: Thu Sep 13, 2007 2:13 pm


How to read the Class descriptions:

Class name
Main stat(s): The ability score or scores that are most beneficial to this class, usually with reasons.
Basic description: What this class is, does, and entails, in the most basic way imaginable.
Spell type(s): If this class uses magic or special abilities, this is a description of what to expect.
Spell prep: Some classes need to prepare their spells or abilities before they can use them, or at a specific time. This lists when, how, and where.
Weapon proficiency: The weapons the class is able to use with skill. A wizard could weild a broadsword, but he'd be as likely to hurt himself or his allies as his enemies
Armor/shield proficiency: Similar to the above field, except dealing with armor and shields. A character that isn't proficient with the armor he's wearing is going to have a hard time using any spells he can cast, or certain special skills, such as sneaking about or picking locks.
Taboo(s): Some classes have forbidden acts, which, when committed, disable spells, special abilities, and so forth until a condition is met, as listed with the taboo. While in "penance", a character functions as though he was an unskilled peasant, keeping weapon/armor/shield proficiencies and innate abilities only. Once the condition is met, the character may function as though the taboo never happened.

Arcane Classes:

Wizard
Main stat(s): INT is required to study and learn spells, but MAG is needed to cast them.
Basic description: The Wizard is the most powerful of Arcane classes, with spells more devious and awe-inspiring than others dream of. A Wizard can choose to specialize in one school, foregoing all but the most basic of spells from other schools for power in their school unheard-of. The schools are as follows:
Illusion-Dealing with creating effects that aren't actually there, images and figments that simulate reality, but do not make them real.
Conjuration-Calling forces into being, or calling forces already in creation to you. While these spells can potentially create life, they provide no control over what one creates.
Evocation-These spells deal with the creation of pure energy, in the form of elements such as fire or ice, or simply pure force.
Enchantment-This subtle magic deals with the mind, confusing, befuddling, beguiling and charming enemies, sowing seeds of chaos and dissention.
Abjuration-These spells protect rather than harm, creating shields and walls, or turning spells back on their casters.
Necromancy-These potentially fearsome spells deal with the forces of life, death and undeath. They can heal, harm, or both.
Transmutation-These are spells of change, changing the physical form of one thing into another.
Divination-These spells show the caster things they could not know normally, seeing for him.
Spell type(s): See above.
Spell prep: Must prepare daily, requiring books and study time. Most Wizards prepare spells soon after they wake up.
Weapon proficiency: Few. Most Wizards use a simple weapon like a dagger or quarterstaff. Wizards use weapons that require little skill, little strength, or both.
Armor/shield proficiency: None. Armor interferes with Wizard's intricate gestures, as do shields.
Taboo(s): None, though most Wizards make it a point not to cast spells they have no control over, such as a Fire-based spell in a dry forest.

Sorceror
Main stat(s): MAG first and foremost, then FOC helps.
Basic description: While not as powerful as Wizards, Sorcerors pull the magic from within, and it tends to be faster, less predictable, and in essence just as deadly. Unable to specialize, most Sorcerors tend to use Evocation magic most.
Spell type(s): See above.
Spell prep: No prep is needed, but a full night's rest is necessary.
Weapon proficiency: Same as Wizard
Armor/shield proficiency: Same as Wizard
Taboo(s): None.

Warlock
Main stat(s): MAG, then WIS and FOC to control the demon within.
Basic description: Warlocks are people who contacted a demon and made a deal with them in exchange for power. Now, they channel dark energy into powerful blasts, which grow stronger and more controlled with experience.
Spell type(s): Dark energy bursts.
Spell prep: None, but consultation/resistance with the demonic powers must happen whenever the blasts are used, or else the character runs the risk of losing control.
Weapon proficiency: Same as Wizard.
Armor/shield proficiency: Same as Wizard. The demon within will not tolerate such meager and disgusting protections.
Taboo(s): Consorting with Angels or Saints is strictly forbidden. The only way to atone is to either kill the offending being or find a new demon. The former is usually easier.

