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#1 |
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Side-Kick
Join Date: Jul 2007
Posts: 73
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![]() GODS & MEN: THE ANCIENT MYTHS RPG This RPG is a sword & sorcery fantasy setting set in the Earth of the past that combines elements of the D&D/fantasy genre with the stage being the ancient world. Many of the well-known cultures of old, though separated through the years, are thrust together in this campaign setting that plays upon the sword & sorcery genre. The Celts in the British Isles, the Romans in Italy, the Viking/Norsemen in Scandinavia and the North, and the Egyptians in Northwest Africa. The ancient Greeks, the Persians, the myriad of cultures of Asia, Africa, and Arabia, even the lesser known peoples such as the Nubians. All are placed in this world at once, with each group having a section carved out for them. (Those familiar with the PC game series Civilization will see that this set up is in a similar vein) Even with these old cultures thrown together there exist other major races different from man... The short but hardy dwarves make their homes deep in the mountains of the world, carving out huge elaborate kingdoms both inside and outside the mountains they mine. They tend to avoid most of the other races, but dwarves do travel the world trading their wares for many kinds of goods, and some renounce their hermit nature to become mercenaries and adventurers. Many dwarven outposts have sprung up in cities around the world, from as far South as Cairo to as far East as Beijing... The elves are an aloof race in tune with nature and make their home in many parts of Europe. The elves of the Norselands are home to both goodly elves and the evil, subterranean-dwelling dark elves, though the latter outnumbers their good natured kin in the region. Most elves stick to their woodland homes and stay away from man, but some communities ally with human kingdoms, and some elves curious of the world around them become explorers and adventurers. Elven cities are even found in the British Isles, as well as the thick forests of Germany and Central Europe... Halflings, no more taller than a child, are a generally good-hearted and fun-loving race who live throughout the land with no known kingdom of their own. Despite their size, they have proven to be ample adventurers and are highly skilled in the art of thievery. The latter seemingly getting them placed in precarious situations more often then not... Orcs are a well known scourge to the lands as they are a race of barbarian savages who live for battle and conquest. Despite these short comings, some do possess the intelligence to become great leaders and cunning warriors. There are even a few who break free of their evilhearted kin and choose to lead a decent life, though this is not only a rare happening, but it is also difficult to accomplish given their heritage which makes it extremely difficult to gain the trust of others... Though these are just four of the major races that live alongside man on the planet, there are many others. For instance minotaurs in Crete, faeries in the British Isles, tribes of goblins throughout the lands, and giants in the Norselands. This world is also home to a myriad of foul beasts and mythic creatures, from the wise and powerful sphinxes of Egypt, to the hydra and pegasi of Greece, to the mysterious and fearsome dragons found throughout the world. Even demons inhabit this plane of existence, coming to the Material Plane to torment and tempt it's inhabitants. Though if defeated on the Material Plane, a demon is not killed but banished back to it's home dimension. Only on it's home plane can a demon truly be destroyed. The demon's home plane is known throughout all the lands as the Nine Hells, a plane of existence made up of nine colossal layers, each ruled by a specific demon lord or dark god. Each layer may be different in appearance, but they all share a common trait: they are places of utter evil and suffering that no mortal should ever dare to go. Despite these dangers throughout the world, there are great riches to be found. Many ancient treasures, artifacts, and relics from long forgotten civilizations, and ancient beings lay hidden in the deep places of the Earth just waiting to be discovered. Thus many travel the lands seeking fame and fortune to become the next great heroes of lore. Most find death, or worse, but a rare few go on to become the stuff of legends... Do you have what it takes? Gamemaster: Johnny Blaze AGMs: trustyside-kick, Catman_prb Co-Creator: SuperFerret RULES You can create any character, be they hero or villain, in this Ancient World as long as they:
Gods & Men: The Ancient Myths RPG: SEASON I Screen Name: Character you have created (include known alias or nicknames here as well): Race/Culture (What race is your character, and, if human, what culture does your character hail from, for example is your character Roman, Athenian, Celtic, Norse, Spartan, Persian, etc) (GMs must approve of any race not part of the big 5: Human, Elf, Dwarf, Halfling, and Orc): Racial Traits (traits specific to your race; a list can be found in the second post of the OOC thread) (For races not listed, GMs must create traits for that race first before player approval): Character Class (Somewhat similar to the classes in the CAH RPG, but with some differences) (Choose One): Fighter (the quintessential melee masters and weaponed warriors; fighters include soldiers, barbarians, gladiators, martial artists, rangers, and all general warriors) Mystic (choosing to master The Art over physical tools, Mystics are the practitioners of the arcane; Mystic includes all mages, sorcerers, shamans, divine agents such as clerics, priests, and Celtic Druids, and all other spellcasters; Recommended that you read the magic system post below before choosing a Mystic) Rogue (the classic cutthroat, rogues excel at the underhanded arts; rogues include thieves, highwaymen, assassins, smugglers, pickpockets, and general scoundrels) Paladin (these holy knights are champions of their chosen deity and are able to wield low-level Protective magicks to compliment their martial prowess. However they must remain pure and true to their god and their god's doctrine. Any wavering, no matter how minor, will force them to lose favor with their deity and thus lose their spells. Once favor is lost the paladin must seek atonement to regain favor with their divine patron. Evil Paladins are called Blackguards and wield low level Necromantic spells instead of Protective magic; Paladins cannot be of Neutral alignment) Spell Swords (these warriors mix the art of swordplay with spells from a specific school of magic; spell swords include the necromantic shadowdancers, elven bladesingers, and other magic-weilding warriors; Spell Swords have access to minor spells in a single school) Minstrel (the wandering bard who spread tales of adventure and courageous deeds, but also adventures themselves; Minstrels are musicians and storytellers who mix the melodious songs from their instruments and/or voice with spells from the Enchantment school of magic) Psion (the master of mental combat, the psionicists devotes their study to unlocking the mysteries of the mind; Psions include telepaths and telekinetics; a player can only choose one of the two disciplines, not both) (NOTE: Psionics are treated as they are seen in the comic world, but they are not as powerful. So there would be no Xavier level telepaths able to enslave an entire city or communicate with somebody on the other side of the known world, or telekinetics on the level of the Phoenix who can move mountains or topple an entire city in a single act) Patron Deity (only required for those under the Paladin heading or those who are a priest, cleric, or other divine agent; others may choose one if they wish to flesh out their character more) (Your Patron Deity MUST be from the pantheon significant to your character's culture, I.E. no Odin worshipping Egyptian Priestess) (For the pantheons of the non-human races, see the links below the app): Magic (if your character is a Mystic, choose from the following schools of magic to specialize in. NOTE: A player will only be able to cast spells that deal with their schools, forsaking all others, so choose carefully. A mystic gets 4 points to spend in deciding their skill level in magic: 1 point equals minor skills in the chosen school, 2 points equal moderate skill, and 4 equals mastery in the school of choice. Paladins receive 1 point, and it must go towards Protection; Spellswords get only 1 point, and can choose any school to specialize in; Minstrels get 2 points and at least one must go towards Enchantment) (Descriptions of the schools and the point system can be found in a reserved post in the OOC Thread): Necromancy, Protection, Elemental, Conjuration, Transformational, Enchantment, Phantasmal, Divination, Druidic Speech Color and/or Font (actually say what you're using, i.e. Arial Black; don't go "Like this", or what not): Character Alignment (Good/Evil/Neutral): Character Personality (Give information on how your character acts, what he/she believes in, how they handle situations): Origin Info/Details (don't be blunt, be as thorough as possible): Attributes (Select one from each category) (some races are greater or weaker than a human in specific categories and will be noted below or in the racial traits section of the OOC thread): Strength Level: Weak Human, Normal Human, Peak Human (Dwarves in peak condition are slighty stronger than a man; Elves and Halflings are weaker than a man in peak condition; Orcs are the same) Speed/Reaction Timing Level: Weak Human, Normal Human, Peak Human (Elves in peak condition are quicker than a man in peak condition with Halflings being just slightly quicker; Dwarves