Short-Term RPG Application - Ballad of Saints: A Fantasy RPG

Ahh. There's an intricacy.

It's like you're a mad scientist or something. Right on. :up:


hahah...mwahaha...BWAHAHAHAHA...*cough cough*

I mean, I have no idea what you're talking about. :dry:
 
EDIT: Meh.


Because this is a prototype. We're just testing stuff out.

And we'll have a vote every month. So if a game doesn't get accepted this month, it can get accepted next month. This way players can better gauge their workload, rather then signing up for a bunch of cool games and having to drop out of half of them.
 
Evil paladins? I'm all over this ****! Assuming this wins the vote and you can wait for me to get the hell out of this sandbox, I'd be very interested in writing a character who is a villain working for Magus.
 
Sweet, Bounce. If you want I can arrange into a story a Boss Fight with your villain at one of my created locations as the heroes embark on their journey. If you want to toss me ideas about your villain and backstory ahead of time--so I can have it more prepped before the game could be starting--shoot me a PM or message me on MSN.
 
Sweet, Bounce. If you want I can arrange into a story a Boss Fight with your villain at one of my created locations as the heroes embark on their journey. If you want to toss me ideas about your villain and backstory ahead of time--so I can have it more prepped before the game could be starting--shoot me a PM or message me on MSN.
I'm going off the grid for a few days (aka finally getting the hell out of Bagram), but I've copied the app and the setting info. Let me play with that for a few days and when I pop back on the net I'll send what I have your way to see what you think.
 
This seems interesting, would this cover all fantasy creatures?
 
This seems interesting, would this cover all fantasy creatures?

Are you asking about races you can play as or like the monsters you fight?

Given I am going to be using the same "resources" as the old G&M RPG since SuperFerret said that would be ok, below is a link to the old G&M OOC thread with that information:

- Magic
- Races and their Traits
- Beastiary

If this game gets approved, I will be using this same information.

Although, if there is a creature or race you want to propose/use just let me know and I will add them in. I'm not opposed to that.
 
Are you asking about races you can play as or like the monsters you fight?

Given I am going to be using the same "resources" as the old G&M RPG since SuperFerret said that would be ok, below is a link to the old G&M OOC thread with that information:

- Magic
- Races and their Traits
- Beastiary

If this game gets approved, I will be using this same information.

Although, if there is a creature or race you want to propose/use just let me know and I will add them in. I'm not opposed to that.

Great, thanks
 
Oh I just realized that playing as a Fairy wasn't an option in the old similar game. I'm going to allow them as a playable character. And I will reveal to you guys that we will be dealing with Fairies and the Fairy Kingdom in my game so that's another reason I mention it. Here is the racial traits I derived for a fairy. While this game is derived from G&M and G&M takes 90% of its content from D&D sources, in this game fairies can be male or female.

Fairies: They try to be around anything that they find interesting, learning as much as they can before, invariably, they see something equally as interesting. Standing between 5 to 5-1/2 feet tall and weighing 100 to 140 pounds, they are exceedingly graceful, but tend to be a frail race. Typically, Fairies tend to be pale skinned, but blue, green, purple, and red-tinged skin is not uncommon. The majority is often red, black, or brown when it comes to hair color, but just as many differences can be found here as can their skin. Fairies are a strange race in terms of aging, reaching adulthood around 15 years, but they are long lived and will typically live to be around for 400 years or so.
Strength: Weaker than a man
Speed/Reaction Time: Quicker than an elf
Endurance/Durability: Less durable than a man
Agility: More agile than an elf

I may add in more races today or by the time the game would be approved. Want to give options to please all.
 
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What about Witches/Sorceresses/Enchantresses/Wenches?
 
What about Witches/Sorceresses/Enchantresses/Wenches?

That falls under the Character Class category which is defined in the application:

Character Class (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)

So your question about Witches/Sorceresses/Enchantresses/Wenches is all under the Mystic Class. You can say specifically that your character is a Witches/Sorceresses/Enchantresses/Wenches but in terms of the application your class-type is Mystic.
 