Divine Classes:

Cleric
Main stat(s): DEV determines spells and their power, but WIS is a nice suppliment as well.
Basic description: The Cleric is to Divine magic as the Wizard is to Arcane. Calling upon the power of their chosen deity, the Cleric commands a great degree of power and knowledge.
Spell type(s): It depends completely on the deity (Talk to me if you choose Cleric about which deity you worship)
Spell prep: Preparation is necessary, in the pre-dawn light of the morning the Cleric must spend time in quiet supplication.
Weapon proficiency: Depends completely on the deity, most Clerics are proficient with weapons such as maces and clubs, as well as their deity's preferred weapon.
Armor/shield proficiency: Clerics, needing little in the way of somatic components for spells (gestures and the like), are proficient with any kind of armor, and most shield types (Tower shields excepted). This may, however, change depending on the deity worshipped.
Taboo(s): Every deity has their own decrees and taboos, to be strictly adhered to by their Clerics. Breaking a taboo denies all allowances of spells until the cleric spends a week in penance, spending their waking hours almost entirely in prayer for forgiveness.

Druid
Main stat(s): DEV, like the Cleric, WIS comes in handy, CON is helpful when using wild shape.
Basic description: A Druid is like a Cleric whose deity is nature. Along with the spells described below, a Druid has a special power: The ability to take the form of animals at will. Called Wild shape, this potentially powerful ability takes a great amount of concentration, and can be rather damaging to the mind and body, if held too long.
Spell type(s): The spells a Druid wields summon animals, control plant life and even with experience can control the very weather. A Druid also has a small selection of healing spells at his disposal.
Spell prep: The Druid must spend an hour a day, when he wakes up, in meditation and community with nature.
Weapon proficiency: Any purely-wooden basic weapon, like a quarterstaff. Also sickles are acceptable.
Armor/shield proficiency: Only armor made from animal hides.
Taboo(s): It is taboo for any Druid, a worshipper of nature, to grossly violate the natural order, or by inaction allow it to be violated. The only penance is to correct the original mistake. For example, if a Druid somehow managed to raise the dead, he would be unable to use his spells until he killed that which he raised.

Saint
Main stat(s): DEV, DEV, DEV. A Saint is all about the Devotion.
Basic description: The Saint is the pinnacle of faith, the most fanatical of followers of his God, almost always Pyos, God of the Sun. He functions much like a Cleric of Pyos, with a few exceptions. In essence, he follows his God so closely he has been granted the powers of a guardian angel, which allows him to heal his allies and himself, as well as shield them with sheer holy force. With greater experience and devotion, a Saint can even raise the dead and speak directly with his God.
Spell type(s): See above, almost exclusively healing-type spells.
Spell prep: None, though consultation with his angelic counterpart is often necessary.
Weapon proficiency: None. A Saint does not directly fight.
Armor/shield proficiency: None. Faith is the greatest shield and the strongest armor.
Taboo(s): A Saint is forbidden to deal with any demons or Warlocks. Also, a Saint takes a strict vow of non-violence, never allowed tro raise his own hand or a sword to strike down another. Penance requires the same as a Cleric's.

Fighter Classes:

Warrior
Main stat(s): Either STR and CON, or else DEX and AGI. It depends on the style you play.
Basic description: Also known as Weaponmasters, Warriors are the pinnacle of combat mastery, expert tacticians, and unparallelled in combat prowess with a single weapon style. Still, for this amount of skill, there's a price: Because of intensive study in combat and combat alone, the Warrior has no other special abilities like other classes.
Spell type(s): None
Spell prep: None
Weapon proficiency: Any, but only truly blessed in combat with a weapon set, pre-selected upon creation, such as broadsword/shield, two-handed axe, or bow.
Armor/shield proficiency: Any, though some armors may be counter-productive. An AGI/DEX-focussed rapier Warrior may find mobility severely limited in full plate armor.
Taboo(s): None.

Paladin
Main stat(s): STR, DEX, DEV.
Basic description: The Paladin is the champion of his deity, the picture of honour and justice, regardless of his place on the good-evil axis of alignment. Weilding a combination of physical prowess and a limited amount of Divine magic, they are bound to serve their God, with sword, with spell, and with blood if need be.
Spell type(s): A small selection of Divine spells, as granted by their patron deity.
Spell prep: Daily, as a Cleric.
Weapon proficiency: Broadsword and lance(only useable while mounted)
Armor/shield proficiency: Heavy shield, platemail, chainmail, or scale mail armor.
Taboo(s): Paladins have a strict code of conduct they must follow at all times. Any break in this code requires two weeks of penance, including fasting, prayer, and community service. This penance can only be done under the supervision of a church of the Paladin's parton deity.