are slightly slower than a man in peak condition; Orcs are the same) Endurance at MAXIMUM Effort/Durability: Weak Human, Normal Human, Peak Human (Dwarves are more sturdy than a man in peak condition; Elves are less durable than a man in peak condition as well as are Halflings; Orcs are slightly more sturdy than a man in peak condition) Agility: Weak Human, Normal Human, Peak Human (Elves are more agile than a man in peak condition; Halflings are slightly more agile than a man in peak condition; Dwarves are less agile than a man in peak condition; Orcs are the same) Intelligence: Below Average/Average/Above-Average/Genius/Super-Genius (All non-human character races described above are treated normally, although keep in mind that an Orcish super-genius is a truly unique character) Fighting Skill: Untrained/Trained/Expert/Mastered (Due to their devotion to their arts, Mystics and Psions cannot be Experts or Masters, and Minstrels cannot be Mastered) Resources: Minimal/Average/Large/Extreme Notable Equipment (Items your character has on them of relevance, such as thieving tools if they're a rogue, holy items if they're a priest, magic weapons and/or armor, magic items, etc; we assume you're character has basic stuff, like rations, waterskin, and a torch or lantern; be as specific as possible as well as realistic as possible, I.E. if your character is carrying a ton of stuff their mobility and endurance will be sorely hindered; also keep in mind that magic items are rare, expensive, and difficult to make) (For ideas for notable equipment, and magic items, check out the link below the app): Weaknesses (If your character has any specific weakness, such as a vampire's weakness to sunlight (among other things) or a Faerie's weakness to iron, list them here): Supporting Characters (Does your character have a significant other? A mother? A Friend? Who are they, what do they have to do with your character?): Describe using proper English grammar what you think you can bring to the RPG: How many times do you intend on posting a DAY IN the RPG: Do you know how to post pictures on the hype boards: Sample Post (Minimum Four decent-sized paragraphs containing dialogue): -------------------- Racial Deities Dwarves Elves (The Seldarine) Drow (Dark Seldarine) Halflings Orcs Gnome Dragons Goblins Giants Other Racial Deities Equipment Ideas Magic Items Last edited by G&MRPG; 09-05-2009 at 11:51 AM. |
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#2 |
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Side-Kick
Join Date: Jul 2007
Posts: 73
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![]() ROSTER Champions of Good Aithne Ó Ciardubháin (Human/Formorian Water Elementalist) twylight “Beardless” Brottor Balderk (Dwarf Paladin) SuperFerret Caed (Human Minstrel) trustyside-kick Dante Giovanni, The Docktore (Human Scientist) Byrd Man Kelvamin the Sword-Winder (Human Spell Sword) Catman_prb Rothgar Skullsplitter (Human Ranger) Johnny Blaze Walking the Line Warriors Xxymryx (Half Human/Dark Elf Mystic) wiegeabo Lords of Evil Charaun (Human Lich Necromancer) Johnny Blaze Last edited by G&MRPG; 11-16-2009 at 01:39 PM. |
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#3 |
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Side-Kick
Join Date: Jul 2007
Posts: 73
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![]() MAGIC SYSTEM There are eight schools of magic, and each spell caster chooses a number of them, limited only by their alignment, and their skill level in each school chosen. Certain powerful entities, such as the Advanced races (Dragons, Demons, and the like) are able to draw more powerful magic from more than one of the eight schools, although they too can have middling powers in the schools that if they spread their talents too thin. That character’s magic will fall within the limits of the chosen schools and none of the others (aside from Divination, as all spellcasters are assumed to have at least minor skill in that school). Each spell-caster from the basic races has a maximum number of “slots” that will determine their capacity for magical aptitude. Mystics have the most at four slots apiece, while Paladins only get one slot (and must use it to gain Minor skill in the Protective school). Minstrels get two, and they must “spend” at least one to gain some skill in the Enchantment school, but what they do with the other slot is up to them. (The members of the Advanced races get two extra slots, regardless of their Class.) The slots needed to be spent for each skill level is as follows: Minor skill = 1 slot Moderate skill = 2 slots Mastery = 4 slots (Examples of what each school can do at which skill level is given after the school’s description. The powers are NOT limited to these examples, and the GMs have final say on what power lies where. Trust us, we know what we’re doing. The Schools of Magic are: Necromancy is power over death and the spirits of the recently deceased. This form of Black Magic manifests itself in ways that come from that power. Snuffing out living essences, raising undead armies, commanding ghostly powers, all are in the Necromancers grasp. Spoiler!!! Click to Read!:
(Necromancers must be of the Evil Alignment.) Elemental Magic is power over the four basic elements of the world; fire, water, air, and earth. Elementalists are lords of their chosen element, shaping it within the confines of their imagination, and the most powerful of their number are able to manipulate it to the point of becoming one with the element and wielding its awesome power with the might of a demi-god. Spoiler!!! Click to Read!:
(Elementalists can be of any Alignment, but must choose one of the four elements to master: Fire, Water, Air, or Earth.) Protective Magic is the ultimate defensive magic. Mystical shields, curative spells, the power to bring the freshly killed back to life, all this and more is at the fingertips of these White Mages. This magic is most commonly associated with divine powers such as angels, but can also be channeled through other sources. Spoiler!!! Click to Read!:
(White Mages must be of the Good Alignment.) Conjuration grants the ability to summon and bind creatures and beings to your location and allow you to exert limited command over them for a short time. Wielding what is potentially the most powerful form of magic, the life of a Conjurer is also wrought with great peril. Summoning and controlling a mundane beast is usually simple task, but a Lord of Demons or a demi-god is a different story, and the hazards of losing control of those situations are great. (Note: the skill levels below give examples of creatures that can be easily summoned and controlled by a Conjurer of that skill level. You can still try to summon something out of your skill level, but may the gods help you if you do lose control. Which you will.) Spoiler!!! Click to Read!:
(Conjurers can be of any Alignment.) Transformational Magic can change the world. Literally. Transmuters are able to shape the very fabric of reality, albeit for only a short time. Changing man into beast, mud into rock, lead into gold, sticks into snakes, these are just some examples of a Transmuters power. Spoiler!!! Click to Read!:
(Transmuters can be of any Alignment.) Enchantment is a two-fold magic. It grants either the ability to grant magical powers to items and beings, or the power of compulsion (from dominating the mind, to inducing paralysis, to inducing sleep, and much, much more). An enchanter must choose one of those varients of the school to master, they cannot do both. Spoiler!!! Click to Read!:
(Enchanters can be of any alignment, with those specializing in compulsion leaning more towards neutral or evil.) Phantasmal Magic is the ability to use magic to change others perceptions of the world. Creating illusions, making things invisible, altering one’s own outward appearance; such are the tools of an Illusionist. Spoiler!!! Click to Read!:
(Illusionists can be of any Alignment, though their deceptive nature causes them to lean towards the Neutral or Evil ones.) Divination is the only universal school, granting all mystics access to it’s minor powers (essentially limited clairvoyance and clairaudience). However, those who specialize in Divination, the Oracles, are granted the ability to see into the near future as well as the past, or the power to look into someone’s very soul and determine their Alignment. Spoiler!!! Click to Read!:
(Oracles must be of the Neutral Alignment, as their power gives them a sort of detachment from the world of others.) Druidic Magic is the power over the forces of nature itself. Encompassing many minor abilities related to elemental magic, such as manipulating the weather (air), causing tremors (earth), or shifting the tides (water). Druids also command power over the kingdoms of animals and plants, even allowing them to communicate with them (DISCLAIMER: Even though you can ask a tree a question, there's nothing saying that it has the capacity to give a detailed or even intelligent answer. It's still a tree, remember.) Spoiler!!! Click to Read!:
(Druids can be of any alignment, but are mostly of the Neutral Alignment.) Last edited by G&MRPG; 06-29-2009 at 02:07 PM. |
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#4 |
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Side-Kick
Join Date: Jul 2007
Posts: 73