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For convenience I will just go ahead and make posts in this thread to explain more information instead of linking back or referencing the G&M RPG since it is in the RPG Archives.

MagicSystemPic.jpg

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 Fairy Race gets one automatically, but that Minor Skill slot must be used in either the Protective, Enchantment, or Elemental School of Magic.

(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.)

(Some Schools of Magic require that a character be of a certain alignment. However, with the approval and review of the GM that can be over-turned slightly.)

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.
Minor powers include: animating and controlling weak undead such as skeletons and zombies, causing extreme terror to seize the mind of an individual of a basic race, reducing an individuals Strength level temporarily, speaking to the dead, etc.

  • Moderate powers include: outright snuffing out the life essence of an individual of a Basic race, creating and controlling moderately powerful undead such as ghouls, shadows, and wraiths, creating and spreading magical diseases (no AIDS, you sick bastards), etc.
  • Master powers include: creating and controlling major undead such as mummies, ghosts and vampires, snuffing out the life essences of a group of individuals of the basic races (or one of the Advanced races, although results may vary), becoming a lich.
(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.

  • Minor powers include: creating and controlling winds of various normal speeds (Air), turning stone and clay into mud and sand (Earth), emitting flames from your fingertips in a short but wide cone (Fire), breathing underwater, creating liquid water from water vapor (Water)
  • Moderate powers include: walking on air (not actual flight) (Air), giving the caster’s skin the hardness (and weight) of stone (Earth), fireball, the ever-loving classic ;) (Fire), raising, lowering or parting bodies of water (Water)
  • Master powers include: creating and controlling powerful winds of hurricane or tornado status, true flight (Air), creating and controlling massive earthquakes, becoming actual living stone (Earth), creating and controlling large infernos, complete immunity to flames and heat (Fire), drawing water out of a living body and controlling it, locating water deep underground and manipulating it (Water)
(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.

  • Minor powers include: creating invisible shields to protect an individual from an attack, healing minor wounds, warding against minor undead such as skeletons and zombies, etc.
  • Moderate powers include: healing moderate wounds, destroying minor undead and warding against moderately powerful undead such as ghouls, shadows, and wraiths, curing diseases, etc.
  • Master powers include: healing (would be) mortal wounds, destroying moderately powerful undead and warding against major undead such as mummies, ghosts and vampires, resurrection
(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.)

  • Minor powers include: summoning and controlling animals and weaker monsters (tritons, azer, small elementals)
  • Moderate powers include: summoning and controlling members of the Basic races and moderately strong monsters (giant animals, dire wolfs, hell hounds, medium-sized elementals)
  • Master powers include: summoning and controlling powerful monsters (some minor demons and celestials, large elementals)
(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.

  • Minor powers include: repairing minor damage in inanimate objects, increasing/decreasing a beings size up to 50%, changing the way an individual looks, short distance teleportation (“blinking”, distance up to 30 feet), etc.
  • Moderate powers include: changing an individuals form temporarily, turning living matter into a stone statue, transforming raw materials into finished products, etc.
  • Master powers include: permanent changing of an individuals form, disintegration, teleportation.
(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.

  • Minor powers include: charming individuals into thinking you’re their friend, inducing sleep in members of the Basic races, granting a minor magical effect to an object (it glows, blade never dulls, better/different flavor, etc.)
  • Moderate powers include: arousing a strong emotion in an individual, giving an individual a magical suggestion (“These are not the droids you’re looking for.”), granting temporary magical effects to an object (flaming bladed sword, arrows that seek their targets, rings of invisibility, etc.)
  • Master powers include: causing insanity in an individual, domination (complete mind control), granting permanent magical effects to an object/being.
(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.

  • Minor powers include: changing the way an individual appears, invisibility, creating and manipulating silent moving images, etc.
  • Moderate powers include: creating and manipulating moving images accompanied by sounds, smells, and heat, making one type of terrain appear to be another (like a controlled mirage), create and control illusory creatures (not actual physical beings, but it’s like the Matrix, if your brain’s convinced that you die, you die), etc.
  • Master powers include: creating illusions that are nearly real except they do not have physical mass, create and control illusory creatures (these CAN affect physical beings), etc.
(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.