Spellsword
Main stat(s): DEX, AGI, MAG.
Basic description: Similar in nature to a Sorceror, Spellswords are a toned-down version, with some combat expertise. Not quite as skilled as most combat-based classes with his weapon, the spellsword gets by by surprising his enemies with sudden magical strikes.
Spell type(s): Mostly evocation, with a few illusions, mostly emulating more powerful spells.
Spell prep: As a sorceror.
Weapon proficiency: A single light sword of the Spellsword's choosing, such as a rapier or longsword, that can be weilded in one hand.
Armor/shield proficiency: None.
Taboo(s): None.

Rogue Classes

Thief
Main stat(s): DEX, AGI. CHA could be helpful, for talking your way out of things.
Basic description: The name is slightly misleading, as while the Thief class is quite proficient at getting into and out of anything, including purses and vaults, actual larceny is not a requirement of the thief class. Theives have skills around opening locks, fitting into tight places, even using sleight of hand to 'relieve' people of 'what they don't need' without causing 'an unnecessary kafuffle.'
Spell type(s): None.
Spell prep: None.
Weapon proficiency: Light weapons only, or weapons weilded with finesse rather than force.
Armor/shield proficiency: Light armors like leather. Nothing that restricts movement.
Taboo(s): None.

Bard
Main stat(s): CHA is a must. DEX is needed for instruments. AGI helps, because of the low armor allowance.
Basic description: Bards are singers, poets and players of great music. As well as the obvious benefits of music, a Bard is able to sow in some enchantment magic into his music and poetry, in the same way a farmer sows seeds. All magic he casts has to be heard by the target to work, and isn't as powerful as an accomplished Wizard. In exchange, Bards are also able to bolster allies with encouraging music, and have some combat ability.
Spell type(s): Enchantment, sound-based.
Spell prep: None.
Weapon proficiency: Light weapons, especially well-hidden ones.
Armor/shield proficiency: Same as Thief
Taboo(s): Not so much a taboo as a bit of a chore at times, a Bard cannot learn new spells until he learns or writes new songs to sow them into. Also, a Bard's wanderlust tends to come into play often, as Bards find if difficult to stay in one town for very long.

Dancer
Main stat(s): CHA, AGI, DEX.
Basic description: Dancers are just that--people that dance. Still, with their dances, as well as the scarves and colours they wear, they weave illusions in their dances, and with some of the weapons they can weild, they can be surprisingly worthy combatants. Most Dancers are female, but males can be dancers as well.
Spell type(s): Illusion
Spell prep: None.
Weapon proficiency: Weapons that flow, such as daggertails, chains, steel ribbons and whips.
Armor/shield proficiency: None.
Taboo(s): As a Bard must learn or make songs, Dancers must learn or create dances to weave their illusions into. They are also subject to the same wanderlust as a Bard.

Ki Classes

Samurai
Main stat(s): STR, CON, FOC, AGI
Basic description: Samurai are the picture of the focussed and honourable warrior, the perfect balance between the physical and metaphysical, efficiency and honor. They accomplish this by binding their soul and ki to a single weapon, which they themselves make. The ki and their soul meld together, forming a sentience in the weapon, as well as an awesome power, taking on the form of an element, granting power by element.
Spell type(s): The four elements grant different powers, as listed here:
Earth: The strength of stone and earth grant defensive abilities, usually to the tune of covering the Samurai in rock, granting him defense.
Water: Ice and water can control temperatures, or with experience, the weather. However, other types of Water weapons focus the temperature control on their business ends, causing nasty frostbite or freezing burns on contact.
Wind: Wind either makes invisible blades, cutting the very air and creating a razor-sharp vaccuum which propels forward, or else the blade is enveloped in electricity, which can be equally deadly.
Fire: The raw fury of Fire-based weapons is potentially the most deadly to both the opponent, and the wielder. Upon command, the Fire weapon envelops in flame, aside from obvious handles, and by increasing ki output, can even cause a massive explosion of flame. Of course, the Samurai himself is not immune to the fire he causes.
Spell prep: A ki user of any kind is required to spend an hour in a meditative state after a complete rest in order to use his ki.
Weapon proficiency: All, but a Samurai only has a modicum of skill with any weapon aside from his ki weapon.
Armor/shield proficiency: Aside from ceremonial purposes, a Samurai does not usually wear any heavy armors. Typically, they are seen in some chainmail, a breastplate or scalemail.
Taboo(s): A Samurai who breaks or loses his ki weapon is unable to use any ki abilities, he is never allowed to to make another. The only way to restore ki abilities is to recover and/or repair the weapon in question.