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![]() RACIAL TRAITS Whenever a new race becomes playable the racial traits created for them will be listed here for all to see. Certain, high-powered beings are available as playable characters, and these are known as Advanced Races, where as the standard races are known as Basic Races. Only one member of each Advanced race is playable at a time, and they include dragons, demons, celestials (i.e. angels), liches, vampires, and others. A short list of other examples is at the bottom of this post, but there are other races that may apply and the list will change over time. * = Advanced race(no more than one allowed at any given time) Dwarves: Darkvision (able to see in the darkness up to 60 feet, but in black and white only); Toxin Resistance (dwarven toughness allows them to resist most standard poisons, but it does not make them immune to them. They are just not as affected as strongly as a man would be, and large doses can still prove fatal); Stonecunning (due to spending most of their lives under the Earth, dwarves have a natural affinity for stone-workings and the like. Thus they are able to notice unusual stonework if they are close by it, such as stone traps, non-magical stone secret doors, unsafe stone surfaces, shaky stone ceilings, etc); Depth-Sense (Dwarves have the innate ability to sense how deep they are underground, but this is not accurate and usually falls in a window of a few miles); average life-span of 300 years Strength: Slightly stronger than a man Speed/Reaction Time: Slightly slower than a man Endurance/Durability: More sturdy than a man Agility: Less agile than a man Elves: Low-Light Vision (able to see twice as far as a human can in torchlight, starlight, moonlight and similar poorly lit conditions and is able to distinguish color and detail); Resistant to Magical Enchantment (spells from the Enchantment school of magic do not affect them as well as it would a man); Elves do not sleep but enter a state of deep meditation called Reverie; average life span of 800 years Dark Elves: The evil dark elves possess the abilities of elves as well as: Darkvision (able to see in darkness up to 60 feet, but in black and white only); Possess the innate magical ability to summon a globe of darkness impossible to see through without magical means (only able to use once a day as it is taxing to the Dark Elf's spirit; the globe is not mobile and must be fixed in a specific spot up to 30 feet away from the Dark Elf; globe is only a 10 feet radius and only lasts for a minute) and to call upon a faerie fire (ghostly blue flames outline an intended target within 30 feet from the Dark Elf, but the flames do no damage; as with the globe of darkness, this is usable once per day and only lasts for a minute); Daylight Sensitivity (Sudden exposure to bright lights (sunlight, a daylight spell, etc) blinds a drow for a few minutes, making them completely vulnerable to attacks. Even after a few minutes, their vision is still impaired enough to the point where their attacks, movements, and all other physical feats are slower due to the pain caused by the bright light and the concentration used to push through it. After a half an hour of exposure, the drow's vision has returned and is able to function normally in daylight) Strength: Weaker than a man Speed/Reaction Time: Quicker than a man Endurance/Durability: Less durable than a man Agility: More agile than a man Half-Elves: Low-Light Vision (able to see twice as far as a human can in torchlight, starlight, moonlight and similar poorly lit conditions and is able to distinguish color and detail); Average life span 200 years Strength: Same as a man Speed/Reaction Time: Same as a man Endurance/Durability: Slightly less sturdy than a man Agility: Slightly more agile than a man Halflings: Heightened Hearing (The ears of a halfling are more astute than those of a human. As such, they are able to discern sounds that a human might otherwise mistake or not even hear); average life span of 80 Strength: Weaker than a man Speed/Reaction Time: Slightly quicker than a man Endurance/Durability: Less durable than a man Agility: Slightly more agile than a man Orcs: Low-Light Vision (able to see twice as far as a human can in torchlight, starlight, moonlight and similar poorly lit conditions and are able to distinguish color and detail); average life span of 50 years Strength: Same as a man Speed/Reaction Time: Same as a man Endurance/Durability: Slightly more sturdy than a man Agility: Same as a man Centaurs: Nature Sense (Centaurs are creatures of the wilds, living in tribes in tune with nature. As such, they have a vast knowledge of local flora and fauna in their tribal lands. Even in foreign lands, centaurs can usually tell if a plant is edible or not, or if it might have other properties by the smell, taste, look, or feel of it); Hunter's Stealth (Centaurs are natural hunters, stalking and killing game and animals for their very survival. As such, they have become adapt at moving silently through forested areas, provided they are not overly dense or the forest floor covered by items that would make moving silently impossible, such as thousands of dead leaves that crunch under their hooves); Being isolationists, centaurs are leery of humanoids, especially those who dwell in the cities and the so-called "modern" world. This paranoia is strong enough to keep most tribes as far away from towns as possible; average life span of 350 years Strength: Same as a man - top half; same as a horse - lower half Speed/Reaction Time: As fast as a horse; reaction time same as a man Endurance/Durability: Slightly more sturdy than a man Agility: Less agile than a man *Lich: Lichsight (the eerie glowing red-pin points of light in a lich's empty, black eye sockets see much more accurately than any mortal. The lich has darkvision at a distance of 60 feet; the lich cannot be blinded or impaired by any light no matter how bright, even from a magical source; likewise, magical darkness does not hamper a lich's vision either. In the eyes of a lich, it is as though neither light nor darkness exist); Fear Aura (Liches are shrouded in a invisible aura of death and dread. All those withing a 30ft radius are unnaturally shaken to the core and are a bit slower to react because of it; the lich can suppress this aura if it chooses); Paralyzing Touch (with but a simple touch the lich can paralyze a victim by channeling the negative energies coursing through it's body to it's hand. A person who falls prey to this attack will immediately become paralyzed and immobile. So much so that others checking them, even a skilled healer, would think that they are dead. The paralysis lasts for an hour, but can be magically removed as though it were a curse. Due to the touch requiring the focus of negative energies, the lich can only perform this attack once every few minutes.) Damaging Touch (The negative energy flowing through a lich's body is damaging to living creatures; the touch of a lich fills the touched area of a victim with a deathly coldness from the grave that ignites the area in agony equal to the pain caused from any blade strike); Immune to cold attacks, electrical attacks, negative energy attacks, disease, aging, poisons, polymorph, and paralysis & can only be harmed by magic and/or magical weapons; Being undead, the lich does not need to eat, sleep, or breath and is beyond the physical wants and desires of mortals Strength: Same as base race Speed/Reaction Time: Same as base race Endurance/Durability: Undead (does not tire; no need for sleep, food, or air) Agility: Same as base race *Vampire: Hypnotic Gaze (A vampire can crush the will of mortals by looking into their eyes. The vampire must concentrate for this ability to work, and those merely looking at the vampire are not affected. Those with strong enough will power can fight off a vampire's dominating gaze, but it is difficult to do and takes all their concentration to do. The longer the vampire goes without blood the weaker and easier to resist this power gets.); Blood Drain (A vampire can suck the blood from a living creature via it's fangs. The vampire must successfully grapple their victim to bite them and begin draining their blood. With the vampire's unnatural strength this is usually not a difficult task to accomplish. The opponent begins feeling their life essense being drained away within a handful of seconds, and within a minute their abilities begin to weaken (physical attributes, racial traits, etc). If the victim is still grappled after a minute of feeding, they grow even weaker to the point of immobility. Once the vampire has completely drained the victim of their blood, they die and rise three days later as a vampire spawn under the yolk of the vampire that slayed them until their master's death. Drinking the blood of a living creature energizes a vampire, empowering their abilities and healing wounds they have sustained. The longer a vampire goes without blood, the weaker they become. After a few days without fresh blood, a vampire's physical abilities begin to weaken, as well as some of their other racial traits. If a vampire goes without blood for over a week, they become extremely weak (movement rates, certain powers, and physical abilities reduced by 3/4). After another few days, the vampire will become immobile and catatonic, and a day later they will die of blood starvation. If the vampire can consume the blood of a living creature before becoming immobile, they will immediately feel refreshed and strengthen. The more blood they consume the better they become until they are back to their normal, vile selves.); Children of the Night (Vampires command the lesser creatures of the world, and, once per day, can control a swarm of rats, bats, or a pack of wolves. The vampire can summon whatever of the three types of creatures are known to be in the area and they will arrive as soon as possible (1 mile radius) and serve the vampire for up to one hour.); Gaseous Form (A vampire can assume the form of mist at will, and can remain gaseous indefinately with a fly speed of 3 mph with perfect manuverability. The vampire cannot perform any physical attack or use it's gaze when in this form, but can still cast spells. Likewise, a vampire in mist form can only be damaged by spells and weapons able to hit incorporeal