  • Minor powers include: detecting secret doors, clairvoyance, clairaudience, understand any language, etc.
  • Moderate powers include: reading surface thoughts, psychometry, seeing invisible creatures, etc.
  • Master powers include: seeing a being/object/location’s past or (possible) future, immunity to illusions, etc.
(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.)

  • Minor powers include: speaking with animals and plants, nurturing and controlling plant life, creating and manipulating minor weather effects (fog, rain, light winds, etc.), summoning and controlling animals, etc.
  • Moderate powers include: curing/spreading natural disease, creating and manipulating moderate weather effects (lightning, sleet, hail, etc.), moving instantly between one plant to another of the same species (“tree walking”), etc.
  • Master powers include: creating and manipulating major weather effects (hurricanes, tornadoes, lightning storms, etc.), reincarnation, causing earthquakes, etc.
(Druids can be of any alignment, but are mostly of the Neutral Alignment.)
 
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RACIAL TRAITS
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.

* = Advanced race (no more than one allowed at any given time). Advanced Races include: beholders, illithids, powerful undead (liches, vampires, mummies, etc.), demons, dragons, celestials, other planar creatures (slaadi, genies, etc.), elementals and sphinxes. Advanced Races are listed towards the bottom of the Racial Traits sections.

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.

  • 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

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

Fairies:
They try to be around anything that they find interesting, learning as much as they can before, invariably, they see something equally as interesting. Standing between 5 to 5-1/2 feet tall and weighing 100 to 140 pounds, they are exceedingly graceful, but tend to be a frail race. Typically, Fairies tend to be pale skinned, but blue, green, purple, and red-tinged skin is not uncommon. The majority is often red, black, or brown when it comes to hair color, but just as many differences can be found here as can their skin. Fairies are a strange race in terms of aging, reaching adulthood around 15 years, but they are long lived and will typically live to be around for 400 years or so.

  • Strength: Weaker than a man
  • Speed/Reaction Time: Quicker than an elf
  • Endurance/Durability: Less durable than a man
  • Agility: More agile than an elf

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

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.

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)
 
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RACIAL TRAITS (CONTINUED)

*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)
 
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BeastiaryPic.jpg

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

  • Make sure you do a little research on the monster(s) before you use them as some have some special traits that are relevant where combat is concerned. And that goes with any creature you use, be them D&D monsters or creatures of Myth. Either use a search engine, the OGL Stats links within the links below, or simply ask for help.
  • Keep in mind the climate and terrain a creature or monstrous race favors when using them (I.E. Don't have a frost worm attack you in the Sahara). If you're unsure about a monster's climate/terrain, just ask and we'll be more than happy to help.
  • If a creature listed has a mythological counterpart then they are native to the region where the myth comes from (I.E. pegasi are native to Greece).
  • If you have any questions regarding a creature or race (such as special abilities, habitat, etc) ask a GM as we'd be happy to help you any way we can.

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)
 
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While I said I'm taking stuff from G&M's template, it doesn't mean I'm taking it all. This is a contained story and world so all those Places of Interests, Locations, and different Planes of Existence won't be taken from the old G&M RPG.

PlacesofInterestPic.jpg

PLACES OF INTEREST

The following is a list of certain fictional spots throughout the world that will be explored in this RPG. Each spot is listed under a region and given a brief description. When a new location is created, it will be listed here.

Abandoned Castle
As the Kingdom of Caldoria and the greater Caldorian Empire has been without their King and Emperor Magus for a century, they have left his former castle untouched. It is heavily guarded, for Magus remains in his throneroom frozen in time because of Kelvin's stasis spell.

Adventurer's Den

It is here that the lives and paths of many cross. If one seeks adventure, surely this is the first place one should go. With all the thrill seekers, it makes for a great place to obtain information about places throughout the land as well as myths and urban legends. Within the den is an inn, making it a great resting stop as well.

