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Posted: Fri Sep 21, 2007 4:54 pm
This is an RP of mine that I used in a different forum a long time ago, but didn't go very far. I'm hoping the people here can make this a great RP. smile Table of Contents: Post 1: banner and back story Post 2: game rules Post 3: world map with related info and Necrath laws Post 4: guides to the sides Post 5: characters and information, rules of engagement Post 6: approved character list It was seven years ago today when the evil general Ducrath overthrew the kingdom of Valendia and executed its peaceful king Senatori. His troops completely destroyed the capital city of Vardenvell and rebuilt it from scratch, renaming it Durahan. From Durahan Fortress, Ducrath started to tighten his grip on the rest of the land. He renamed it Necrath, after his late father, and invaded the small town of Anacortes, building a wall all around it and therefore effectively cutting it off from the southern shore. The wood needed for building his structures and arming his troops had to come from Durahan's surrounding forests, turning them into one huge barren wasteland. He placed tollbridges on the Ilmani and Telvani rivers and built a huge arena outside the city walls of Durahan, where he could set an example of his draconian laws by publicly executing his prisoners. Many people fled to neighboring countries. But those that had no intention of leaving founded a new city, deep inside the Forest of Lost Souls. A city of resistance; Attiswil. After all this, Ducrath seemed to stop. Rumour has it that the self-professed emperor has been ill for many years and is in fact, dying. Attiswil grew larger and larger, and so did the resistance. Recently, however, imperial activity seems to be rising again. Imperial commander Valmont, Ducrath's right-hand man and a cold-hearted leader, has been said to be recruiting new blood, and training them in preparation of destroying Attiswil and expanding the empire. Only weeks ago, imperial forces have taken over the Borgerwood goldmine, and rumour has it that soon, Borgerwood itself will follow. As people lose more and more of their rights, the situation grows tense, throwing the land into a constant State of Conflict... You there! The time has come for you to choose a side. Join the Resistance in their struggle to rid the country of its evil ruler and restore the honor of Valendia, or enlist with the Empire and join the army to preserve the law and defend the Emperor of Necrath!
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Posted: Fri Sep 21, 2007 4:55 pm
Game Rules
1: To begin, send me your character's profile in a PM titled "SoC" 2: No god-moding, auto-hitting or any of that old stuff. I'll be keeping a very close eye on this rule. 3: Keep vulgarity to a certain extent and respect Gaia's ToS. 4: OOC comments should be kept in [[double brackets]]. 5: Please keep posts in third-person past-tense. 6: Because certain classes have the ability to restore life, I will only slightly shun killing in my RP. Just consider incapacitating before you slit their throat, please. 7: Keep in mind that in this RP, there are two sets of rules: My rules, and Imperial rules. You are free to bend and break the Imperial rules (corruption amongst imperials and betrayal amongst rebels), but you are NOT free to break My rules. I will swiftly kick those who do. 8: Please keep up with this if you plan on joining. It's so disappointing to have lots of characters on the list but only a handful of them actually playing. sad 9: I shall launch this RP when I have at least 2 character profiles on both sides. 10: Due to my view of murder, I DO allow multiple characters, as long as you can keep up with having more than one. Just make sure you stick to one faction; many things can go awry when a person has a character in both the Resistance and the Empire.
Oh yeah, and 11: Have fun! mrgreen
(For the rules on combat, you can find it at the bottom of Post #5.)
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Posted: Fri Sep 21, 2007 4:56 pm
Previous map of Valendia, before renamed to Necrath:  Kazath Embruldir: cave in the lost valley that leads to Kazath Duerga, technologically-advanced mountain home of the dwarves. Dithaern: western plateaus, site of the ancient Grand Temple of Gailaena. Monkey Island: off-coast island, pirate home. Paradise Woods: less-dense woods on the eastern border of the Forest of Lost Souls. Forest of Lost Souls: home of wood elves, site of Resistance headquarters. Sandral Marshes: inhospitable swampland in southwest corner of Necrath, rumored to have a forgotten temple somewhere in its middle. ~~~~ Durahan: capitol of Necrath, site of the Imperial fortress. Anacortes: inactive port city south of Durahan. Borgerwood: small town west of Durahan, location of gold mines. -------- Necrath Lawbook
Equipment
-Weapons Commoners are allowed to carry and use the following weapons:
Walking cane Commoner's knife Practice dagger Commoner's sword Lightweight sabre Iron shortsword Old mace
These weapons can be obtained from licensed arms dealers in both Anacortes and Durahan. It is important to note that no blacksmith outside Anacortes and Durahan has received a license from the emperor. Commoners using weapons not on this list will be arrested. Commoners using/trading Imperial Weapons will be arrested and ultimately thrown to the lions in the Imperial Arena.
-Armor The use of Imperial Armor by commoners is prohibited. Commoners using/trading Imperial Armor will be arrested and ultimately thrown to the lions. The use of any kind of magic armor by commoners is prohibited. Commoners using/trading magic armor will be arrested.
-Helmets The use of Imperial Helmets by commoners is prohibited. Commoners using/trading Imperial Helmets will be arrested and ultimately thrown to the lions. The use of any kind of magic helmets by commoners is prohibited. Commoners using/trading magic helmets will be arrested.
Magic The practice of magic is not allowed at all. Those caught practicing the arts of magic will be arrested and, depending on the severity of the magic used, ultimately thrown to the lions.
Religion All churches in Necrath must have a picture of Ducrath on their altar and worship nobody else. Those that fail to meet this requirement will be shut down by the Dark Artist Inquisition (the religion of Gailaenism being the most common in the land).
Murder The murder of commoners and/or Imperial soldiers by anyone is not tolerated; offenders will be locked in the cage outside Durahan's southern gate, followed by execution by the lions.