creatures. A vampire gains this ability after 100 years of unlife.); Alternate Form (A vampire can take the shape of a bat or a wolf once per day. Once the vampire chooses that form, it gains all the attacks and abilities associated with that form, and may remain in that form for the night, or until the vampire reverts back to it's original shape. A vampire gains this ability after 200 years of unlife.); Heightened Senses (A vampire is the consumate hunter in the darkness, and, as such, their senses are much more attuned then that of a human. Their hearing and sense of smell is much more astute than a mortal, as they are able to hear a creature's heartbeat up to 30ft away and smell the fear in a victim that's before them. Their sight is also enhanced, as a vampire can see in the blackness of night as though they were a hunting cat.); Weaknesses (Despite all their powers, vampires have a few major weaknesses. Vampires are extremely allergic to sunlight and exposure to the rays of the sun for even a handful of seconds could be deadly. A daylight spell will also injure a vampire and potentially kill it, though it is not as strong as a reaction as if it were true sunlight. A vampire is highly allergic to garlic and silver, and both materials can severely weaken a vampire if they are injested or come into physical contact with them as both will burn the skin of a vampire causing extreme pain. A large enough exposure to either garlic or silver will kill a vampire. A vampire is helpless when it is at rest during the day, and can be killed by beheading or either completely destroying or removing it's heart from it's chest. The old wive's tale of a stake through the heart will not kill a vampire, but it will immobilize the vampire thus appearing as such. If the stake is ever removed, the vampire will immediately regain it's mobility and woe to any in it's way. The blood of certain races can also have adverse affects on vampires, for instance the blood of fey creatures is said to act as a hallucinegin. Vampires are resistant to the power of a holy man, but, if the priest or cleric has enough faith, they are able to drive the vampire away from the area for a day); Being undead, vampires are immune to cold, poisons, negative energy attacks, disease, aging, paralysis, is highly resistent to polymorph and electrical attacks, and can only be truly harmed by magic or magical weapons Strength: Much stronger than a man (able to lift up to 1 ton) Speed/Reaction Time: Reacts much faster than a man in peak condition; Faster than a man (able to run at speeds of 25 MPH) Endurance/Durability: Undead (does not tire or need to breath, but does need to consume blood and rest during the day. Non-magical weapon damage heals instantly.) Agility: Much more agile than a man *Death Knight: Fear Aura (Death knights are shrouded in a invisible aura of death and dread. All those withing a 30ft radius are unnaturally shaken to the core and are a bit slower to react because of it; the death knight can suppress this aura if it chooses); Nightmare Mount (A Death Knight has the unique ability to summon to his side a nightmare loyal to him to serve as his steed. For info on a nightmare, see Bestiary); Dread Inspiration (A Death Knight has the unnatural ability to rally lesser undead creatures to his side. These undead remain obedient to the Death Knight until their destruction and gain a resistance to clerical turning when in it's presence. The Death Knight may only use this ability once per day); Hellfire Blast (The Death Knight has the ability to summon a blast of hellfire within a range of 400ft. The blast explodes in a radius of 20ft and harms even those immune to natural fire. The Death Knight may use this ability once per day); Undead (immune to mind-attacks, cold attacks, electrical attacks, negative energy attacks, disease, aging, poisons, polymorph, and paralysis & can only be harmed by magic and/or magical weapons; Being undead, the death knight does not need to eat, sleep, or breath and is beyond the physical wants and desires of mortals Strength: Stronger than peak condition of base race Speed/Reaction Time: Same as base race Endurance/Durability: Undead (does not tire; no need for sleep, food, or air) Agility: Same as base race *Bronze Dragon: Wings of the Wyrm (Being possessed of immense wings, bronze dragons are able to take to the air and fly for great periods of time); Aquatically Inclined (Bronze dragons spend much of their time swimming and hunting beneath the waves, and are able to breathe and use all of their racial traits while submerged); Dragon’s Breath (Bronze dragons have two breath weapons; one, a 100’ line of lightning; and a cloud of magical gas that compels those caught in it to move away from the dragon); Polymorph (Bronze dragons are able to change their form at will to appear as a man or mundane animal); Friend of Beasts (Bronze dragons are able to communicate with animal as they would any other being); Creature of Lightning (Bronze dragons are immune to the effects of lightning and lightning based attacks); Average life span is 1,500 years Strength: Much stronger than a man (Able to lift 80 tons) Speed/Reaction Time: Land speed of 50mph, Air speed of 100mph; Quicker than a man (reaction time) Endurance/Durability: Much higher endurance than a man (Able to sustain activity for a few days) Agility: Same as an average man (Dragons are large and bulky and therefore aren’t very agile) Lycanthrope (General): Alternate Form (As an act of will, the lycanthrope may change it's form to that of a animal or a human/animal hybrid. This ability can be used whenever the lycanthrope desires and the lycanthrope retains it's normal intelligence in all forms); Low-Light Vision (able to see twice as far as a human can in torchlight, starlight, moonlight and similar poorly lit conditions and is able to distinguish color and detail. Only available in animal or hybrid form); Scent (The sense of smell of lycanthropes are much more attuned than that of a human. As such they are able to distinguish between specific scents in the immediate area and smells traveling down wind. They may also track others via their sense of smell. This ability is only available in animal or hybrid form); Curse of Lycanthropy (A lycanthrope may pass it's affliction onto others with a simple bite. When a lycanthrope bites a normal human, there is a chance of the disease getting passed on to the victim); Average life span is same as the base race Werebear: Nature Sense (Werebears are creatures of the wilds, living a life in tune with nature. As such, they have a vast knowledge of local flora and fauna in their homelands. Even in foreign lands, werebears can usually tell if a plant is edible or not, or if it might have other properties by the smell, taste, look, or feel of it) Strength: Same as base race (same as animal in animal form; much stronger in hybrid form) Speed/Reaction Time: Same as base race (same as animal in animal form; faster in hybrid form) Endurance/Durability: Same as base race (same as animal in animal form; more durable in hybrid form) Agility: Same as base race (same as animal in animal form; same as an average man in hybrid form) Werelion: Feline's Grace (Werelions have an almost supernatural ability to maintain their balance in even the most hazardous situations, and their claws in hybrid form make them extremely gifted climbers) Strength: Much stronger in hybrid form Speed/Reaction Time: Faster in hybrid form Endurance/Durability: Slightly more durable in hybrid form Agility: More agile than a man in hybrid form Advanced Races include: beholders, illithids, powerful undead (liches, vampires, mummies, etc.), demons, dragons, celestials, other planar creatures (slaadi, genies, etc.), elementals and sphinxes. Last edited by G&MRPG; 06-29-2009 at 02:08 PM. |
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#5 |
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Side-Kick
Join Date: Jul 2007
Posts: 73
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Merfolk: Poseidon's Grace (Merfolk are beings born of the sea and, as such, are at home beneath the waves. Merfolk are able to move a freely through bodies of water as a human would on land, garnering no drawbacks a human might to moving and fighting beneath the waves.); Creature of the Sea (Merfolk are beings bred for life under the waves, and are not fit for life on land. Any merfolk on land is practically immobile due to their fishy bottom half, and their movement is relegated by their hands and upper body strength. As such, their land speed, agility, and reaction timing is severely hampered if not nonexistent. After two hours spent on land, the merfolk will begin to feel dehydrated and drained, and their abilities will be reduced by half (strength, agility, racial traits, etc). If the merfolk does not reach and submerse themselves in a non-polluted body of water before another two hours passes, they will become comatose and too weak to perform any action of their own. If the merfolk does not find a non-polluted body of water within a half hour from this point, they will die. A merfolk in a dying state that is submersed in water will immediately begin to feel rejuvenated, but they must remain within the waters for at least an hour before being fully recovered. Polluted waters act as poison to merfolk, worsening their dehydrated conditions and some can even die outright due to the pollutants.); Aquatic Empathy (Merfolk have a natural ability to empathically communicate with sea life, much as a skilled ranger can communicate with animals on land.); Water Sense (Merfolk have the natural ability to sense if water, be it a body or a simple glass of, is pure and safe to either drink or swim in.); Being creatures of water, Merfolk are unable to focus their talents in any other form of elemental magic save water elementalism, though other schools of magic are available to them; Average life span 80 years