Ninja
Main stat(s): DEX, AGI, FOC
Basic description: The deadly assassin, a Ninja uses his ki to distract and confuse his foes while he moves in from the shadows for the kill.
Spell type(s): Like the Samurai, the Ninja's ki is bound to an element. The abilities for each elemeat are as follows:
Earth: The power of earth grants the Ninja the ability to meld himself into any stone surface large enough to hold his body, or the ability to burrow through the earth.
Water: The Water Ninja has the ability to walk on water as though it were solid ground, and even generate a thick fog in the area around him.
Wind: Wind Ninjas are fairly straightforward: They can use their ki to render themselves invisible for a short period of time, or they may use it, with experience, to become insubstantial, becoming as the wind.
Fire: Fire Ninjas can make loud bangs and bright flashes with their ki. This may seem to be contradictory to the Ninja's style, but they serve as distractions that can potentially blind and deafen opponents, making them that easier to kill. With time and practise, those bangs and flashes can function as small firebombs, burning nearby things and people.
Heart: Just kidding. Heart is not an element.
Spell prep: A ki user of any kind is required to spend an hour in a meditative state after a complete rest in order to use his ki.
Weapon proficiency: Same as theives, as well as some one-handed swords, like katanas and scimitars.
Armor/shield proficiency: Same as thieves.
Taboo(s): A Ninja who reveals his name to a living soul renders his abilities unusable near them, unless he kills them.

Monk
Main stat(s): STR, CON, FOC.
Basic description: The Monk is a ki user who has focussed his power inward, and honed his body to become a weapon in and of itself. His fists can crush guards, his skin able to stop swords. With training, they become immune to poisons, diseases, and can even heal themselves
Spell type(s): Monk 'spells' are all focussed on the self. They usually involve things like strengthening specific parts of their bodies, or removing things like poisons or diseases. All Monk 'spells' require no verbal, somatic or material components, but the Monk does need to concentrate and focus, usually involving a mantra of some kind.
Spell prep: A ki user of any kind is required to spend an hour in a meditative state after a complete rest in order to use his ki.
Weapon proficiency: None.
Armor/shield proficiency: None.
Taboo(s): None.

Laertes Ursus

Vicious Knight

13,050 Points
  • Battle: Knight 100
  • Survivor 150
  • Unleash the Beast 100

Laertes Ursus

Vicious Knight

13,050 Points
  • Battle: Knight 100
  • Survivor 150
  • Unleash the Beast 100
PostPosted: Thu Sep 13, 2007 2:15 pm


Profile Skeleton:

A note: The first one is how it should appear when you PM it to me. Written in the fields is an explanation of what I mean by certain fields. The second one, in code, is for easy copy/pasting. I reserve the right to request changes in the profile. Also, feel free to change around stats, but take into mind racial adjustments, and try to have an average score of 6.

Gaia name: Self-explanitory
Character name: Their real name. If they know it, put it down.
Alias(es)/nickname(s): As a Ninja, this is manditory. Otherwise, your choice.
Gender: Male/Female, please
Race: Use one of the races I have listed. If you want to make a variant, PM it to me.
Alignment: If you don't know, ask me.
Class: Use a class I listed, please. If you want to make a variant, ask me.
Physical description: Use. Your. Words. Pictures violate Rule #1.
Weapon(s): The weapon or weapons you carry on your person.
Armor/shield(s): The armor you usually wear and/or shield you employ
Miscellaneous items: List important miscellaneous items here.
Specialization/element/deity: Self-explanitory.
STR: List this score out of 10
DEX: List this score out of 10
CON: List this score out of 10
INT: List this score out of 10
WIS: List this score out of 10
CHA: List this score out of 10
MAG: List this score out of 10
DEV: List this score out of 10
FOC: List this score out of 10
AGI: List this score out of 10
SNS: List this score out of 10
LUK: List this score out of 10