Trespassing Commoners that are trespassing on imperial property will risk a jail sentence or even execution. The description imperial property includes locations that are behind doors that can only be opened using imperial keys, or otherwise clearly marked locations.
Commoners are required to address members of the Imperial army with the proper respect, just as members of the Army are required to address their superior officers with the proper decorum.
These laws are subject to change at any given time. Ignorance of these changes will not be taken as an excuse if the crime is committed.
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Posted: Fri Sep 21, 2007 4:57 pm
Imperial Field Manual
You have chosen to join the ranks of the mighty imperial army, and to serve and protect our infallible leader, emperor Ducrath - therefore you are to follow imperial rules to the letter. Any imperial forces breaking imperial laws will be punished by a superior. Punishment depends on the seriousness of the crime, and can range from paying a fine to being banished from the imperial ranks indefinitely.
Being an imperial means you and your comrades rule this land alongside the emperor. You will have a policing function, settling disputes amongst commoners and arresting those that break imperial law.
Imperial Equipment
There are strict guidelines for the use of equipment. The armory is locked and can be opened with your issued Imperial key. Do NOT let commoners into this area. Imperial gear is superior to commoner likenesses (Imperial sword > commoner sword), and so it is forbidden to trade these to peasants. Any Imperials caught selling or giving Imperial equipment will be punished immediately.
Magic
Magic is strictly prohibited from the commoners. Anybody who is caught putting magic components to use is to be imprisoned and turned over to the Dark Artists for like-minded punishment. For Imperials, only the Dark Artist division of the Empire Army (explained below) is allowed to practice magic.
The Dark Artists
Being a Dark Artist grants you access to dark spells and protective robes, but you will lose your right to use Imperial equipment. The Dark Artist division is a separate branch of the empire, mainly for deployment against extremely dangerous tasks such as serial murderers loose in the country, in addition to serving as the Inquisition against magic-users.
Imprisonment
Jailing people should be taken very seriously. Any abuse of the power will result in banishment from the empire, ending your imperial career forever. There are several guidelines for jailing.
* You are not allowed to randomly imprison people; you must have a convincing reason before apprehending somebody. * Criminals caught in the act may be subdued without hesitation. However, merely suspecting one of criminal activities without evidence is not enough reason to arrest. * Commoners with illegal weapons and other such equipment may be jailed.
Commoners jailed for minor offense, such as carrying a broadsword, may be released if they pay a small fee (10-1000 drakes). This money goes to the officer responsible for the jailing. However, abusing the jail spell for this or any other reason will see you swiftly banished from the empire.
Killing
Although being an imperial means you have a policing function in Necrath, this does not mean that you are allowed to kill commoners without provocation. Any imperials on a killing spree will be dealt with swiftly, and can kiss his career goodbye. Only when a commoner attacks an imperial does the law permit his on-spot execution. Imperials are certainly not allowed to kill other imperials under any circumstances. Accidents may happen, but any disputes should be settled in the presence of a superior officer, and imperials exacting revenge on a fellow imperial will risk their careers.
Being a good imperial means knowing the law and following it to the letter. Study the Necrath Lawbook carefully. If any laws are not clear, ask a superior officer for advice.
When wounded in battle, it is imperative for soldiers to return to Durahan Fortress for immediate first aid action to completely restore health. Medics and surgeons are mostly ordered to stay in the fortress-city for this reason. ----------- Resistance Survival Guide
You have decided to join the fight against the Empire with the rebellion. Ducrath's laws are strict, and only bound to get even tighter; it is up to you to fight back against the Empire in order to restore Necrath back to the peaceful nation of Valendia. We have created this survival guide to help you stay out of trouble when not looking for it.
Weapons
If you're caught with an illegal weapon, you will be taken to jail. The list of legal weapons in Necrath is small, so it is recommended you always have a legal weapon strapped to your belt when travelling or anything else that doesn't really require combat.
Magic
The use of magic is strictly prohibited to us commoners, so it is recommended that if you see an Imperial soldier close in the area to cease your casting and wait until he is out of sight.
Smuggling
Be careful when smuggling goods out of Durahan-- soldiers infest the eastern docks as well as the western and southern gates. Any Imperial gear brought back into Attiswil will reward the smuggler with 500 drakes apiece.
Imperial Keys
Be EXTREMELY careful with these, as they are what locks some of the most important areas in the Imperial fortress, including Ducrath's and Valmont's personal chambers. If you are caught with one, you risk being thrown to the lions. Anybody who turns one of these to the Attiswil office will be rewarded with 2,000 drakes.
Killing Imperials
Being a resistance, we have no objection for killing minions of the usurper Ducrath; but don't broadcast yourself, or you will risk apprehension and possibly even execution. Rebels who return to Attiswil with the severed heads of Imperial guards without being trailed by the empire shall be rewarded with 250 drakes.
Travelling
The tollbridges across the rivers into Borgerwood and Paradise Woods charge 500 drakes for entry, but free to leave. The partner system is suggested; when going east across the bridge, have a friend wait for you on the west side for your return to open the gate for you for free. As always, make sure there are no Imperials around to see it, or you will risk imprisonment.
If wounded in battle, the resistance has a temple of Light that dedicates to the art of healing. If in Attiswil, the priests can restore you to full health. But as that we are a resistance spread throughout most of the land, we realize that we cannot help people by telling them to return to the city; if wounded and too far away from Attiswil, every city in Necrath has a temple with a priest that can moderately (10 HP) heal your wounds once a day.
The Attiswil Office
This is the home base of operations for the Resistance, and is suggested you take any questions you may have to the men in charge.
