Welcome to Gaia! ::

The School of Dedicated Roleplayers [closed]

Back to Guilds

A general roleplay guild with emphasis on improving RPers. 

Tags: Roleplaying, Tutoring, School, School of Dedicated Role Players, RPing 

Reply 06 General Archives (non-RP inactive threads)
RP: ZION: War of Dreams (Not Yet Open!)

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

SailorHelios

PostPosted: Tue Jul 12, 2005 1:58 am


Pretty Banner Coming Soon!


This is a Cyberpunk-like Fantasy/Science Fiction Campaign-style roleplaying game, set in an original world of awesome creatures, technological marvels, and dark secrets.

<---~--->


Table of Contents
1) Rules
2) Story
3) Setting
3.A) Religion
3.B) Magic
3.C) Technology
4) Races
5) Characters
6) Application

<---~--->


RULES
1. No godmoding.
2. No cybering.
3. I do not have anything against romance, but there is definitely a limit. PG-13 please.
4. No one-liners. Try to be more descriptive. Much more descriptive.
5. On that note, please be literate (as in at least try to use correct grammar and spelling) and creative as well.
6. Please PM me your profile so that I can approve of your character.
7. I have the authority to kick you out. If I ask you to leave, please do.
8. Any and all other Gaian rules that I haven't mentioned. Obviously.
9. This is an ongoing roleplay. If you are not going to keep coming back, please do not start.
10. This roleplay is much like your typical Dungeons & Dragons game, where there is a gamemaster that controls the world, the success of your actions, etc, etc. While it may seem to slow up the game, please only post ONCE between gamemaster posts, unless the gamemaster states otherwise (such as your characters being on a long journey, or it being 'down time'). This ensures the game runs smoothly as possible, and that the gamemaster can reply to EVERYONE'S post in an orderly fashion to ensure that no one is ignored or left out.
11. For the sake of speed and fairness, the victor of combat in this RP will be pre-meditated before the battle begins.
12. Have fun!

<---~--->


STORY
No one can remember what happened beyond 200 years ago on the mythical planet of Zion. It seems as though the entire planet had been born in that instant, and the tyrannical Coalition had a powerful hold over the world from it's very birth. Recent findings by the sages of Prydain point to this not being the case, though no one listens to the magically inclined anymore. Technology is the true power. Technology is the future. Technology, though, is slowly killing the planet thanks to the Coalition's discovery of Ammite ('Anti-Magical Mineral'-ite), and their fanatical strive to destroy all magic has been greatly enhanced by this.

The quest is on to find the answer to many troubling questions. Was the planet created in that instant, or are their shadows in the minds of every Zionian? Why does the Coalition want to snuff out the lifeforce of the planet? Where did they come from?

Only those that wish to stand above the norm on Zion will be the ones to discover the answers.
PostPosted: Tue Jul 12, 2005 1:20 pm


SETTING
The world of Zion is much like Earth, as it is 70% water and 30% land.

Map Coming Soon!


The continents form a massive lagoon, and no continent is more than 50 to 100 miles apart from another. In the middle of this massive lagoon is a Bermuda Triangle-like phenomenon which not even Ammnite-armored ships have been able to pass through safely.

Starting from the southern-most tip and going clockwise are the continents, hearby known as Regions, below.

~*~ PRYDAIN ~*~

Government: Aristocracy
Military: A myriad of classical fantasy 'professions' including Knights, Archers, Rangers, Magi and Priests, although they have lost an incredible amount of soldiers to the Coalition onslaught.
Population: Humans (60%), Elves (30%), Deviants (7%), Werebeasts (2%), Nightstalkers (1%)
Freedoms: Magic of all forms are used regularly; Deviants, Werebeasts, and Nightstalkers are treated as regular citizens
Bias: Technology of ANY sort; Ammnite

A lush, green land of ancient beauty, Prydain is the definition of 'Fantasy'. With wide sweeping plains, tall mountains, cozy little valleys, old growth forests with massive trees, it truely invokes a sense of magic and times long gone on Earth, when sorcery and the sword reigned supreme. This is the true face of Zion. Unfortunately, the Coalition wishes to become the 'new' face of Zion, and Prydain, as their complete opposite, must be destroyed at all costs.