And in code:
[b]Gaia name:[/b]
[b]Character name:[/b]
[b]Alias(es)/nickname(s):[/b]
[b]Gender:[/b]
[b]Race:[/b]
[b]Alignment:[/b]
[b]Class:[/b]
[b]Physical description:[/b]
[b]Weapon(s):[/b]
[b]Armor/shield(s):[/b]
[b]Miscellaneous items:[/b]
[b]Specialization/element/deity:[/b]
[b]STR:[/b]
[b]DEX:[/b]
[b]CON:[/b]
[b]INT:[/b]
[b]WIS:[/b]
[b]CHA:[/b]
[b]MAG:[/b]
[b]DEV:[/b]
[b]FOC:[/b]
[b]AGI:[/b]
[b]SNS:[/b]
[b]LUK:[/b]
PostPosted: Thu Sep 13, 2007 2:16 pm


Accepted profiles:

Amp Zaphrix
Gaia name: Amp zaphrix
Character name: Damien Armanus
Alias(es)/nickname(s): None
Gender: Male
Race: Tiefling (Balor)
Alignment: Chaotic Good
Class: Samurai
Physical description: 6'6", lean build, black hair, worn loose at shoulder length, pale skin, silver eyes. Wears long black leather coat, black leather gloves and boots, black silk shirt and heavy leggings.
Weapon(s): Katana x2, one of which is his ki weapon.
Armor/shield(s): light scale, worn under his shirt, some padding beneath to prevent chafing.
Miscellaneous items: None
Specialization/element/deity: Fire
STR: 10/10
DEX: 8/10
CON: 8/10
INT: 6/10
WIS: 4/10
CHA: 2/10
MAG: 10/10
DEV: 0/10
FOC: 2/10
AGI: 10/10
SNS: 6/10
LUK: 6/10


Hand of Eru
Gaia name: Hand of Eru
Character name: Shon
Alias(es)/nickname(s): Tenkuu
Gender: Male
Race: Human
Alignment: True neutral
Class: Ninja
Physical description: Shon has two outfits: black and a green-brown blotchy pattern. These full-body suits cover everything other than his face. If he wishes, he can also pull pull his mask up above his nose. He is 5'7" and lithe, with piercing blue eyes.
Weapon(s): Shon carries a wakizashi in a katana-length sheathe, as well as an array of small knives and shuriken hidden about his person.
Armor/shield(s): His clothing is reinforced with leather in some places, but provides minimal protection
Miscellaneous items: None
Specialization/element/deity: Wind
STR: 6
DEX: 10
CON: 6
INT: 7
WIS: 7
CHA: 4
MAG: 0
DEV: 0
FOC: 8
AGI: 10
SNS: 8
LUK: 6

Laertes Ursus

Vicious Knight

13,050 Points
  • Battle: Knight 100
  • Survivor 150
  • Unleash the Beast 100

Laertes Ursus

Vicious Knight

13,050 Points
  • Battle: Knight 100
  • Survivor 150
  • Unleash the Beast 100
PostPosted: Thu Sep 13, 2007 2:17 pm


Warnlist Key:

Green: Mild warning. Likely inactivity.
Yellow: Moderate warning. Either severe inactivity or first warning.
Red: Danger. Multiple breaches in protocol.
Black: A blacked person is banned. If you see someone on the blacklist posting (I'll have a date/time of blacking), report them for harassment, unless I mention I already have beside their name here.

Warnlist:

None. Keep it that way.
PostPosted: Thu Sep 13, 2007 2:17 pm


Ashenvale.

The town itself was large and prosperous, its walls tall and well-guarded. People all around were generally happy, crime was low, and life was good. A mostly Human settlement, it eventually expanded itself, becoming a meeting point for most races, mostly for commerce.

The World's End Inn.

This tavern did not reflect the town in which it resided. Run-down, dirty, smelling of stale beer and staler sweat, it was the definition of seedy. Rowdy patrons, drunk on cheap beer and wine, sang rauciously. Several fights started and stopped quickly. Some people simply sat in corners, sleeping or brooding.

((If at all possible, when you start, start at the World's End.))

Laertes Ursus

Vicious Knight

13,050 Points
  • Battle: Knight 100
  • Survivor 150
  • Unleash the Beast 100
Reply
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