Cherry Blossom Forest

A most peculiar forest in all the land, its trees and plant-life are of gargantuan size. Like the plant-life, the insects are of larger size as well. It is rumored that the entrance to the fabled Fairy Kingdom, which was thought to have been burned down during Magus' conquest to expand the Caldorian Empire, is somewhere within Cherry Blossom Forest.

Elven Hideaway

Known as Drow or Dark Elf territory, it is feared by most in the land. The entire vicinity of the fortress is guarded by archers, and sentinel ground troops. They remain vigilant, silent, and hidden making for a nasty surprise for those foolish enough to dwell in their region.

Fairy Kingdom
Believed by many, this kingdom no longer exists. However there are some who claim that Prince Ace, after the death of his father during one of Magus' attack, was able to safely transport survivors of the once graceful kingdom. Those who think such a thing believe strongly that the only place he would have rebuilt the kingdom is in the gargantuan Cherry Blossom Forest.

Hi-Ho Mountain
The only way to get to the Valley of the Dwarves is to pass through Hi-Ho Mountain unless one is able to travel through the skies. The entire mountain is home to a variety of creatures such as Rock Golems, Worgs, and Trolls that cause most travelers to never make it to the Valley of the Dwarves. And traveling through the skies while safer is still not completely safe because of the wild Wyvern who rule the sky.

Lance's Atelier

Location to be unknown, it is said that King Lance before he died hid away an item of incalculable power. Hidden away in his secret atelier, if one were able to wield such a thing they would be able to create an entire new Age of Magick.

Shadow Realm
The Shadow Realm is a dimly lit dimension which can be used to travel through the land more quickly. However many fear to use it because centuries ago a group of Eladrin used the realm to lock away the dangerous Chaos Dragon after it had escaped from Limbo. Although it is known that a small group of Eladrin chose to remain within the Shadow Realm for all eternity to be wardens to the caged beast. Still, some remain concerned for aside from the Chaos Dragon other creatures such as Cloakers and Will-o'-wisps freely roam the realm from time to time.

Temple of the Damned

Guarded by the warlock Daemon are the treasures within the Temple of the Damned. Various artifacts of Olde and other precious relics is what draws brave and foolish travelers to enter the temple. And all who have failed are not killed but transformed by the evil warlock to forever roam the inner workings of the temple for all eternity. They remain forever his slaves and minions.

Tower of Wisdom

Said to have been built in the First Age of Magick, it is the humble abode of the Wizard Lynx. It is also said that Lynx was taught by the great Merlin himself and was trusted with the responsibility of watching over the entire Realm of Magick from the top of this tower. Lynx it said to have the ability to foretell future events before they occur.

Valley of the Dwarves

Home to the Dwarf Lords of the Land, the valley makes for quite the defensive stronghold. While the home to these dwarves is well guarded, they do leave a peaceful life for Hi-Ho Mountain is the only way to get to their civilization without the aid of flight; they rarely are visited by outsiders.
 
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NOTE: Since people are able to apply as characters of different races you can use existing places in the world (which makes the most sense for people applying as human characters) but if you say create a Centaur or a Merfolk person and want to make up where they are from, give a detailed enough description and name of the place and I will gladly add it to the Places of Interest post.

The places I have already created and listed are simply locations relevant to the story of the Short-Term RPG.
 
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More sexy blood elf pictures. Aaaaaalso... More WoW pictures in general. KTHX!
 
Well the only other need I would have for a picture is the roster. I have one picked out already:

RosterPic.jpg
 
Hiya!

I've been looking for a good place to RP and this board caught my eye. This game in particular is something I definitely want to take part in, especially since it's a short-term thing. I'm a big fan of that whole idea.

So yeah, if this game wins I'm totally in.
 
Well you gotta vote to make it win, so check out the voting thread and PM your vote to wiegeabo! <3
 
Did the voting thingamajig. Now to sit and wait. And do copious amounts of cocaine and other drugs.
 

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