Yes, you can use other races, but they have to get approved.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):
What about half-elves? Do they have to get approved or are they all right to play as? I'm just curious.
Heh.Half-elves are teh roxxors! I wanna be like Tanis when I grow up.
What would you want to play as, Q?
A Vampire. Maybe. I'm still thinking it over. In any event, I'm not sure if that would count as a seperate race, or merely an enhanced/transformed human. So I thought it best to ask.
Well, Johnny's undead too, so it's a possibility. How about you send me a short synopsis of what you want and me and Johnny will look it over, and use it to create a vampire race. Cool?
Well, I'd see a vampire in the same vein as a lich in that their is a base race (human, elf, etc), but they're their own unique character type with abilities, strengths, and weaknesses in tune with their new undead form. But, I am interested in what you have in mind, Q, and I'm looking forward to checking it out.![]()
Well, I'll PM you the same idea I sent SF.
No need; Ferret sent it to me. I see no problem with what you have in mind. Just have to write up the racial traits real quick, send it to Ferret for his two cents, and send them to you to look over.![]()
Gods & Men: The Ancient Myths RPG: SEASON I
Screen Name: Charlie No-One
Character you have created (include known alias or nicknames here as well): [FONT="]Zalmon, the Sea Demon[/FONT]
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): Merfolk (German waters)
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): 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 (Water nymphs 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.)
Zalmon, evolved from a basic Merman, has long tentacle like fingers that he can use as weapons.
Character Class (Somewhat similar to the classes in the CAH RPG, but with some differences) (Choose One):
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)
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 can be found in a reserved post in the OOC Thread): Transformational
Speech Color and/or Font (actually say what you're using, i.e. Arial Black; don't go "Like this", or what not): [FONT="]Palatino Linotype Bold size 10 dark teal[/FONT]
Character Alignment (Good/Evil/Neutral): Evil
Character Personality (Give information on how your character acts, what he/she believes in, how they handle situations): Zalmon no longer acts like a civilized person. His mind is broken. He treats people as prey or inferiorities and lives off of pure instinct. He will do anything to get what he wants including killing people. Since he is heartless, he loves and cares for nothing. Fear and pain gives him great pleasure. When interacting with people, Zalmon says very little and avoids contact anytime he can.
Origin Info/Details (don't be blunt, be as thorough as possible): Zalmon was once a normal ordinary Merman. He was young, handsome, and charming, but most of all, he was naïve. He traveled out of his tribes waters and entered restricted, shallow, waters. This is where Zalmon was captured by a young human fisherman. The man was speechless for he had just witnessed what he only believed to be a legend: he had caught a Merman. He remembered that they were famous for their deceptive nature and that, when captured; they would do anything to free themselves, even promising their very souls to return to the water. Taking advantage of this while knowing that a Merpersons word was unbreakable, he made young Zalmon promise his heart. A Merpersons heart was a very valuable asset. It was said Zeus himself blessed anyone willing to win one over with vast fortunate and untold bliss. It was a way of getting back at his brothers, Poseidon, hatred of humans. Wanting to be free, the Merman accepted and metaphorically gave the fisherman his heart so he could return to the waters without his moral heart, never able to love in any manner for another living thing other than the fisherman ever again.
Returning to his tribe, Zalmon was punished greatly. He had broken the Merfolks Lock and crossed into restricted, human infested waters. Beyond that, he had given his heart to a human, the sin among sins in the underwater world. Cast aside, Zalmon was exiled from the tribe and left for dead.
Like most living things, when ones heart is broken, the will to carryon with life is vanquished. For ten years, Zalmon lived on his own in the murky oceans of the world, traveling from tribe to tribe of Merfolk never staying long enough to be discovered. Over the years, his heartlessness caused an odd transformation to occur to his body, which was not uncommon to condemned Merfolk. His whole body was overcome by putrid green scales; his tail was monstrous and ugly; his fingers looking more like tentacles than actual fingers. This was not the full extent of his changes. His heartlessness had affected his mind too. Zalmon no longer even valued anyone elses life. When he would enter tribes of Merfolk, people would show up dead; their bodies mutilated and distressed. It was then when people started to figure out who was to blame for the crimes that the name the Sea of Demon came to being. They said his mind was fractured and more like a monstrous animals than a Mermans. He was truly more fish than human.
Settling down in far out reef, Zalmon who grew bored with hunting defenseless Merfolk, saw a ship of humans returning home after a long journey and remembered how he got into this jumble in the first place. He prayed to the gods for means of getting back his heart. Poseidon, the father of Merfolk and God of the Seas and who had not paid sufficient attention to what was happening in his kingdoms, took pity on the broken Merman and, because of his hatred for humans, granted the Sea Demon the power to obtain his heart.
Now equipped for the journey, Zalmon sets off to the human world to find the man that stole what did not belong to him.
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: Normal Human
Speed/Reaction Timing Level: Peak Human
Endurance at MAXIMUM Effort/Durability: Normal Human
Agility: Peak Human
Intelligence: Above-Average
Fighting Skill: Untrained
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): The Horn of the Great Narwhal (a sword made out of a narwhal horn; enchanted to be more durable than a normal narwhal horn), The Amulet of Sea (a necklace with a small vial of water from the Black Reef. Enchanted to never empty. Used for restoring hydration.)
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): Weakness to fire and dehydration. If out of water for more than two hours, Zalmon will get extremely dehydrated and need to return to untainted water. He cant stay in his transformed human state beyond sunset.
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?): Thorsten, the fisherman who stole his heart. He is human and is now around the age of 30.
Describe using proper English grammar what you think you can bring to the RPG: I can bring fun and interesting storylines. Also, I am experienced in role-playing and know how to work well with others.
How many times do you intend on posting a DAY IN the RPG: As many as needed.
Do you know how to post pictures on the hype boards:
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Sample Post (Minimum Four decent-sized paragraphs containing dialogue):
The waters churned violently around Zalmon. He was in no mood to deal with the foolish ramblings of the Merfolk. His heart had been stolen; he no longer cared for anyone or anything. Mortal things were beneath him. Gliding onto a rock amongst his familiar reef, he rested his head. How much longer did he have? He never paid attention to class lessons during his time with his tribe. The Heartless had a much shorter life expectancy, he knew that much. After the Loss, it was expected that 12 years was all the poor souls had left; Zalmons heart was stolen 10 years ago. He was nearing the end. A splash rippled the strange black water around him.
Pardon, but it seems that I have been wandered off my original route. Can you help a fellow Merman and put me back on the correct trail?
Zalmon sank beneath the waves, hiding his abnormal features from the Merman in front of him. The boys eyes were green as the ocean and his hair was as blonde as the suns rays. This imp must have not heard the legends of the Black Reef. The ebony water surround it was the home of many strange creatures. One could end up dead.
[FONT="]Young child, I would be more than willing to help you[/FONT], whispered the monstrous creature. The boy in front him was only a few years younger than himself but soullessness had prematurely aged his feeble body. He felt as if this boy was a mere child and himself an elder.
The boy swam forward, coming directly into reach of Zalmon. The condemned Merman wrapped a cold tentacle around the teenagers tail. It was wide, but weak. He could break it easily leaving the boy paralyzed. It would be an easy meal.
Strange, I didnt think squid neared such shallow water, thought the boy aloud while grabbing his arm. Interaction with other sea creatures was normal amongst Merfolk. They did not think anything of it.
[FONT="]You really should not have strayed outside of restricted waters,[/FONT]
I told you. I didnt mean to-
[FONT="]Hush! Your words mean nothing to me,[/FONT] spat the Demon, moved all 10 of his tentacles around his preys tail. [FONT="]This little excursion cost you your life,[/FONT]
With a quick pull, the tail snapped back. The boy cried out in pain. Zalmon leaned forward, pushing his fish-like face out of the water and onto the boys exposed neck. With a huge downward force, he ripped a chunk of flesh off the body. An easy meal.
Sorry if there are some small grammatical mistakes. I wrote this pretty late.