~*~ PHENRYR ~*~

Government: 'Pacifist' Dictatorship
Military: A more modern military, like the Europeon countries on Earth, with one exception. 50' tall man-piloted robots, commonly known as 'Mecha', though the Zionian term is 'Gowamertz'.
Population: Humans (70%), Elves (10%), Dwarves (15%), Nightstalkers (2%), Werebeasts (2%), Deviants (1%)
Freedoms: Despite it being a Dictatorship, all citizens are treated as equals (although most are not willing to easily accept the Nightstalkers, Werebeasts, and Deviants).
Bias: None.

Forest covered Phenryr greatly resembles Europe of old, especially resembling the Nordic lands as well as Romania/Transylvania. Here, great palaces of gothic architecture rise from the trees, and the cities and towns are of French or Italian design, with cobblestone streets and detailed metalworking on all buildings, courtesy of the native Dwarves. It acts as a buffer zone between Prydain and the Coalition, though only attacks in defense, as attacking offensively would certainly be a lie against their pacifist nature.

~*~ COALITION STATES ~*~

Government: True Dictatorship
Military: Pure technology. Robots of all shapes and sizes, all deathly loyal to the Coalition despite their Free Will AI (Automutons), cyborgs, Gowamertz, all armed with ammite weaponry.
Population: Humans (90%), Deviants* (10%).
Freedoms: None.
Bias: Magic of any form.

*Note: Deviants in the Coalition States are easily the most horribly deformed, and have absolutely no powers. Their lives are nothing BUT misery.

The Coalition States. The big bad evil. A land roughly the size of Russia, covered from end to end with pavement, steel, and brutality. Coal-stained buildings are the norm in every city, as is the horrible treatment of the Deviants that were unfortunate to be snatched up in Coalition raids. The citizens hate all magic, and believe the only good demihuman is a dead demihuman, or one enslaved.

~*~ GRANVELD ~*~

Government: Tribal Monarchy in villages, Anarchy otherwise
Military: None.
Population: Humans (40%), Werebeasts (20%), Elves (20%), Deviants (10%)
Natural Resources: None.
Freedoms: Many.
Bias: None.

This is neutral ground, where the only bastions of civilization are small tribal villages centered around the extremely rare oasises. Here is where our story will begin. It's roughly the size of the African continent, yet is nothing more than a gigantic, extremely arid desert.

~*~ JYUUNIN ~*~

Government: Democracy
Military: Technology-based much like the Coalition, but also has an equal force of manpower, including Ninja, Samurai, and Monks dedicated to the Daishogun.
Population: Humans (20%), Elves (20%), Autonomatons (20%), Deviants (20%), Werebeasts (10%), Nightstalkers (10%)
Freedoms: All races are considered equal.
Bias: None.

A land of mystery, where super-technology and magic co-exist. Metropolises are adorned with millenia old trees that reach as tall, or taller, than the skyscraper buildings. Despite what the Coalition believes, their true 'enemy' in creating a new Zion is not Prydain, but Jyuunin. They are stark traditionalists, and despite the fact they have no recollection of what all occured 200 years ago, they refuse to let the Coalition destroy the planet, even if it means playing their own game.

SailorHelios


SailorHelios

PostPosted: Tue Jul 12, 2005 3:17 pm


RELIGION
No one remembers the true reason why they worship these Gods, save for old tomes stating their involvement in wars and events that no Zionian can remember occuring. Still, they honor these ancient deities, in hope that they will save their world in it's darkest hour.

~*~ LUMYNARR ~*~

Alignment: Neutral
Domains: Light, Life, Love, Beauty
Dogma: Uphold good; Help those in need; Treat all as equals unless they prove dangerous to the ideals of good or the lives of others

~*~ SELENUS ~*~

Alignment: Lawful
Domains: Darkness, Magic, Death, Law
Dogma: Preserve the law; Use magic properly; Destroy the undead and others that break Death's law

~*~ MORPHEUS ~*~

Alignment: Chaotic
Domains: Dreams, Adventure, Courage, Celebration
Dogma: Never give up; If you see something interesting, check it out!; Any day is a good day to enjoy oneself

<---~--->


MAGIC
Enerjist Stones
Enerjist stones are the powersource of all magical 'technology', as what runs Prydain and allows magical artifacts to function. Enerjist stones can also be used to power one spell from a mage's repetoire (such as if a Mage were to cast a fireball spell, the stone would instantly be turned to dust, but it would have saved the Mage one casting of that spell for the day). When enerjist is used up, it turns into a pile of useless dust, and when in the presence of ammnite, the stones wilt into dust within an hour.