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Posted: Fri Sep 21, 2007 4:58 pm
Character sheets and information There are 18 classes total: 9 Resistance and 9 Imperial classes. Each class has its own list of spells and abilities to choose from, as well as varying base armor classes (AC) and strength classes (SC). Depending on the race you choose as well as some spells and abilities, the base AC or SC may also increase or decrease. Please read carefully, for if you miss it, I might miss it too when reviewing your sheets. THE SHEET (for assistance filling this out, use my sheet at the bottom of the character list as an example.)[b]Gaia name:[/b]
[b]Name:[/b] [b]Current HP: [color=green]30[/color][/b] [b]Faction:[/b] [b]Race:[/b] [b]Class:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Armor and AC:[/b]* [b]Weapon(s) and SC:[/b]* [b]Magic / Abilities:[/b] [b]Appearance:[/b] [b]Shape of choice:[/b] (Only applies to Shapeshifters) [b]Character Background:[/b] *You're free to write down your weapons and armor of choice, but remember to make it relevant to their respective class numbers. An SC of 0 would be fists or makeshifts, and an SC of 5 would be war hammers and battle axes. As well, an AC of 0 will be cloth, as an AC of 5 would be plate mail. See "Rules of Engagement" for the strength and armor scales.FACTIONSChoose your faction: Resistance, or Empire. (People can be neutral, but since the Empire has a "with-us-or-against-us" attitude, non-imperial players are considered Resistance.) RACESThe main races seen aiding the conflict in Necrath, their homelands, and advantages:  Human- Civilized Necrath- balanced  Dwarf- Kazath Duerga- +1 to AC, -1 to SC  (Wood) Elf- the Forest of Lost Souls- +1 to SC, -1 to AC  Shapeshifter- Necrath underworld- can temporarily shift into one class or race of choice, gaining all bonuses, abilities and penalties of chosen shape Special subrace: (Resistance) Pirate(Imperial) SailorCan be added onto chosen race to expand upon character Note on class spells / abilities: The term (combat) means the ability must be used by using or casting it for yourself (magicks are also included as combat abilities); the term (passive) means the ability is always active, granting its special ability at all times. Resistance Information:
All races are found among the ranks of the Resistance. They are rather loose-canon compared to the empire, but have many hideouts in terrain unknown to the empire. Rebels who incapacitate imperials may loot them for their imperial key.
Available races: 
Classes and their abilities:  Rogue Base AC: 2 Base SC: 3 Can choose two of the following abilities: -Stealth (combat, Hide in shadows, making the character invisible to others who are more than 5 feet away) -Venom (combat, coats weapon with poison, inflicting a long-lasting poison on enemy target when struck [poison deals 2 damage every time opponent posts]) -Lockpicking (combat, able to pick the locks on doors, chests and Agent's shackles [also on self])  Wizard / Witch Base AC: 0 Base SC: 1 Can choose three of the following spells: -Fireball (fire magic, 9 HP damage, small area of effect) -Gust of Wind (air magic, 9 HP damage, temporarily stuns single target) -Wave (water magic, 5 HP damage, large area of effect) -Boulder (earth magic, 14 HP damage, single target, long casting time) -Teleport (arcane magic, blinks caster to location of choice within 30 feet) -Magic Armor (arcane magic, trades AC 0 for 5 for short time)  Knight Base AC: 4 Base SC: 3 Can choose one of the following abilities: -Overpower (combat, knocks enemy prone momentarily) -Absorb Magic (combat, absorbs a magical attack, reducing damage by 5) -Valor (combat, briefly increases SC by 2, self only)  Priest Base AC: 1 Base SC: 1 Can choose two of the following spells: -Soothing Calm (light magic, 10 HP heal, single target) -Bless (light magic, buffs friendly AC by 1, small area of effect) -Nova (light magic, explosion of light energy heals friendly characters by 3 and damages enemy characters by 5 within 30 feet) -Purify (light magic, removes all enemy debuffs (Curse, Mundane, etc), single target [removes Mundane off self])  Ranger Base AC: 3 Base SC: 2 (ranged) Can choose two of the following abilities: -Dual wield (passive, dual-wielding proficiency, adds +1 on to-hit die roll) -Archery (passive, ranged combat proficiency, adds +1 on damage die roll) -Tracker (passive, can detect hiding enemies within 20 feet)  Spellsword Base AC: 2 Base SC: 4 Can choose two of the following spells / abilities: -Magic Weapon (arcane magic, enchants weapon for +1 to SC, self only) -Repel (arcane magic, slightly knocks back all characters within 3 feet) -Simulacrum (arcane magic, summons harmless duplicate of character, self only) -Iron Will (passive, resistant to incapacitating and immobilizing effects / abilities)  Berserker Base AC: 1 Base SC: 5 -Berserk (combat, enters berserk state, attacking with +3 SC for short time, but fatigued afterwards, causing -3 to SC for an equal length of time; can only be used once a day) -Shout (combat, decreases SC of enemies by 1)  Bard Base AC: 1 Base SC: 1 Can choose one of the following abilities: -Epic Poem (passive, buffs all friendly units +1 to AC and SC) -Battle Song (combat, buffs all friendly units +3 to AC and SC, but requires Bard's full attention [buffs lost and song must be restarted if Bard takes any damage])  Sage Base AC: 0 Base SC: 0 Can choose two of the following spells: -Aura (passive light magic, slowly heals wounds of friendly characters within 20 feet [2 HP every time Sage posts]) -Chant (light magic, buffs allies' SC +1, small area of effect) -Haste (arcane magic, speeds up friendly target to twice normal speed, single target [allows two attacks or two spells in one post]) -Sustain (light magic, preserves an ally's life force to prevent his soul from departing of critical wounds, remaining in an incapacitated state instead; effect lasts 24 hours [can only be used once a day]; those who "die" while Sustain is active return to life 12 hours later, but with a permanent -1 to AC and SC [not to go below 0]) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Imperial Information:
Only humans are allowed to join the Necrath imperial army. Because of their dedication to training in the art of war, all Imperials will get to choose to have +1 to AC or SC after choosing their class. As well, all imperial players carry an imperial key that unlocks the gates and doors into Durahan Fortess. Be careful; the key can be stolen if you let your guard down. Imperials who incapacitate rebels may arrest them and send them to the Durahan Prison.