Strength: Same as a man Speed/Reaction Time: Much faster than a man and capable of reaching speeds of 30mph with bursts up to 60mph (in water); Severely slower than a normal man, bordering to immobile (on land) Endurance/Durability: Same as a man (endurance); more durable than a man due to having to survive the high pressures of deep ocean life Agility: Much more agile than a man (in water); Severely less agile than a normal man, bordering to immobile (on land) Last edited by G&MRPG; 06-21-2009 at 03:55 PM. |
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#6 |
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Side-Kick
Join Date: Jul 2007
Posts: 73
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![]() BESTIARY Here is a listing of fantasy monsters that can be used in the game by the PCs, such as Aboleths, Beholders, Dragons, Mind Flayers, Shades, and Wolfweres. This listing is similar to the OU's Character Suggestion Posts and will provide a link to information about each creature or monstrous race. Each link contains a bit of info on the monster or monstrous race and (usually) contains a link to a pic of the creature. Even though some of these monsters appear in myths, these are the versions of them that will appear in the game as their D&D version is better suited/easier to work with. NOTES TO READ BEFORE USING A CREATURE
Aasimar Aballin Aboleth Allip Ankheg Arrowhawk Assassin Vine Astral Dreadnought Athach Azer Basilisk Behir Beholders Blink Dog Bodak Boneclaw Brain in a Jar Bugbears Bulette Carrion Crawler Catoblepas Cave Fisher Celestials Chaos Beast Chimera Choker Chuul Cloakers (More Cloaker Info Corpse Gatherer Crawling Claw Crimson Death Dark Tree Darkmantle Death Knight Delver Destrachan Demons Devourer Digester Dire Animals Displacer Beast Doppleganger Dracolich Dragons (All Types) Dragonne Drider Drow (Dark Elves) Dwarves Effigy Elementals Elves Energons Ethergaunts Ethereal Filcher Ethereal Marauder Ettercap Ettin Formians Feyr (Pic) Frost Worm Gargoyle Gelatinous Cube Genies Ghast Ghosts Ghoul Giants Giant Eagle Giant Insects Githyanki (Pic - one on left) Githzerai (Pic - one on right) Gibbering Mouther Girallon Gnolls Gnomes Goblins Golems Gorgon Gray Render Grick Griffon Grimlocks Hags Halflings Hangman Tree Hell Hound Hippogriff Hobgoblins Hook Horror (Pic) Homunculus Howler Illithids (Mind Flayers) Invisible Stalker Ixitxachitl (Pic) Kobolds Kopru Krenshar (Pic) Kua-Toa Lamia Lammasu Leucrotta Lich Lillend Lizardfolk Locathah Loxo Lycanthropes Magmin Manticore Marilith (Demon-type) Mephits Mimic Mohrg Myconids (Fungus Men) Nabassu (Demon-type) Nagas Neogi (Pic) Night Hags Nightmares Nightshades Nothic Ogres Oozes Orcs Otyugh Owlbear Peryton Phaerimm Phase Spider Purple Worm Pegasus Quaggoth Rakshasa Rast Ravid Remorhaz Retriever Roper Rust Monster Sahuagin Salamanders Sea Cat Shades Shadow Shadow Mastiff Shambling Mound Sharn Shocker Lizard Shrieker (paired with Violet Fungus) Skum (Aboleth created minions) Slaadi Sphinxes Spider Eater Succubus (Demon-type) Swanmay Tendriculos Thoqqua (Pic) Thri-Kreen Tiefling Tojanida Treant Tritons Troglodytes Trolls Umber Hulk (Pic) Vargouille Violet Fungus (paired with Shrieker) Wemic Will-o-Wisp Wight Winter Wolf Wolfwere Worg Wraith Wyvern Xill Xorn Yeth Hounds Yochlol (Demon-type) Yuan-Ti (Pic) Last edited by G&MRPG; 06-29-2009 at 02:10 PM. |
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#7 | |
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Freethinker
Join Date: Feb 2003
Location: Reality
Posts: 21,097
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Quote:
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"Take the risk of thinking for yourself, much more happiness, truth, beauty, and wisdom will come to you that way." |
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#8 |
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Freethinker
Join Date: Feb 2003
Location: Reality
Posts: 21,097
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Screen Name: Johnny Blaze
Character you have created (include known alias or nicknames here as well): Charaun Race (What race is your character) (GMs must approve of any race not part of the big 4): Human Athenian (Greece) Lich (Undead) Racial Traits (triats specific to your race; list can be found in the second post of the OOC thread) (For races not listed, GMs must create traits for that race first before player approval): Lichsight (the eerie glowing red-pin points of light in a lich's empty, black eye sockets see much more accurately than any mortal. The lich has darkvision at a distance of 60 feet. The lich cannot be blinded or impared by any light no matter how bright, even from a magical source. Likewise, magical darkness does not hamper a lich's vision either. In the eyes of a lich, it is as though neither light nor darkness exist); Fear Aura (Lichs are shrouded in a invisible aura of death and dread. All those withing a 30ft radius are unnaturally shaken to the core and are a bit slower to react because of it; the lich can surpress this aura if it chooses); Paralyzing Touch (with but a simple touch the lich can paralyze a victim by channeling the negative energies coursing through it's body to it's hand. A person who falls prey to this attack will immediately become paralyzed and immobile. So much so that others checking them, even a skilled healer, would think that they are dead. The paralysis lasts for an hour, but can be magically removed as though it were a curse. Due to the touch requiring the focus of negative energies, the lich can only perform this attack once every few minutes.) Damaging Touch (The negative energy flowing through a lich's body is damaging to living creatures; the touch of a lich fills the touched area of a victim with a deathly coldness from the grave that ignites the area in agony equal to the pain caused from any blade strike); Immune to cold attacks, electrical attacks, negative energy attacks, disease, aging, poisons, polymorph, and paralysis & can only be harmed by magic and/or magical weapons; Being undead, the lich does not need to eat, sleep, or breath and is beyond the physical wants and desires of mortals Character Class (Somewhat similar to the classes in the CAH RPG, but with some differences) (Choose One): Mystic (wizard) Patron Deity (only required for those under the Paladin heading or who are a priest, cleric, or other divine agent; others may choose one if they wish to flesh out their character more) (Your Patron Deity MUST be from the pantheon significant to your character's culture, I.E. no Odin worshipping Egyptian Priestess): None, but pays hommage to the demon lord, Orcus Magic (if your character is a Mystic, choose one of the following schools of magic to specialize in. NOTE: A player will only be able to cast spells that deal with their school, forsaking all others, so choose carefully) (Descriptions of the schools and notes on magic can be found in a reserved post in the OOC Thread): Necromancy Speech Color and/or Font (actually say what you're using, don't go "Like this", or what not): Dark Red, Impact Character Alignment (Good/Evil/Neutral): Evil Character Personality(Give information on how your character acts, what he/she believes in, how they handle situations): Charaun is powerful lich who has been alive for centuries. As such he is a very arrogant being, convinced that his power and status cannot be bested. He is only out for his own ends, and cares nothing of any lives that get ruined along the way. Coming from wealth in his days as a mortal, Charaun is an articulate creature and is well-versed in the ways of regal protocal and etiquette. Charaun is not fond of the company of the living, prefering to surround himself with undead minions, monsters, and demons. Despite this quirk, he is not above interacting with mortals. A consumate schemer, Charaun is constently hatching dark plots and nefarious acts. Charaun is obsessed with power and is constantly searching for more. He is an intelligent being, and loves to play the role of manipulator, often getting adventurers to do his dirty work for him. He has been known to enter towns magically cloaked as a normal man of prestige, and hire adventurers to find items of great value for him. Despite this fact, Charaun is not above getting his hands dirty. He'd just rather not waste his precious time if he can help it. Charaun is a hateful being and is able to hold a grudge for many years, as evidence from his continued hatred of the families of the men who were behind driving him out of Athens. He has also grown quite fond of being a corrupter of goodly folk, especially holy men. He enjoys twisting their hearts and minds and turning them from the righteous path and towards the darkness. This trait is one Charaun must have picked up from his dark master, Orcus. Origin Info/Details (don't be blunt, be as thorough as possible): Once a mighty sorcerer in the City-State of Athens, Charaun's lust for power knew no bounds. Coming from a wealthy family in high standings of the city, Charaun's father was able to send him to study at the Athenian Academy of The Art, one of the most prestigeous schools of magic in all of Greece. There he learned under some of the best wizards in all the land and proved to be a quick study. After many years of hard, never-ending work Charaun graduated at the head in his class and soon after joined a rather infamous group of adventures called the Swords of Ares. The Swords of Ares were a band of morally challenged mercenaries who took any job that paid well enough, no matter how vile. All that mattered to them was the rewards, and that was not lost on Charaun. In fact it was a sentiment he whole-heartedly agreed with. The Swords adventured for many years, and sometime during those years