Force
Force is the most basic form of magic on Zion. It takes the raw power of magic and forms it into many functions, mainly minor utility spells but with some attack and defensive spells as well. Unfortunately, since this deals with raw magic, it is instantly nulled by ammite weaponry.

Elemental
A somewhat trickier form of magic due to the seven elements (Earth, Air, Fire, Water, Plant, Thunder, Ice), and balancing between each element's strengths and weaknesses, such as to use Earth and Plant magic, one must be standing on the ground. Fire magic does not function when there is a lot of water in the area, as Water and Ice magic does not function in an arid enviroment. Air and Thunder are more flexible, but these two schools are restricted to only defensive (Air) and attack (Thunder) spells.

Earth is weak to Air, Air is weak to Earth, Fire is weak to Water, Water is weak to Fire, Plant is weak to Ice, Ice is weak to Fire, and Thunder is weak to Water.

Elemental spells are more resilient to ammite, as they utilize the outside world to the caster's advantage. An example would be an Earth school Magi creating a wall of stone. While the ammite could obliterate a wall of force with ease, it cannot easily slice through the wall of stone because it is magically made.

Luminous
'Holy' magic, primarily used for healing wounds and strengthing allies, but can also be used in combatting the undead or minions of evil and darkness. Luminous magic cannot be used in an offensive way against good or neutral creatures, or those lacking flesh, which makes the offensive capabilities of Luminous magic useless against the Coalition (as the soldiers are all considered Lawful Neutral, following the Coalition law without hesitation).

Umbral
Shamanism. Communing with spirits, creating wards against evil or dark influences. It is the defensive side of Luminous magic, despite it's shadowy name. Students of this school are experts in battling incorporeal supernatural entities, and can even enslave them, or make them corporeal for their Luminous brethern to deal with.

Psionic
Psionics is much like Force magic, though instead of manipulating raw magic, the Magi draws the power through his mind like a filter, changing it into psionic energy. Psionic energy is not affected by ammite, but this style of magic is EASILY interrupted, and the backlash from an incomplete spell can be deadly, to say the least.

<---~--->


TECHNOLOGY
Gowamertz
Standing between 40 and 60 feet in height, a Gowamertz is a bipedal war machine. Depending on the Region of construction, a Gowamertz can be a sleek and slender machine (Jyuunin), a stocky but immovable juggernaut (Coalition), or a compromise between the two designs to create a powerful defense-oriented unit (Phenryr).

Gowamertz are armed with infrared, thermal, and night vision cameras, minimal flight capability (giving them the capability for burst-jumps, or to slow their falling speed, or hover at 1.25% walking speed), and at least one artillery weapon and one melee weapon, and their armor, which is impervious to handheld conventional firearms up to a rocket launcher, and is impervious to handheld beam/laser weaponry up to a shoulder-mounted cannon. Other weapons and defensive systems are optional.

Gowamertz mechanics are few and far between, and pilots that know how to repair Gowamertz are even MORE rare. To find a team of these people is to find paradise for a Gowamertz pilot. Obviously, most races hate Gowamertz with a passion, so most pilots are Humans or Dwarves.

Autonomatons
Human-sized (but not necessarily humanoid), AI-driven yet souless robots. They can express a wide range of emotion like a regular human, but their bodies and inner workings obviously betray that they are living beings. Autonomatons are always created with one task in mind, either to be soldiers, medics, repairmen, etc. Because they do not live, and are therefore souless, they cannot under any circumstances utilize magic.

Race Information
Lifespan: 50-year battery
Hair Color: Any
Eye Color: Any

General Appearance-
Human sized, no larger, no smaller, but as for body shape, anything goes.