Available races: 
Classes and their abilities:  Soldier Base AC: 2 Base SC: 2 -Disarm (combat, disarms enemy target for a short while)  Lieutenant Base AC: 4 Base SC: 3 -Sap (combat, incapacitates enemy target, stunning them for a short while)  Captain Base AC: 3 Base SC: 4 -Inspiration (passive, has a heroic presence, increasing morale and SC of friendly characters within 20 feet by 1)  Medic Base AC: 2 Base SC: 1 Can choose two of the following abilities: -Restore (combat, restores any negative attributes and heals friendly character +5 HP) -Morphine Shot (combat, relieves all pain and temporarily grants ally with +5 AC for short time, but becomes negatively affected with -3 AC afterwards; allies can only take one shot a day) -CPR (combat, brings slain friendly character back to life, but with a permanent -1 to AC and SC [not to go below 0]; can only be used once a day)  Mediator Base AC: 0 Base SC: 2 Can choose one of the following abilities: -Negotiate (combat, suggests enemy target to do simple simple command, roll of 2 or higher succeeds) -Persuade (combat, charms enemy target to betray their allies, roll of 8 or higher succeeds)  Marksman Base AC: 2 Base SC: 3 (ranged) Can choose one of the following abilities: -Bowman (passive, bow proficiency only; adds +1 on to-hit die roll, 20 yard range) -Musketeer (passive, gun proficiency only; adds +1 on damage die roll, 40 yard range)  Dark Scholar Base AC: 0 Base SC: 0 Can choose three of the following spells: -Inferno (fire magic, 9 HP damage, small area of effect) -Tornado (air magic, 14 HP damage, medium area of effect, tosses victims 20 feet in random directions) -Vortex (water magic, 5 HP damage, momentarily stuns target) -Landslide (earth magic, 5 HP damage, large area of effect) -Levitate (arcane magic, lifts target in air out of melee attack range, self only) -Slow (arcane magic, slows target enemy character to half normal speed, single target)  Agent Base AC: 4 Base SC: 5 Can choose one of the following abilities: -Shackle (combat, handcuffs enemy target, making them unable to melee until either Agent removes them or Rogue unlocks them) -Mundane (combat, quells magic energies around enemy target, making them unable to cast spells until either Agent removes them or Priest dispels them)  Shadow Mage Base AC: 0 Base SC: 1 Can choose three of the following spells: -Curse (dark magic, saps enemy AC and SC by 1, small area of effect) -Evil Eye (dark magic, 9 HP damage, momentarily paralyzes target, single target) -Dark Weapon (dark magic, summons animated weapon with SC 3 to fight with caster) -Portal (dark magic, encases target in globe of darkness, incapacitating them for a moderate amount of time, single target) -Plague (dark magic, poisons enemy with moderate damage, lasts until removed by Priest, moderate area of effect [damages opponents 2 HP every post]; can only be used once a day) -Invisibility (arcane magic, become invisible for a short time, self only) NOTE: All Imperial classes have the ability to arrest commoners, but only the Agent can use his handcuffs in combat. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rules of Engagement
Here are the rules of engagement of player interactivity. Not all situations need to be solved with combat; but when it comes down to it, these rules should establish the guidelines.
Fighting: With each post, a player is allowed to move within 20 feet and make a single attack. Hitting and missing is decided by a roll of two 10-sided dice; the first dice is rolled to determine if you hit through your opponent's AC, and the second dice determines how hard you hit them. After you make the roll, Your opponent must take your rolls and react accordingly (pay attention to the scales below to get the damage correct). Now that the dice system has decided to show up, every character has 30 hit points... I'll be keeping track of how much damage people take. As well, I will be keeping a close eye out for god-moders. If I suspect this happening, I will personally throw a lightning bolt down from the sky to smite your character. wink
Spells and abilities: Since special abilities are more powerful than regular attacks, there will be a 3-post limit to using them. You can use one ability in your first post and your second ability in your second one, but you must wait for the fourth post to use your first again and the fifth for the second; basically, a single ability can be used once every three posts. Which, yes, also means the more often you post, the stronger your character will be. Using spells and abilities will take the place of making a melee attack, so, when using them, substitute your to-hit die roll to determine if it does or not.
Armor class (AC): This number represents a character's defense against both physics and magicks, and determines how hard he needs to be hit by both to take any damage. An armor class of 5 is almost physically impregnable, but is hardly resistant to magic. On the other hand, an armor class of 0 is not safe in melee, but enables him to evade magical attacks. Here's a scale to give you an idea:
AC 0: Melee always hits, Magic must roll 9 AC 1: Melee must roll 2, Magic must roll 7 AC 2: Melee must roll 4, Magic must roll 5 AC 3: Melee must roll 6, Magic must roll 3 AC 4: Melee must roll 8, Magic must roll 1 AC 5: Melee must roll 10, Magic always hits
Strength class (SC): This number signifies the strength of your attacks. An attack class of 0 is extremely fast and hard to dodge, but doesn't grant extra damage on successful hits (fist fighting). An attack bonus of 5 grants massive damage upon successful hits, but are relatively slow in between (great sword), which usually gives the enemy just enough time to step back. As with armor class, here's the scale on damage - accuracy ratio:
SC 0: No bonus to damage, +3 on chance-to-hit roll SC 1: No bonus to damage, +2 on chance-to-hit roll SC 2: +1 bonus to damage, +1 on chance-to-hit roll SC 3: +2 bonus to damage, no bonus on chance-to-hit roll SC 4: +3 bonus to damage, no bonus on chance-to-hit roll SC 5: +4 bonus to damage, no bonus on chance-to-hit rollHopefully I have made all things clear, but in the probable case that I left somebody confused with something, I would be happy to answer any questions.