Charuan fell under the sway of the Demon Prince of the Undead, Orcus. Under the tutelage of Orcus and his minions, Charaun became a master of the necromatic arts, learning many long forgotten evil rituals. Including a ritual long forgotten on the mortal realm: the secret path to lichdom. Charaun left the Swords and returned to his family's estate, murdering his parents and siblings and sacrificing them to Orcus. Now in control of the entire family fortune, Charaun went about collecting the necessary items required for his transcendance into unlife. At the end of his search Charaun employed his old company, the Swords of Ares, to find for him the final item he would need. The Swords completed their task, and returned with the item. Upon receiving the item, Charaun delivered his payment...a swift death. Charaun completed the ancient, infernal ritual that took his own life, but arose moments later as a creature of undeath. Charaun spent the next few decades locked away in his secluded manor, furthering his studies of arcane lore. To protect his interests, Charaun brought his former adventuring troupe back as undead minions under his command, renaming them the Swords of Orcus. Eventually though, Charaun's twisted experiments brought the wrath of all of Athens down on him and he was forced to flee. Now Charaun makes his home in the ominous castle of Warlock's Rest, hidden deep within the Black Forest of Germany atop the Feldberg mountain. Here in his fortress, Charaun continues to seek out knowledge and artifacts. He is occasionally confronted by foolish adventurers who have heard tale of the vaste treasures he has aquired and come to seek them out. Most fall prey to the myriad of traps and monsters which inhabit his castle, though the truly skilled ones are honored by being slain by the lich himself. Those that fall in the castle are soon brought back as undead servants, slaves to Charaun's will. Charaun does not leave the Rest often, but when he does it is always for a purpose (searching for a new knowledge, getting revenge on a hated foe, manipulate/inlist others to his causes, etc). Most of the time however he can be found deep in the Castle's catacombs inside his laboratory, or in his grand library filled with hundreds of anceint tomes and scrolls, continuing his dark experiments and plotting, always plotting, for more power. Attributes (Select one from each category) (some races are greater or weaker than a human in specific catagories and will be noted below): Strength Level: Normal Human Speed/Reaction Timing Level: Normal Human Endurance at MAXIMUM Effort/Durability: Undead Lich (He does not tire, he does not feel pain the way humans do, and is suceptable only to magic weapons and spells) Agility: Normal Human Intelligence: Super-Genius Fighting Skill: Trained Resources: Extreme Notable Equipment (Items your character has on them of relevance, such as thieving tools if they're a rogue, holy items if they're a priest, magic weapons and/or armor, magic items, etc; we assume you're character has basic stuff, like rations, waterskin, and a torch or lantern; be as specific as possible as well as realistic as possible, I.E. if your character is carrying a ton of stuff their mobility and endurance will be sorely hindered; also keep in mind that magic items are rare, expensive, and difficult to make) (For ideas for notable equipment, and magic items, check out the link below the app): Bone Staff (staff carved out of the blackened rib bone of a red dragon and adorned with an onyx human skull with a pair of rubies in the eye sockets; able to loose a cone of fire from the skull's eyes akin to the breath weapon of a red dragon with a range of 60ft); Ring of Freedom of Movement (allows bearer to move and attack normally through areas and spells that would otherwise impede movement, such as being underwater and walking through a bog, and spells such as web and solid fog); Ring of Mind Shielding (protects against detection of thoughts, detection of lies, and detection of alignment); Amulet of Teleportation (a golden necklace worn around the neck with a rune carved stone in the shape of a small circle; allows the wearer to teleport to a location up to ten miles away. The location in question must be visually known by the wearer or the magic will not work.); Phylactery (magical artifact used to hold Charaun's soul. If his body is ever destroyed, Charaun's spirit will immediately return to his phylactery, no matter where Charaun in upon his "death." The phylactery is protected by powerful magics and is impossible to destroy by conventional means. If the phylactery is ever destroyed, the next time Charaun is killed he will be gone forever. What Charaun's phylactery is remains unknown to all but the lich himself.) Weaknesses (If your character has any specific weakness, such as a vampire's weakness to sunlight (among other things) and Faerie's weakness to iron, list them here): If his body is destroyed, Charaun is not dead. Instead his spirit will return to his phylactery, a magical artifact used to house the lich's soul. Here it will wait until a new body is within range, be it dead or living, and then will attempt to take possession of it. If the phylactery is destroyed then the next time the lich is killed the lich is destroyed forever. Being a lich, only magical weapons and spells may truly harm him. A normal weapon striking a lich would be akin to a weapon striking a piece of cold, hard stone. Supporting Characters (Does your character have a significant other? A mother? Friend? Who are they, what do they have to do with your character?): The Swords of Orcus (Anastasia - female human vampire priestess of Orcus; Hilarion - male human death knight soldier; Kallisto - female elven vampire assassin); Nightshade (adult shadow dragon ally); various other minions and monsters under his thrall Describe using proper English grammar what you think you can bring to the RPG: Experience in role-playing, a castle filled with amazingly tempting treasures, and a truly evil villain that will be a bane to heroes all throughout the known world and beyond. How many times do you intend on posting a DAY IN the RPG: As many as need be, life permiting. Do you know how to post pictures on the hype boards: Yes Sample Post (Minimum Four paragraphs containing dialogue): The man waddled through the old library, adorned in the robes of a beggar, large shelves of dusty books and scrolls surrounding him. The library's elequent design work shined in the moon light beaming in from the great windows, and of the flickering flame of lanterns hanging along pillars and walls. The beggar was alone in the library as it was closed for the night hours ago. How he got in was a mystery, but, nevertheless, the beggar was perusing a section of books on ancient Babylonian rituals when a voice cut through the silence of the library like a blade. "So, it would appear are assumptions were correct." The beggar turned to regard a rather plump, clean-shaven human male dressed in fine robes and holding an iron staff. "Yes", came another's voice from the other side of the room, "it seems as though our trap was a successful one." The beggar spun to regard another human, more lithely built than his comrade, with a full graying beard, but still dressed in fine robes. The beggar put the down the tome he had taken out and looked at both men, recognizing them as the mages they were. "You're time is at an end, vile one", stated the corpulent one as he clutched tightly his staff. The beggar looked at both of his would-be killers and laughed loudly, an inhuman laugh that sent shivers down the mage's spines. "So", said the beggar with a smirk, "you thought to lure me out and trap me, eh?" "Yes", the slender man calmly replied, "we are not foolish enough to challenge you in your lair where you are nigh invincible. So, with the promise of ancient knowledge, we lured you out to where we would be on even terms." The beggar reared his head back and laughed loudly once again, in a mocking manner. "Hahahahahahahahahahahahahahahahaha! You pathetic little creatures!" "Do you honestly have the audacity to think that you are equal to me", roared the beggar as he tore off his ragged cloak to reveal regal, yet tattered robes, and ripped off the human flesh used to disguise his face and arms, revealing him to be a shriveled, decaying, dead thing. The need for disguise gone, the lich revealed his true form. The fat man visibly wavered at the sight of the dread creature as it stared at him with it's hateful eyes...eyes as black as the deepest abyss, yet burning with small pinpoint pyres of crimson. "Do not be afraid", shouted the slender man to his chubby companion, "together we have the might to defeat the lich once and for all!" "HA! You are a fool, Andreas", replied the lich, the man seemingly not rattled that the lich knew his true name. "Both you and your fat friend will die here tonight. Even in the unlikely chance that you were to destroy me here, I will return, and my vengeance will be terrible." "What are you talking about creature", asked the portly one as he took a small step forward. "Why, Andreas did not tell you", questioned the lich as he grinned a disgustingly evil smile towards Andreas before turning to regard the fat one, "this body is but a vessel. It matters not if you destroy it, I will return." "Now enough of this babble", sneered the lich, "I have more pressing matters to attend to than to waste time dealing with a witless hunter and his hapless lackey. It was a mistake to allow you to live those decades ago, Andreas, a mistake a shall now rectify." "You slaughtered my comrades, creature, and left me alive to tell the tale. I have had years to remember that horrid night and to plot your downfall", Andreas spoke as he glared at the lich with contempt, "no, it is you who will be destroyed this night."