Advantages-
-Well armored, can withstand physical punishment that would kill a regular human, including handheld firearms up to a Desert Eagle.
-Immune to disease and toxins..
-Have no problem functioning in no-oxygen enviroments (such as being underwater or in space).

Disadvantages-
-Cannot heal on their own, must be repaired.
-Cannot use magic.
-Magic that causes damage to inanimate objects (such as a 'Shatter' spell) AUTOMATICALLY affects them if they are targetted.

Ammite
Ammite. The bane of all magical beings. It appeared 200 years ago when Zion was 'born', and it was always in the hands of the Coalition. Ammite has the ability to disrupt magic, which includes the magical lifeforce of most creatures and races on Zion. It can only be found in the Coalition States, and anyone not apart of the Coalition found wielding Ammite weaponry, wearing Ammite armor, or just having pieces of it will be killed on sight not only by the Coalition States, but by Jyuunin and Prydain.

It is said though that a black market for Ammite exists somewhere in Granveld.
PostPosted: Thu Jul 14, 2005 2:21 pm


RACES
Humans
The most populous race on Zion, humans come in all forms. They are capable of almost any profession, from magic to technology to the martial arts, and despite not being born with racial abilities like all other Zionians, humans can excel where they cannot.

Race Information
Lifespan: 75-100 years
Average Height: 4' 11" to 6' 9"
Hair Color: Any
Eye Color: Any
Skin Color: White, Yellow, Copper, Tan, Brown
Special Features: None

Personality-
Any. Good, evil, lawful, chaotic... whatever they want to be, they are. Communities generally bend towards 'lawful neutral', and view those that don't follow the rules as weirdos.

Alliances-
Naturally due to the Coalition states, other races are wary of humans. Humans though share no full hatred of any race, unless they are citizens of the Coalition States, then they truely and fully hate every non-human race.

Advantages-
None.

Disadvantages-
None.

Elves
This mystical race of long-lived, height-endowed humanoids are almost as varied as humans, although they abhor the use of technology (even the Urban elves do). The race is split into five sub-species, each living in a different part of Zion, and with different personalities and abilities.

There are five variations of the Elven race, each living in different Regions. Each is detailed below.

Race Information (Light Elf)
Lifespan: 700-1000 years
Average Height: 5' 11" to 7' 8"
Hair Color: White, Silver, Blonde, Gold
Eye Color: Solid white
Skin Color: Alabaster white
Special Features: 4" pointed ears, almond-shaped eyes
Region: Prydain

Personality-
The Light Elves are a very proud and noble race, and although they are quite benevolent, they are haughty and believe themselves to be the greatest and most powerful race on Zion.

Alliances-
The Light Elves distrust any humans not from Prydain. They eye the Deviants with a great deal of suspicion, something about them feels... off.

Advantages-
Superior natural talent for Luminous magic.
Fluent in both Common and Elven.

Disadvantages-
Vulnerable to Ammite weaponry.

Race Information (Shadow Elf)
Lifespan: 700-1000 years
Average Height: 3' 8" to 5' 9"
Hair Color: White, Silver, Steel Blue, Gray
Eye Color: Solid red
Skin Color: Dark brown or Ebony black
Special Features: 3" pointed ears, almond shaped eyes
Region: Phenryr

Personality-
The Shadow Elves are as benevolent as their Light elf brethern, though they are much more down to Earth, and sometimes quite somber. Thanks to their years of living with the dwarves in their cavernous homes, they know how to party, and how to hold their liquor.

Alliances-
The dwarves and shadow elves share communities, so are the most aquainted. Otherwise, they don't mind other races, except for the Coalition humans.

Advantages-
Superior nightvision.
Superior constitution.
Superior strength.

Disadvantages-
Will be blinded for longer than normal when affected by a 'Flash' spell (or stepping out into the sun).
Vulnerable to Ammite weapons.

Race Information (Sylvan Elf)
Lifespan: 700-1000 years
Average Height: 5' 4" to 7' 2"
Hair Color: Copper, Brown, Green, Chartruse
Eye Color: Solid gold
Skin Color: Deep tan
Special Features: 3" pointed ears, almond shaped eyes, long fingers
Region: None

Personality-
Quiet, somber, the day Zion was 'born' was the day they lost their home. Ever since, they've been wandering the planet, trying to find a new place to call home and evade the Coalition soldiers.

