Generally I know stat based games (to the best of my knowledge) are not used here on Gaia. However I wish to keep a fairly simple stat setup for the game here. Just to be fair to those that are in the game for any conflicts that may arise. I want this game to be fun but rolling dice would get old as we have no roller on the site espically.
Okay to keep things generally simple I wanted to cut down lots of stats as much as possible. So the only stats are going to be: Strength, Stamina, Speed, Resistance, and Perception. (You always choose how your character acts and what they look like so any sort of Charisma or Appearance Social styled skills aren't too fun to set in stone. As well as picking if your character would be attracted by how they act or appear...so no specific stats will be set because of this.)
Strength - (Str) - measure of how strong your character is. A good stat for those that plan to be more heavily combat based.
Stamina - (Sta) - measure of how much your character can take before he falls. (Damage, Poison, Drinking, etc).
Speed - (Spd) - falls also under any sort of Dexterity styled stat. How fast your character is as well as a reaction time. A decent stat for those that are looking to be good with a sleight of hand sort of thing.
Resistance - (Res) - Instead of Physical damage this regards resistances to mind affecting magic spells. (obviously spells that do physical damage aren't going to be resisted by this) Though spells that could control someone or spells that could change char status like turning someone to stone or paralyzing them this stat could effect
Perception - (Per) - This simply deals with the characters ability to percieve magic and phsyical things that go on around them. A person with a low stat is unlikely to see anything. A person with a higher stat is more likely to notice.
Laying out stats: Starting characters start with a 3 is average. 4 is above average. 5 is skilled. 6 is exceptional. 7 is almost unmatched. (With an extra 9 stat points to spend. No stat can be given to me above 7, 7 is as high as it goes. These stats are unlikely to change unless the game takes a drastic turn and will still give all chars the ability to have stats that are high but will even it out for everyone playing the game . This stat spread also allows all characters to be above the average nobody that lives in a city.
Skills:
These are the abilities of the character. I am listing all skills as follows and they more than allow a character a chance to develope themselves into sub-classes outside the Elementalist that most will be. All none elementalist characters need to contact me and I will discuss all rules for those sorts of characters with them.
Skill list:
Artist/Crafter/Profession (when you choose this skill you choose one sort of sub-catergory: Arts(drawing, painting, sculpture, writing, etc) Crafts (construction, woodworking, metalworking, fletching, blacksmith, etc) Profession (herbalist, banker, teacher(need another skill that your at least above average at to teach), merchant, etc)
Acrobatics/Athletics - this skill makes you more deft and quick it also gives you the ability to perform these skills with grace. Allowing you more natural balance and quickness to your character and making them a little faster.
Hand Combat - trained in hand combat.
Ear on the Street - Just knowing what goes on in the less conservative and darker areas of the city and generally knowing how the dealing works with the local gangs and guilds.
Riding - Knowing how to ride a horse.
Weapon Combat - each purchase of this skill counts toward one level of one weapon that the character is trained in the use of.
Stealth/Sleight of Hand - Most things that are consistered 'Thieves' based fall under this skill. The ability to move quietly and hide in shadows. As well as being able to Disguise oneself and the Sleight of Hand part is pretty self-explanitory. Stealing, cute tricks, etc.
Survival - Deals with anything that means you need to survive in the wild. Firemaking, hunting, fishing, navigation, knowing what you can and can't safely eat (or at least if the area is too foreign being able to make good guesses.) Same for any plants that might be dangerous to touch. (example: something like poison oak or ivy)
Politics/Finances - these two aren't exactly the same but often go together so I put them as one skill. Politics of course deals with understanding the run of politics as they happen as well as knowing how to deal with or act in situations that could otherwise be dangerous. Finaces deals with knowing how to run your own money and keep an eye on what might be nice on the market or being able to haggle etc. All things dealing with money.
First Aid - Knowing what to do to help someone when they are injured. Not a magical healer or much of a doctor but gives the ability to aid someone that they couldn't without it.
Extra Languages - each skill falls under an extra language. Though I'm not certain of the languages yet for all areas these are what exist so far: Argenrum (the common language that all characters speak), Elemental (the language all elementalists are taught (is one of the classes at the school) all elementalists start with it, Dragon (generally a forbidden language because it's the language of the magics that are on the main world and considered part of the reason for the war. Though it's still sometimes found in very old books or ruins), Elven (self-explanitory), Demonic, Angelic, (most racial languages). To keep things simple all languages are bought seperately if they aren't started with but you start with a full skill lvl in those langauages.
Skill distribution: As a Elementalist at the school you automatically start with Argentum, Elemental, and your racial language (another language if your human as Argentum would have been your racial language). You start with 6 levels of weapon combat skills to purchase (including hand combat) for free as well. Otherwise you also recieve 12 skill levels to divide amoungst the skills as you see fit.
Skill levels work as follows: 1 is novice, 2 is below average 3 is average. 4 is above average. 5 is skilled. 6 is exceptional. 7 is almost unmatched. Skills can be raised in the game more often than stats will be all depending on what is going on in character. If your character never rides a horse in her life...probably wouldn't be realistic to have her have riding.