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Posted: Sat Sep 22, 2007 11:02 pm
TO KEEP THINGS ORDERLY, PLEASE PM YOUR CHARACTER PROFILE TO ME.~Character List~~~~~~~~~~~~~ Gaia name:QuitariasName:Uwe GionertCurrent HP: 30Faction:ResistanceRace:HumanClass:BerserkerAge:19Gender:MaleArmor and AC:Leather armor.2 AC* Weapon(s) and SC:Staff.3 SC* Magic / Abilities:BerserkAppearance: Character: Calm and violent.Uwe is a rare sight to be seen in populated areas.He was part of a nomadic tribe that wandered the eastern mountain range and its surounding area.The tribes favored weapon was a staff due to the problems of gaining any other competent weaponry.Uwe like every other boy in his tribe was trained from the time he was able to stand.He was taught to never fear his foe but instead see him as a test. The tribe was split apart by a small group that thought the tribe should raid another nomadic tribe for their suplies.Uwe was in favor of this due to the fact that their tribe was on the verge of starvation.However the majority of the tribe refused to cope with that and cast them out. He bears no grudge but tends to force his choices upon others as a result of that.Overall he is loyal to his goal and he saw the batalions of empire soldiers and small parties of resistance soldiers and he took it as a chalenge to help the resistance win. The tribes leader once said.To overcome a foe tan times as great as you is the task that is mean to end you.Therefore he now believes it is his destiny to die in this war and he will stand firm and take risks in the blink of an eye.~~~~~~~~~~~~~~~~ Gaia name: ~.Kaarii.~ Name: Cammille [del Rey] Current HP: 30 Faction: Resistance Race: Human Class: Rogue Age: 19 Gender: female Armor and AC: None; AC = 2 Weapon(s) and SC: 2 Katanas, but carries two small daggers on her if venturing into enemy territory; SC = 3 Magic / Abilities: Stealth; Venom Appearance: Shape of choice: (Only applies to Shapeshifters) Character Background: Cammille was born a human under the Imperial Order. She had lived there and had abided by their rules until her parents were executed one day for no particular reason. She was angry and so, she joined the Resistance in Attiswil, hoping to avenge the law that had her beloved parents murdered. ~~~~~~~~~~~~~~ Gaia name: Taalwin Name: Nyysharzi Current HP: 30Faction: ResistanceRace: Wood Elf Class: Wizard Age: 129 Gender: Male Armor and AC: None to speak of for it would hinder his magical properties. AC: 0 Weapon(s) and SC: Carries a small dagger, but never uses it. He prefers his wand. Magic / Abilities:-Fireball (fire magic, 9 HP damage, small area of effect) -Wave (water magic, 5 HP damage, large area of effect) -Boulder (earth magic, 14 HP damage, single target) Appearance: Character Background: Nyysharzi was born in the magnificent Wood Elf homeland of the Forest of Lost Souls, many, many years ago. His destiny was to be a Wizard, specifically an Elementalist. He went through a special sacrifice which bonded him to three specific elements. The Yrûns of Fire, Water, and Earth. He was granted specific spells from the three. He fights now with might and magic to preserve his homeland and those distraught from Ducrath and his menacing Imperial Army. ~~~~~~~~~~~ Gaia name: Ksrugi Name: Dastri Oeaisl Current HP: 30Faction: Resistance Race: Elf Class: Ranger Age: 24 Gender: Male Armor and AC: Steel chainmail shirt under leather ranger clothes, 1 Weapon(s) and SC: Dual scimitars and a shortbow, 4 Magic / Abilities: -Dual wield (passive, dual-wielding proficiency, adds +1 on to-hit die roll) -Archery (passive, ranged combat proficiency, adds +1 on damage die roll) Appearance: He wears only the modest coverings expected from anyone who lives off the land. The only things worth value on him are the scimitars sheathed lovingly on his belt and his finely kept chainmail shirt. His body is slim and toned from the cruelties nature can afford to a ranger, but his handsome face still makes the odd girl turn to look at him. He has no hair, having shaved it all off long ago and sports a hooded cloak to stay inconspicuous. Character Background: Dastri never knew his mother, living always with his father in the forest. From a young age, he learned how to survive on his own in the harsh wilderness. Learning to use his father's weapon of choice, the dual scimitars, he trained hard as a child and could hold his own against his father at the age of ten. His father loved him, but was harsh when it came to training his son, but it all paid off in the end. When Dastri was fourteen, his father left him alone, hoping to aid King Senatori against Ducrath, knowing that Dastri was perfectly fine on his own. Dastri's father died a hero, killing many enemy soldiers before succumbing to his wounds. The death of his father sparked an unbelievable hatred in Dastri for the Empire and he swore to avenge his father's death. For seven long years, he traveled and pushed himself to extremes that would have killed a less determined man and trained to perfect his swordplay and archery. After deeming himself worthy, he returned to the forest of his kinfolk to join the Resistance. It was time for him to become the hero his father was. ~~~~~~~~~~~ Gaia name: SirBayer Name: Aeolin Bardsted Current HP: 30Faction: ResistanceRace: Elvish Class: Knight Age: 25 Gender: Female Armor and AC: Steel chainmail and light plating, 3 Weapon(s) and SC:Leaf-blade steel spear, 4 Magic / Abilities:-Valor (combat, briefly increases attack power by 2, self only) Appearance: ((Normally, I would write a description. But I’m too lazy, so you get this. Oh. And I’ve just always wanted to for the heck of it.))  ((Ideally, that would be a tunic, but that’s the best I could come up with.)) Character Background: Aeolin is in reality half human, half elvish, but she shares more in build with her elvish side, so she tends to go as an elf. Aeolin was raised from birth to be a fighter, horseman, and commander for the elves. Odd for a girl, perhaps, but nonetheless the truth. She was 18 and living on her own when Ducrath conquered Valendia and corrupted it, creating the Empire. At first, she had some hope that the Empire would not be all it was said to be, but that hope was foolish, and she’d known it from the beginning. Ducrath was far too corrupt to lead well or to choose others to lead well. This hope being crushed, however, left her with a sense that the Empire had almost betrayed her, setting her more at odds with it than its simple cruelty did. She fought all the harder, pushing her own standards further and further, growing steadily stronger as time went on. Aeolin is, quite frankly, headstrong. She’s a little cocky, more than a little confident, and has almost enough skill to actually back up her claims. Her heart’s in the right place in the end, though. Gaia name: SirBayer Name: Helen Bardsted Current HP: 30Faction: ResistanceRace: Human Class: Rogue Age: 18 Gender: Female Armor and AC: Leather armor, 2 Weapon(s) and SC: Steel short sword-dagger combination, 3 Magic / Abilities:-Stealth (combat, Hide in shadows, making the character invisible to others who are more than 5 feet away) -Lockpicking (combat, able to pick the locks on doors, chests and Agent's shackles [also on self]) Appearance: Character Background: Despite sharing Aeolin’s name, the two young women are really only related by their human father. They don’t treat each other like half-sisters, though; they’ve bonded rather tightly. Helen was only affected by the change of hands of the kingdom because she lived with Aeolin, and Aeolin took the Empire’s existence rather poorly. From her older sister Helen gained a fairly deep-set hatred of the Empire, so when the elves joined the Resistance, Helen was right beside her sister in the conflict. Although she never did take the fight quite as personally as Aeolin, she did feel the need to fight for what seemed right. Her fighting is hardly legendary, but she’s quite a decent thief. Helen is a cynical misanthrope. Her opinion of humanity is less than ideal, she’s definitely a pessimist, and she’s even managed to spot the imperfections of the Resistance, although out of respect for their conviction she tries to ignore them. She herself is not necessarily unpleasant, as her misanthropy doesn’t spread to simple rudeness, but she’s not the friendly type, really. ~~~~~~~~~~~~ Gaia name: Tonas Name: Captain Tonash Drahow Current HP: 30Faction: EmpireRace: Human Class: Captain Age: 24 Gender: Male Armor and AC:* Full steel armor with reinforced chestplate; 4 AC Weapon(s) and SC:* Longsword, lightweight; 4 SC Magic / Abilities:-Inspiration (passive ability, increases the morale of nearby allies and their SC by 1, due to this unit's heroic presence) Appearance: Character Background: Born long before the takeover of General Ducrath, Tonash was subject to a time within the kingdom of Valendia void of war and battle. However, his father, who had mentored him in the ways of the sword since the tender age of eight, was put to death for a crime that he did not commit, he gladly jumped at the opportunity to claim vengeance when the call to arms came from General Ducrath. Quickly proving himself in the field of battle at the young age of seventeen, Tonash swiftly climbed the ranks of the Imperial Army, coming to be known as one of the most talented swordsman and leaders within the legion. Despite wearing full steel armor, his agility can only be matched by the wood elves of the forest and his very presence is a boost to the morale of his men and a foreboding warning to his enemies. Tonash now stands tall as a captain of the Imperial Army. He wears his tabard and insignia with pride as he gladly leads his men into battle. However, this young captain can sense something strange is occurring within the chain of command, and can feel that the very foundations of what he had so fervently believed in could come crashing down... Name: Barghest Current HP: 30Faction: EmpireRace: Human Class: Shadow Mage Age: ??? Gender: Male Armor and AC:* Black robes; AC 0 Weapon(s) and SC:* Small dagger, otherwise unarmed; SC 1 Magic / Abilities: -Dark Weapon (dark magic, summons animated weapon with SC 3 to fight with caster) -Portal (dark magic, encases target in globe of darkness, incapacitating them for a moderate amount of time, single target) -Invisibility (arcane magic, become invisible for a short time, self only) Appearance: Character Background: One of the high ranking officials within the Inquisition of the Imperial Army, Barghest has taken delight in enforcing the strict rules and discipline within the Imperial ranks and its citizens. His origin is unknown however. The shadow mage only appeared once the call from the General Ducrath that practioners of the Dark Arts were needed within the Army's ranks to ensure the decimation of any users of such magic outside of the general's reach. Sadistic and evil by nature, Barghest seeks nothing more than to witness torment and pain, with or without due cause. He is frequently at odds with the Captain of Battalion A, Tonash Drahow, who reprimands him constantly for his brutal tactics and sickening magicka. Regardless, Barghest is one of the Imperial Army's fiercest supporters and most deadly weapons, one that may even become harmful to the Empire itself... ~~~~~~~~~ Gaia name: PentagonBuddy Name: Eva Afiya Current HP: 30Faction: EmpireRace: Human Class: Dark Scholar Age: 23 Gender: Female Armor and AC: Dark blue robes, 0 Weapon(s) and SC: A rather heavy metal rod. Not really intended for combat use, 3 Magic / Abilities: Vortex, Levitate, and Tornado -Tornado (air magic, 14 HP damage, medium area of effect, tosses victims 20 feet in random directions) -Vortex (water magic, 5 HP damage, momentarily stuns target) -Levitate (arcane magic, lifts target in air out of melee attack range, self only) Appearance: Eva is about 5’6 and has an unhealthy yellow tint to her skin. She is quite thin, but not in a pretty sense. Her eyes are a deep shade of brown, almost black, and have dark circles under them. Her hair is long and brown; she usually keeps it up in a bun. She has a raspy voice which sounds like dead leaves rustling in the wind. Eva also has coughing problem and occasionally hacks up blood. For clothing, Eva usually wears a white linen shirt and pants, with a dark blue tunic over those. And over her tunic is an imperial robe, dyed a deep blue color. It is light and easy to move around in, not to mention a lifesaver against magical attacks, but a sword or anything else wouldn’t have a hard time tearing it to shreds. She wears durable leather boots on her feet; they are well worn from use. Eva has two piercings in each ear: a silver stud, and a dangling cross. Character Background: Born and raised in Anacortes, Eva’s life has not been a normal one. Cursed by a mysterious illness since the day she was born, the doctors of the land said she would die soon. Her parents despaired, but despite the grim predictions about her future, Eva proved them wrong. She continued to live many years, trying to make the most of the time she had in this world. She was 16 when Ducrath overthrew Valendia and her parents were killed during the struggle. Although she was sad at their passing, Eva wasted no time in signing up to work for the empire. After all, if you can’t beat ‘em, join ‘em. And Eva did not want to waste her life trying to free a land she wouldn’t live to see freed. She is now a mage in the Dark Artist’s division, mainly working for the Inquisition. After years of training in Durahan, Eva has been stationed in Anacortes to work with the Inquisition on the investigation of reports about Resistance activity. She is beginning to get bored with the lack of progress however, and is ready to take a more active role in the Empire’s activities. Name: Jerome Current HP: 30Faction: EmpireRace: Human Class: Dark Scholar Age: 27 Gender: Male Armor and AC: Black imperial robes, 0 Weapon(s) and SC: Whatever he grabs, since he doesn’t normally carry a weapon. 1 Magic / Abilities:-Inferno (fire magic, 9 HP damage, small area of effect) -Landslide (earth magic, 5 HP damage, large area of effect) -Slow (arcane magic, slows target enemy character to half normal speed, single target) Appearance: Jerome stands about 5’7. His hair is a bright blond that covers one of his eyes, while said eyes are a dull shade of gray, like the clouds on a rainy day. There is almost always some kind of smile on his face, be it a smug on or happy one. He wears black robes from the Empire. They are kept very clean, in fact, all of Jerome’s clothes are as clean as he can get them. Along with his robes, he wears a black coat over them, a dark hat on his head, and leather boots. On his hands are black leather gloves, to protect him from the “demons” of the environment, and a long black scarf that covers his mouth, also to protect against “demons” that might get him sick. Character Background: Jerome was born and raised in Vardenvell. Although he had a normal life, that all changed when Ducrath invaded. He soon found himself a citizen of Durahan and was faced with a grim choice: Join the Empire or die. He was a cowardly person at heart, and death was the thing he most feared, so the choice was obvious. Not having much physical strength, Jerome knew he couldn’t make it in the army. He chose to join the Dark Artists instead. His experiences with the Dark Artists changed him completely. Although he may seem like an agreeable person on the outside, the man has grown a sadistic side that enjoys the crueler things of life. But even though he enjoys hurting others, Jerome is still a coward at heart. He can’t stand pain at all. Jerome is currently stationed in Anacortes, investigating the Resistance. ~~~~~~~~~~~~ Gaia name: Dr. H. Lecter Name: Shinsei Akari Current HP: 30 Faction: Empire Race: human Class: Dark Scholar Age: 19 Gender: male Armor and AC: * Weapon(s) and SC: * Magic / Abilities: inferno, tornado, vortex Appearance: Character Background: when he was younger was kidnaped by an impearial and was rased to the service of imperials. because of his skill of killing blows was made into an assasin and he completes his assingments with deadly acuracy.his weapon: durandal blade of suffering ~~~~~~~~~~~~ GM character: Gaia name: Dalneik Name: Dalneik DuValmir Current HP: 30Faction: ResistanceRace: Human Class: Spellsword Age: 18 Gender: Male Armor and AC: half set of Mithril armor; AC 2 Weapon(s) and SC: Defender (ancient longsword, family heirloom); SC 4 Magic / Abilities: -Magic Weapon (arcane magic, enchants weapon, self only) -Repel (arcane magic, slightly knocks back all characters within 3 feet) Appearance: Character Background: Dalneik was born to a family he had never known. His parents were unable to support more than his brother before him, and so they gave him to the Church of Gailaena as an orphan. Even in his infancy, Dalneik had promised to become a very devout follower of Gailaenism. However, when he was nine years old, the Empire invaded and outlawed all religion, turning the young boy into an outlaw of sorts. He and his guardian mentors fled together from church to church throughout Valendia in order to escape the wrath of the Inquisition. During this fugitive period in Dalneik's life, he had trained himself to wield a sword, knowing full well he would need it one day against the Empire. When Dalneik 14 years old, he decided enough was enough, and renounced his title as a follower of Gailaena and became a wanderer. Ashamed of his decision, Dalneik took his sky-blue Gailaena robes and dyed them grey, and stitched a brown cloak for him to serve as a reminder that he was no longer part of the church. It has been four years since Dalneik disappeared into the wilds, but rumors have been spreading of a "Cloaked Wanderer" deep in the forests of Necrath. GM-Controlled characters (NPCs): (Resistance) Yurimaru, leader of the Resistance Aden Callidus, second-in-command Xixul Delacarte III, assistant to Yurimaru and Aden(Empire) Emperor Ducrath Commander Valmont Imperial Liaisons Officer Szell Drayer --------------------------- A reminder: I will start this RP as soon as I have 2 character profiles on each faction, other than my own. As well, as I stated in the game rules, I do allow more than one character, so feel free to make another for yourself if you would like. After I've started it, if you decide to join the RP and have sent your profile to me, you don't have to wait for me to post it to begin RPing... JUST MAKE SURE you did send it before you start. Enjoy biggrin
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Posted: Wed Nov 07, 2007 9:45 pm
[[It's ridiculously late over here so I won't do it all now. (Lazy and this will take some work.) But I promise I'll have my profile ready by tomorrow.]]
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Posted: Thu Nov 08, 2007 10:18 am
[[I'm happy to see some people are starting to take interest in my RP. As of right now, I have four characters (which includes my GM character) in the resistance and two in the empire; 4 vs. 2. Ideally I'd like to have at least one more player in the empire before I begin, so I will give anybody interested another day to send me a profile before I start this up. Thanks guys mrgreen ]]
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Posted: Fri Nov 09, 2007 8:18 pm
Dastri carefully cleaned his scimitars on the corpse of his fresh kill, thanking his silent feet and quick swordplay for the meal about to come. It was a rabbit, a small, but adequate meal for the ravenous hunter. Taking the time to carefully skin it and remove its innards, the hunter began slowly roasting the little rodent, using herbs growing around him to enhance the flavor. Soon, he was eating his fill and refreshing his weary body.
It had only been a few weeks since he had returned home, but he did not allow that to soften his strict training regimen. Harsh physical conditioning everyday combined with grueling weapons practice often left him drained. But it would all pay off soon.
Dastri buried the bones of the rabbit and left the organs out for any hungry animal that would undoubtly pass by. His belly somewhat filled and his cleaned scimitars sheathed, he took out his bow and quickly checked over it. It was noon, time for archery practice.
[[If you don't want me to post yet, I'll delete it promptly.]]
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Posted: Sat Nov 10, 2007 9:26 pm
[[It's fine, I was intending to start it up when you posted anyways... so let's just say you started it up for me. smile
On another note, I'd like to make sure everybody knows that I am always accepting new members into this RP, no matter how far into it we may get. I will try to keep up with the plot as it advances, so if anybody who wants to get in wants a quick update on what's going on, I'll be able to help them out. Thank you to everybody who helped get this old show on the road. smile ]]
Dalneik had been walking through the thick forest for days, hoping to finally reach the outside world. It had been many months since he had contacted civilization, but he had recently caught wind that the Empire had been oppressing the people yet again. Dalneik always took it upon himself to protect the oppressed and downtrodden.
Dalneik's destination was the town of Borgerwood, where the empire had seized its gold mines from the people for their own greed. He knew if anything bad was going to happen, it was certain to happen here. Still trudging through the forest, Dalneik knew he had just a few more days' march before he reached the edge of the forest... he had to keep up a steady pace if he wanted to get there quickly. After a few more minutes of walking, he came to a small clearing in the forest with a small stream running in the middle, where he decided to stop for a moment. He wiped the sweat off his brow and then looked up through the leaves of the trees above him. The sun is at its peak now... I should take a quick break, Dalneik thought to himself. He then placed his pack by a tree stump and sat by the stream, and took a drink from it. As he drank from the waters, he could hear rustling from the foliage around him. Assuming it might be a dangerous animal, he grabbed the hilt of his sword.
"Who's there? Show yourself," Dalneik said aloud in a tone soft enough for humanoids but not loud enough to startle a wild animal.
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Posted: Sat Nov 10, 2007 10:55 pm
Gazing across the Durahan Fields, Captain Tonash Drahow, the commander of Battalion A of the Imperial Army felt at peace as he admired the dancing grass as it played with the wind. He and his personal bodyguards were en route to the port town of Anacortes, on a routine journey to move units from one garrison to another. He was proud of his work and what he did. In a way, Tonash represented what the Empire once advocated to being. Serving with pride, the captain was glad to go to whatever field of battle he was required or do whatever task that was asked of him, though never breaking his morals or standards in the process. Looking down the hill towards Anacortes, he longed for things to be as Emperor Ducrath had promised so long ago; to be as peaceful as Valendia had once been, only better. He longed for things to be as the Durahan Fields appeared, serene and calm but he knew, no such peace could be found so long as people could not agree on a common leader or nation. To serve with pride and honor.
Barghest grinned sadistically as he summoned a magic whip into his hand, glaring the prisoner in his terrified face. "Speak! Tell me what you know!" He lashed out with his weapon, the mystic leather ripped into his flesh, causing him to cry out in pain. "SPEAK!" The stubborn prisoner just gasped in ragged breaths. "You still do not wish to give me the information I seek? OH THANK YOU! I was greatly hoping you would do so! Heeheehehehe!" With a snap of his fingers, his whip dissappeared and his hands began to glow a very crimson red. Darkness surged forth from his fingertips and soared into the prisoner's body, wracking it with excruciating pain, causing his cries of agony to reach new volumes. "Thank you SO much!" Barghest cackled with glee. The prisoner had gone silent in a few moments. Quite dead. Barghest's dark magic disappeared from his hands, he nonchalantly turned about and strolled out the room. "Pity, no information. Oh well." He chuckled and wandered out into the dimly lit halls. "Oh how I love this job." He adored the opportunity to torment and torture, to cause pain and agony. He loved this government. He loved all of Durahan and what it had become. To serve with pride and honor.
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