Alliances-
They blame humans for what happened to their home, and are more sure than anything that Zion was not simply born 200 years ago, which further alienates them from other races that believe such nonsense.

Advantages-
Superior natural talent for Elemental magic.

Disadvantages-
Distrustful of other races.
Vulnerable to Ammite weaponry.

Race Information (Sand Elf)
Lifespan: 700-1000 years
Average Height: 3' 8" to 5' 9"
Hair Color: Sandy blonde or sandy brown
Eye Color: Solid copper
Skin Color: Sandy tan
Special Features: 3" pointed ears, almond shaped eyes
Region: Granveld

Personality-
Sneaky and money-hungry, these elves would turn on you as soon as you couldn't pay up whatever you offered to get them to help you. Their society is much like a ninja clan of old, except for the whole 'living in the middle of a giant desert' deal.

Alliances-
Whoever pays the most. Despite the fact they eye those carrying Ammite weaponry with great suspicion, the Coalition has enlisted many sand elves to help them scour the desert for deserters or rebellion camps.

Advantages-
Superior endurance.
Superior dexterity.
Superior tracking skill.

Disadvantages-
Vulnerable to Ammite weaponry.
Absolutely untrustworthy.

Race Information (Urban Elf)
Lifespan: 700-1000 years
Average Height: 4' 2" to 7' 1"
Hair Color: Any
Eye Color: Any
Skin Color: White, Tan, Brown, Dark Brown, Black
Special Features: 3" pointed ears, almond shaped eyes
Region: Jyuunin

Personality-
The most hospitable of the elven races, but also the most clever. The urban elf lives in the cities of Jyuunin, and with their wit and intellect, help human businessmen from retail to politics keep everything in meticulous order... mainly because they can't stand chaos.

Alliances-
Humans of Jyuunin mainly, it's rare they've ever met a Sand or Shadow elf (or dwarf), and if they have they hate them, dirty little creatures they call them. They are also avid protestors against the Coalition states.

Advantages-
Superior intelligence.
Superior wit.
Superior knowledge of bueracracy.

Disadvantages-
Weakened physical abilities.
Vulnerable to Ammite.

Dwarves
Lords of the mountain ranges in Phenryr, the stocky breed known as dwarves pride themselves as the finest artisans on Zion. They love to party as much as they work, but don't take them as pacifists, as they are some of the most tenacious warriors on the planet.

Race Information
Lifespan: 300-500 years
Average Height: 2' 11" to 4' 9"
Hair Color: Black, brown, dark silver
Eye Color: Brown
Skin Color: Tan but muddled with various splotches of earthen tones, like a rock
Special Features: Slightly pointed ears

Personality-
Hearty and hospitable like a cozy Phenryr inn would be the best way to describe the dwarven race. They work hard, they party hard, and they've no qualms about inviting others to their parties. Mind you though, don't touch their mines, dwarves are easily one of the greediest races on Zion aside humans. Dwarves also tend to be homebodies, never wanting to venture out from their cavernous cities.

Alliances-
Dwarves and shadow elves are like brothers. As for other elves, they tend to annoy the crap out of them with their uppityness or broodiness. So long as a human isn't about to go poke an Ammite stick in their butt, they're okay with'm. They harbor no ill will towards other races, though they haven't really mingled with them either.

Advantages-
Superior strength.
Superior constitution.
Superior blacksmithing and carpentry skills.

Disadvantages-
Rather ignorant of the outside world.
Vulnerable to Ammite.

Werebeasts
Proud protectors of the wild, werebeasts can be found sparingly in more populated areas of Zion, but heavily in areas more to their suiting (such as you won't find a Wereshark in Granveld). If not for their many weaknesses, they would have defeated the Coalition by now and have returned to their forest homes.

Werebeasts each have four forms: Human, More-Human-Less-Animal (The 'animal person' form, one they are in most of the time), More-Animal-Less-Human (The stereotypical TRUE werebeast form), & Animal form.