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"Take the risk of thinking for yourself, much more happiness, truth, beauty, and wisdom will come to you that way." |
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#9 |
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El Hombre Pájaro
Join Date: May 2006
Location: America
Posts: 21,369
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Gods & Men: The Ancient Myths RPG: SEASON I
Screen Name: byrd_man Character you have created (include known alias or nicknames here as well): Prince Darius The Bold Race/Culture: Centaur (greece) Racial Traits Centaurs: Nature Sense (Centaurs are creatures of the wilds, living in tribes in tune with nature. As such, they have a vast knowledge of local flora and fauna in their tribal lands. Even in foreign lands, centaurs can usually tell if a plant is edible or not, or if it might have other properties by the smell, taste, look, or feel of it); Hunter's Stealth (Centaurs are natural hunters, stalking and killing game and animals for their very survival. As such, they have become adapt at moving silently through forested areas, provided they are not overly dense or the forest floor covered by items that would make moving silently impossible, such as thousands of dead leaves that crunch under their hooves); Being isolationists, centaurs are leery of humanoids, especially those who dwell in the cities and the so-called "modern" world. This paranoia is strong enough to keep most tribes as far away from towns as possible; average life span of 350 years. Character Class (Somewhat similar to the classes in the CAH RPG, but with some differences) (Choose One): Fighter (the quintessential melee masters and weaponed warriors; fighters include soldiers, barbarians, gladiators, martial artists, rangers, and all general warriors) Speech Color and/or Font (actually say what you're using, i.e. Arial Black; don't go "Like this", or what not): Blue, Tahoma, and Bolded Character Alignment (Good/Evil/Neutral): Neutral to all humans and every other race excluding his fellow Centaurs. Character Personality (Give information on how your character acts, what he/she believes in, how they handle situations): Darius has a certain smugness that comes with being royality, he's often seen as cold and calculating. But, infront of family and close friends. He tends to lighten up and show his insecurities. With his time with Chiron,he has learned to embrace human culture more and enjoys the human's music and human works of art. Origin Info/Details (don't be blunt, be as thorough as possible): Born to King Phillip of the centaurs a 125 years ago, Darius quickly earned his title "bold" Darius wasn't even 20 when he and his friend, David, were caught by human horse traders. It was Darius who fought the traders off and killed every last one of them, saving himself and David from death in the process. When he turned 50, Phillip sent him off to northen Greece to learn with one of the world's greates teachers, a fellow Centuar named Chiron. Darius learned much from Chiron, battle, death, life, love, and art. Darius returned at age 100 a diffrent colt that had left. 25 years later, King Phillip is on his deathbed. The centaurs, one a proud race, are now dying away slowly. There only hope rest on Darius' broad shoulders as he and his friend David venture out into the world, there mission: Find more of there kind to make sure the race lives on to see another day. Attributes (Select one from each category) (some races are greater or weaker than a human in specific categories and will be noted below or in the racial traits section of the OOC thread): Strength Level: Same as a man - top half; same as a horse - lower half Speed/Reaction Timing Level: As fast as a horse; reaction time same as a man. Endurance at MAXIMUM Effort/Durability: Slightly more sturdy than a man and the endurance on par with a horse. Agility: Less agile than a man and a bit clumsy in close spaced areas such as towns built for men. Intelligence: Above average. As a pupil of Chiron Darius became well versed in battle strategies, combat, human culture, and even art. Fighting Skill: Expert in sword play and close quarters combat, master of the longbow and archery Resources: Minimal Notable Equipment A broadsword, a battle axe he recived from Chiron, a wooden log bow passed down in his family from generation to generation, a quiver containing two dozen arrows. Weaknesses: He's vunerable to swords, arrows, and a host of other things. Supporting Characters (Does your character have a significant other? A mother? A Friend? Who are they, what do they have to do with your character?): Darius' bodyguard and childhood friend, David. Describe using proper English grammar what you think you can bring to the RPG: I can bring a halfway decent storyteller with a growing intrest in the fantasy genre. How many times do you intend on posting a DAY IN the RPG: As much as needed. Do you know how to post pictures on the hype boards: ![]() Sample Post (Minimum Four decent-sized paragraphs containing dialogue): "Darius, we must hurry. Time is of the esscence." I look back at the small villiage one last time, every candle has gone out as daylight fast approaches through the woods. I hear a cry of a young foal go out from one of the houses and my heart aches with grief. I know that foal's cry, I held him in my arms the day he was born. He's third in line for the throne. "Little Marcus, but David. I cannot leave my wife and son like this, Marcus hasn't even gotten his first winter coat yet." David gives me a solom look as he looks back towards the woods. "If we don't go, sir. The Centaurs will cease to exsist. Many a young foal wiill be without winter coats..." "As always, you have found the right words. Come then, let's go." With that, the two of us head into the woods and northward towards man's world and the unkown. "Ya hear that? Sounds like horses. Get the ropes ready." Horse wranglers. They kidnap our half-brothers and use them like common slaves. If there is one thing I can do without shame or remorse. It's kill horse wranglers. "No human. You will not take another life." An arrow flys through the air and strikes the human dead in his chest. That's when David draws his spear and charges. "Ahhh!" Most of the wranglers run in fear. One of them stays with his sword drawn. "Come on, ya freaks!" I put the bow aside and draw the axe. "If that is what it takes." My four legs gallop in full sprint as the human gets ready to defend me. "Ahh!" I don't know if it's fear or nerves, but his sword misses me entirely. But my axe, she never misses. Thunk! I go back to the human's body and remove the axe from his skull. "Come, David. We still have miles ahead of us."
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Last edited by Byrd Man; 07-13-2007 at 02:13 PM. |
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#10 |
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Freethinker
Join Date: Feb 2003
Location: Reality
Posts: 21,097
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Just expand on the sample post and you're approved, Byrd.
So others don't think otherwise, Ferret and I did the racial traits for centaurs a few weeks back for him. So there's not a violation to any rules, or what not.
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#11 |
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knock knock
Join Date: Jun 2005
Location: Gator Nation
Posts: 8,179
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Gods & Men: The Ancient Myths RPG: SEASON I
Screen Name: Kaboom Character you have created (include known alias or nicknames here as well): Roorish,The Lost Elf, The Ghost of Golden Glade, Race/Culture (What race is your character, and, if human, what culture does your character hail from, for example is your character Roman, Athenian, Celtic, Norse, Spartan, Persian, etc) (GMs must approve of any race not part of the big 5: Human, Elf, Dwarf, Halfling, and Orc): Elf Racial Traits (traits specific to your race; a list can be found in the second post of the OOC thread) (For races not listed, GMs must create traits for that race first before player approval): Roorish has all the same traits as a regular elf, save he bears a distinct birthmark on th eback of his neck usually covered by hair. All those who have seen it have seen refuse to speak of its existence. Character Class (Somewhat similar to the classes in the CAH RPG, but with some differences) (Choose One): Rogue (the classic cutthroat, rogues excel at the underhanded arts; rogues include thieves, highwaymen, assassins, smugglers, pickpockets, and general scoundrels) Speech Color and/or Font (actually say what you're using, i.e. Arial Black; don't go "Like this", or what not): Verdana 2 Indigo Character Alignment (Good/Evil/Neutral): Neutral Character Personality (Give information on how your character acts, what he/she believes in, how they handle situations): Roorish was an adventurer whos goal in life was to escape the Elvish Glade and explore the world at large. His parents were hesitant of this believing the world held great dangers to him. They forbade his search for knowledge of other cultures and races, which only fueled his intense desire to learn about them. As such, Roorish is something of a bragart, having lived among many different people, but also friend and foe to none. He is one the most knowledgable elves, by virture of his considerable experience, but not necessarily the smartest. Still he has no home, and wanders the world living on the road, always searching for the next great adventure. Origin Info/Details (don't be blunt, be as thorough as possible): Everything as previously mentioned. His first adventure was the aiding in the slaying of a grendel monster that was attacking a tribe of norse people. After that he journied to Rome where he spent time in the Roman Legion teaching them elvish combat techniques and eventually offered a spot in the Sacred Tabernacle of the Righteous and Innocent Knights Errant. Choosing to no longer fight for anyone other than hemself, he left the Tabernacle and lived in Roman Africa for a short time before heading North to Spain. He is pursued by the Knights Errant for a particular piece of parchment that he stole from the library of the Tabernacle's ruling council. With little resources he lives on the road, and has resorted to thieving that which he needs to survive. Attributes (Select one from each category) (some races are greater or weaker than a human in specific categories and will be noted below or in the racial traits section of the OOC thread): Strength Level: Weak, but Peak for an Elf Speed/Reaction Timing Level: Peak Endurance at MAXIMUM Effort/Durability: Weak Human, Agility: Peak Human Intelligence: Above-Average Fighting Skill: Mastered Resources: Minimal Notable Equipment: Apart from his his standard elvish gear, Roorish has collected a few notble items that he keeps in his possession at all times. First, he posseses the Celestial parchment. An ancient document that the Knights Errant have been commissioned to retrieve at all costs. The contents of this parchment are unknown to anyone other than Roorish and the Head of the Tabernacle himself. He has a spanish Stallion he named Viento, a black steed that is said to be the fastest horse that ever lived. He also wields the norse dagger that was used to kill the grendel moster. As such its blade has been dipped in the monsters blood and is unbreakable. He wears the eye of Arcane Norum. An egyptian artifact that casts a circle of protection around its host protecting him from magic spells, which further enhances his already natural resitance to magic. A leather bracelet signfying his membership (although it is stolen) in the Sacred Tabernacle of the Righteous and Innocent Knights Errant granting him certain rights to lodging, banking, safekeeping, and other amentities. It also requires him to perform errantry if requested. Lastly, he posses The Nail. A small nail, taken from the Olympic Pantheon, it grants its user the gift of "luck." Due to its thievery, Roorish has been forbidden from entering Celestia by all of the pantheons, despite the fact that the Nail grants him the ability to enter Celestia at his fancy. Weaknesses (If your character has any specific weakness, such as a vampire's weakness to sunlight (among other things) or a Faerie's weakness to iron, list them here): none. Supporting Characters (Does your character have a significant other? A mother? A Friend? Who are they, what do they have to do with your character?): He has a horse he rides called Viento. His main adversary is head of the Knights Errant who pursues him constantly Describe using proper English grammar what you think you can bring to the RPG: I had a similiar idea to this called the age of Arthyr. This was more thought-out and I jumped at the opportunity to play. I am capable of handling complex plots as well as character moments. I think i can bring fun. How many times do you intend on posting a DAY IN the RPG: alot Do you know how to post pictures on the hype boards: yes Sample Post (Minimum Four decent-sized paragraphs containing dialogue): I kept my dark hair over my ears so as to not betray my elvish heritage as I approached the Spanish Inn. It was dimly let, and out of the way and I figured I could rent a room for a half floring. I didn't have much money on me and while I generally loathed currency, I recognized that it had its uses. The inn keeper was a stout man, his belly abnormally large and he twirled his dark mustache as I approached. "One Florings or the horse," he said without hesitation. "I have but half a floring," Roorish replied. "And I have had a long journey. Could you please reduce your rate?" " One floring or the horse," he replied steadfastly. Roorish pursed his lips. Could the age of hospitality and chivalry be so dead that a room could not be spared for being minus half a floring! Roorish lifted his arm and showed his bracelet to the inn keeper. "This bracelet requires you give me lodging for one night gratis under order of the Sacred Tabernacle of the Righteous and Innocent Knights Errant. To deny me a room is to rescind the Kinights' assitance for the rest of your days, your sons days, and your son's son's days." The inn-keeper looked at him and then his bracelet. "I suspect it a forgery," he finally said. "Would you rest you rlivlihood on a suspicion," Roorish replied. "Here's the key...free of charge." "Half a floring doesnt sound so bad now does it?"
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#12 | |
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Side-Kick
Join Date: Jul 2007
Posts: 73
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Quote:
![]() Question though, is the Eye of Arcane Norum a necklace, ring, brooch, etc? |
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#13 |
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knock knock
Join Date: Jun 2005
Location: Gator Nation
Posts: 8,179
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The eye is a precious stone. As such it can be fastened into any manner of holding, ring, neclace, etc. Currently, it is attached to a gold pendent and fastened to the inside of Roorish's tunic.
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#14 | |
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Side-Kick
Join Date: Jul 2007
Posts: 73
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Quote:
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#15 |
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knock knock
Join Date: Jun 2005
Location: Gator Nation
Posts: 8,179
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Rome
The Blessid Observatory Here, nestled in Rome is the location of the Blessid Observatory. Home to the Sacred Tabernacle of the Righteous and Innocent Knights Errant, the Blessid Observatory houses the most extensive library in the history of the known world. It is also where the high council of the Knights Errant sit to proclaim orders. The Blessid Observatory is also where all banking records are kept and where young squires are trained to become knights in both scholarly, artistic, and physical endeavours. To become a knight errant of the tabernacle one must perform three symbolic feats. One must brave the Pit of Darkness, an enchanted cavern hidden beneath the Blessid Observatory that forces one to live their darkest fears. Behind the Blessid Obervatory is the Courtyard of Courage. It is a never ending maze designed to test one's physical prowess. Lastly, at the top of the Blessid Observatory is the Tower of Truth. Where one must test their mental acuity against various knights. The Blessid Obervatory is guarded by an unseen number of Knights Errant at all times and requires the password to be spoken before one is allowed to enter its gates.
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#16 |
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Freethinker
Join Date: Feb 2003
Location: Reality
Posts: 21,097
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So, the Knight Errants are a group of Roman knights, correct?
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#17 |
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Freethinker
Join Date: Feb 2003
Location: Reality
Posts: 21,097
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Edit: See next post...
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"Take the risk of thinking for yourself, much more happiness, truth, beauty, and wisdom will come to you that way." Last edited by Johnny Blaze; 07-13-2007 at 04:38 PM. |
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#18 | |
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knock knock
Join Date: Jun 2005
Location: Gator Nation
Posts: 8,179
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Quote:
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#19 |
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Side-Kick
Join Date: Jul 2007
Posts: 73
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Since Charaun is always after more power, it could indeed lead to something. He might very well send minions out to retrieve it sometime down the road.
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#20 |
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Freethinker
Join Date: Feb 2003
Location: Reality
Posts: 21,097
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For those interested...
Pic of Charaun... ![]() Pics of his chief servants... Anastasia, the vampire priestess... ![]() Hilarion, the death knight... ![]() Kallisto, the vampire assassin... ![]() Nightshade, the shadow dragon... ![]() And a pic of his castle, Warlock's Rest...
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"Take the risk of thinking for yourself, much more happiness, truth, beauty, and wisdom will come to you that way." |
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#21 |
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knock knock
Join Date: Jun 2005
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oh and JB, considering that Roorish has the Celestial Parchment, that may make for an intersting arc if Charauin ever decides he wants it.
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#22 |
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knock knock
Join Date: Jun 2005
Location: Gator Nation
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oh and I like the way Blessid sounds as opposed to the proper spelling which would change the pronunciation. But good catch!
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#23 | |
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Business
Join Date: Aug 2003
Location: The Netherlands
Posts: 20,592
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Quote:
The e is just a little flatter while the i is a little more pronounced.
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#24 |
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knock knock
Join Date: Jun 2005
Location: Gator Nation
Posts: 8,179
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which is what I like.
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#25 |
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knock knock
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