Elemental Gifts - the reason why the school is a elementalist school after all. These are not just the four common elements. Many will be here as the school looks at all magic as a element.
Fire, Water, Wind, Earth, Death*, Healing, Darkness or Shadow, Sun or Light, Mind*, Space or Time*, Bio*, Plant, Acid
* - all elements with this are considered forbidden magics and while some of the people with these elements exist all of them that are allowed to live are there to fight off the others with those magics. Therefore anyone wanting these magics are going to have to special permission (aka: PM me and tell me why they should have these).
If you have a question as to what any of the elements do you are more than welcome to ask me. I am here to help however I might be able
Elemental Gifts to start with: All students are here because they are gifted in the elemental magics in some way and no that usually doesn't mean they are limited to one. However the characters are going to be limited to being really good in one gift and then later on things can change. Even gifts will go up more than stats will .
All students will start with one element of choice at 3. And then they will have 3 more points to spend on any of the others (but they can only raise them as far as two) No matter what you'll have three elements starting that way and up to 6.
Elemental Ratings:
1 - beginner (small effects but they always work)
2 - average (can summon lesser elementals* of their element to the world but these will not put themselves in harms way, starting to get more grounded effects)
3 - above average (definite effects, could summon a wall of ice if a water elemental, or start to summon small armies of zombies if a death, be able to bring a large tree back to fruitfullness with plant, etc)
4 - skilled (exceptional effects, making a waterfall shift to float in midair, summon greater elementals* that will do nearly anything for you)
5 - master (miracle like effects, summon a volcano out of the ground or simply pause the eruption of one and send it back to being dormant. Make a storm that could wipe out small countries, bring a dead person back to life...)
(Elemental rankings only go up to 5 instead of 7 and that is why people start with less of them)
* - an elementalist has something bordering on utter trust or love for the beings that simply are physical representations of the magics they use in the purest possible form. Allowing one to die of any element (not even one they use) is a horrible act that is as bad if not worse than murder to the Elementalist community. So sending an elemental into a fight it cannot win even if it's to delay the escape of the elementalist or to allow it to die in protection of oneself is never acceptable...even to the vialest of elemenatalists.
How elemental magic works: Elemental magic once someone has the ability is all mental. People can decide to use chanting or other ingrediants for spells to make them easier for themselves to cast (they definetly make them a little more effective) but a full out spell can merely be summoned by the mind for the Elementalists. Which is why they believe that magic by them is better than average magic. (the average magic on the world almost always requires some sort of component)
*Please keep in mind stats are only guidelines. For example: A person attempting to hide in shadows from someone would do so easily against someone with a low Per. However if the person had a high Per they'd have a better chance to notice. But scenes as they are would be the deciders of it. If the person with high Per is going up against someone with a high Spd then it'd depend on if the person is looking or how close, how deep the shadows are, what skills they have to help them, Etc.
Really these are quite simple stats for a char compared to a lot of the book rpgs I play so hopefully people will put in the effort. (PLEASE! *BEGS*.) I figured they give you more of a structure and fun background for all the characters to play with.
All this being said I would like all who would like to play to send their character profiles to me as followed below please:
Name: (the character's name)
Player: (your profile name )
Class: (on top of elementalist, and definetly tell me if your not an elementalist at all...then I'll need to speak with you.
Race: (I allow at this time: Humans, Elves, and half-elf or humans of the following races: demon, angel, vampires(can go out during the day sometimes) I'll allow Furries as well. If you want a race not listed, simply ask. I do not want full demons angels or vampires sorry .)
Stats:
Strength - 3
Stamina - 3
Speed - 3
Resistance - 3
Perception - 3
(With 9 stat points to spend)
Weapons: 6 lvls of weapon combat skills (including hand combat if desired) (all start 0)
Skills: 12 lvls of skills for anything. (all skills start 0)
Languages: Argentum, Elemental, one freebie(race if not human, otherwise any)
Elemental Gifts: Main element at 3. 3 points to spend with no second element over 2 and not spending any points on main element.
Where the Character is from: Can pick the city Arcene, a villiage or city of your own making (must be on the moon Argentum or one of it's sister moons Auram or Nehushta) Also can be from one of the other magic schools. I haven't named them all yet but I am going to work on it. If anyone wants to be from one of the other schools mention it in detail in the PM what style you'd like cause I have a good idea of the styles just haven't named them or typed them up yet.
Description of Character: (Generally most Elementalists dress and look to fit their elements as a matter of pride, but some dress normally just as a measure of being secretive. Anymore it's safer to dress normal when you go to town but I want a description of what you wear around the school. Also do tell me if you wear normal clothes to the city when your character visits.)
Short background: (doesn't have to be nothing fancy, just to give me a idea of it and how it might blend in with the skills and elements they have . Tieing it all together is always my favorite part of making a character myself but it's all up to you.
Short description of personality: (again doesn't have to be fancy, just prefer to have some idea of it)
***Reminder: Do Not post your character to the forum. Send it to me! If others know who your character is before you play then it makes the game less fun. Please listen to this rule!***