The various animal tribes are:
Wolf, Fox, Lion, Tiger, Ram, Horse, Cobra, Reptile (NOT Dragon), Manta Ray and Shark

Race Information
Lifespan: 75-100 years
Average Height: Same as human/6' to 8'/9' to 12'/Twice the size of a normal animal
Hair Color: Patterned like animal's fur/scales (Human form)
Eye Color: Feral gold, green, or ice blue
Skin Color: Same as human (Human form)
Special Features: Slightly pointed ears, enlarged canines (Human form)

Personality-
Loyal to their cause to protect the wilds, their tribes, and tradition, as those are the most important things in their lives. Should anyone come between them and their duties to the wild, their tribes, or tradition, they will find out why werebeasts are some of the most deadly creatures on the planet.

Alliances-
Werebeasts make their home wherever there is wild lands, which means they are welcome in mostly all Regions, although some view them with suspicion, looping them in with Nightstalkers because of the similarities in power.

Advantages-
Can change into four different forms at will.
'Animal Person' form boasts enhanced strength, senses, and healing ability.
'True Werebeast' form boasts enhanced strength, senses, healing ability, endurance, constitution, and a nasty set of claws and teeth.
Animal form boasts enhanced speed and dexterity, as well as claws and teeth.
More powerful on the nights of a full moon.
Also whatever advantages their animal has are signifigantly multiplied in 'Animal Person' and 'True Werebeast' form.

Disadvantages-
Vulnerable to silver.
Vulnerable to magic.
Vulnerable to Ammite.
Much weaker on the nights of a new moon.
Completely powerless during a lunar eclipse.

Nightstalkers
Humans cursed to eternal damnation by minions of something far darker than the Coalition, the Nightstalker is commonly known on Earth as a 'vampire'.

Race Information
Lifespan: Immortal unless slain
Average Height: As a human
Hair Color: As a human
Eye Color: Solid, glowing blood red
Skin Color: Alabaster white
Special Features: Retractable fangs, retractable claws, misc depending on the Nightstalker

Personality-
Nightstalkers are generally seen as monsters, and it's no lie that some have embraced the infernal lifestyle of the damned, but they can be as varied as humans... as they once were human.

Alliances-
While Nightstalkers are generally deemed less savory to be around than a sand elf by humanity, the more enlightened races do not mind their company unless they have been given a reason to hate Nightstalkers (such as a Nightstalker killing their family).

Advantages-
Nightstalkers are unliving, thus immune to disease and toxins.
Nightstalkers can create other nightstalkers by killing and draining the blood of a human, they need not be willing.
Nightstalkers boast superior physiques and senses.
Nightstalkers heal at a speed close to that of a werebeast.
Nightstalkers possess assorted powers depending on who 'sired' them, such as if one were sired by a nightstalker that had the power of shadow control, they would inherit the power of shadow control themselves.

Disadvantages-
Nightstalkers are instantly destroyed in the presence of unobstructed sunlight.
Nightstalkers are essentially zombies during the day. No powers whatsoever.
Nightstalkers must drink at least three pints of blood to stay alive.
Nightstalkers are vulnerable to Luminous, Umbral, and Fire magic.
Brandishing a holy symbol of Selenus at a Nightstalker will paralyze it until the symbol has been put away (in a pocket, under a pillow, etc)

Deviants
The byproduct of magical experiments or mutated offspring from magic-laden areas, Deviants are generally thought of as monsters (as many have degraded to a feral state due to the inhumane treatment they recieve). Some even speculate they are ticking timebombs of the Coalition's doing, thus causing more and more to degrade by the day into what Zionians truly believe they are.

Race Information
Lifespan: Can be anywhere to a few months to immortal
Average Height: 2' to 12"
Hair Color: Any (if they have any hair!)
Eye Color: Any (if they have eyes!)
Skin Color: Any unusual color
Features: Anything unusual

Personality-
Just as varied as a human's can be, if they aren't flipping insane and monstrous as most Deviants are.

Alliances-
Unless you consider the powerless Coalition deviant slaves as an 'alliance', absolutely none. Deviants are hated and feared because of how different they are except for in designated Regions, even then though they are watched with great caution.

Advantages-
Almost any power that doesn't require study (IE: Magic), they can possess.

Disadvantages-
Vulnerable to Ammite.
Cannot use magic.
They do not look like -any- other Zionian race, thus are easy to spot in a crowd.
Whatever the nemesis are to their powers, they are weak to (such as one that plays with fire would be weak to water or ice.)

Dreamers
Ripped from their comfortable albeit dull lives on Earth, 'Dreamers' are humans endowed with powers that match their interests or profession on Earth, although the reason that this has happened is completely unknown, especially to them. Being thrust into an alien world with no hope of returning home, the only thing that guides them is the nudge in their soul to seek out the 'Hell Brigade', and there answers may be found.

Race Information
Lifespan: As humans
Average Height: As humans
Hair Color: As (regular Earth) humans
Eye Color: As (regular Earth) humans
Skin Color: As humans
Special Features: A bizzare marking on the back of their necks

Personality-
Dreamers are always pretty good people, although being in an alien world can seriously shake them up (obviously).

Alliances-
Considering they are completely alien to this world, none other than the ones they make for themselves.

Advantages-
Any power that fits their interests or Earth-born professions, but does not require study (such as Magic), can be their's.

Disadvantages-
The nemesis to one of their powers is always what will cancel out the use of that power.
While Ammite does not cause grevious wounds to a Dreamer, they do nullify the ability to use their powers.

SailorHelios


SailorHelios

PostPosted: Thu Jul 14, 2005 9:25 pm


CHARACTERS

None so far.

In order to keep the demographics of the world correct, there will be limits to races, listed below.

Humans - No restriction.
Autonomatons - 3, Must be from Jyuunin
Elves - 1 of Light, Shadow, Sylvan and Sand, 2 of Urban
Dwarves - 1
Werebeasts - 2
Nightstalkers - 1
Deviants - 2
Dreamers - We need 3 at least before starting.
PostPosted: Thu Jul 14, 2005 9:36 pm


APPLICATION

Send SailorHelios a PM with the title 'ZionRPG Application' to submit your character. Please be as detailed as possible, and don't forget to make your character -balanced-.

Your Gaian Name:

Name:
Age:
Race:
Profession:

Appearance-

Personality-

Interests-

Skills-

Possessions-
Please give full detail on your Gowamertz, magical weapons, or artifacts should your character own one, including the powers of the magical weapons or artifacts, the weapons and systems on a Gowamertz, or whatever other special trinkets it has.

Powers-
Copy the below as many times as needed.
Name: (What's it called?)
Description: (What's it capable of doing?)
Level of Control: (What can your character do with it? What are the limits of this ability's use to your character?)
Nemesis: (What is the opposite of this power? What will cause this power to become null and void?)

Spells (IF ANY)-
Copy the below as many times as needed.
Name: (What's it called?)
Incantation: (What must you say to activate it?)
School: (Which school is it from? (Force, Elemental: , Luminous, Umbral, Psionic)
Type: (Attack/Defense/Utility?)
How many times per day may it be cast?:
IF an Attack spell, what level of damage does it cause?: (Low, Medium, High, Very High, Incredible. Note that attack spells above 'Medium' level MUST have a drawback to counter the amount of damage it does to the target.)
Drawback: (The flaw in casting it. Does it leave you open to attack? Does it have backlash? What?)
Description: (So now you've answered all that above, just what does it DO?)

Attacks (IF ANY)-
Copy the below as many times as needed.
Name: (What's it called?)
How many times per day may it be used?:
What level of damage does it cause?: (Low, Medium, High, Very High, Incredible. Note that attacks above 'Medium' level MUST have a drawback to counter the amount of damage it does to the target.)
Drawback: (The flaw in the attack. Does it leave you open for retaliation? Does it have backlash? Etc.)
Description: (So now that you've answered all that above, just what does it DO?)

Weaknesses-
Copy the below as many times as needed.
Name: (What's it called?)
Description: (What's it do? How does it hamper your character?)
Cause: (What caused it?)

Background-
(Here, please put signifigant life events that shaped your character, as well as how your character came about any special possessions such as a Gowamertz, magical weapon or artifact, his skills, powers (if not racial), spells, attacks and weaknesses)

Extra Information-
(If you have anything else to add, please put it here.)

SailorHelios

Reply
06 General Archives (non-RP inactive threads)

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum