Dragon Age: Reckoning OOC

Discussion in 'ROLEPLAY GRAVEYARD' started by Hirohashi, Sep 14, 2012.

  1. Character Signup Sheets:

    Name: (Self explanatory)

    Race: (Human, Elf, Dwarf, Kossith... you get the idea)

    Class: (Are they a warrior, rogue or mage?)

    Specialization: (Only one suitable to your class, please)

    Sex: (Hurr hurr. Pick Male/Female)

    Appearance: (Pictures are preferred, a nice description is acceptable)

    Weapon(s): (What is your weapon of choice? Include shields if they're used)

    Personality: (What are they like?)

    History:
    ​ (A brief/thorough background of your character. Why are they who they are today? Where were they born or raised?)

    Skills: (A list of skills can be found here. You may pick two skills for your character.)

    Talents/Spells: (Full lists of talents for warriors and rogues and spells for mages are found here, respectively. Aim for 10-15 of them you are interested in.)

    Extras: (Entirely optional extra details to share about your character.)


    **Please let me know if the links do not work for you.
     
  2. Name: Krillen Farrof

    Race: Human

    Class: Mage

    Specialization: Spirit Healer

    Sex: Male

    Appearance:
    Show Spoiler
    [​IMG]


    Weapon(s): Staff made from Blessed Wood, ordinary steel dagger.

    Personality: Mostly ignorant when it comes to social situations. Eager. Likes to explore and try new things. Likes to be helpful. Can be shy at times.

    History:
    ​ Born and raised in Denerim, Krill was home-schooled. From a young age, he showed a talent for healing. His parents are insanely rich and kept his magical talent under wraps. They didn't want to lose their only child to the circle. Until 16 he was barely allowed out of the house, let alone the large courtyard. When he became 18, Krill was allowed to finally explore the world.

    Skills: Coercion and Clarity

    Talents/Spells:

    <tbody>






    </tbody>
    Healing [​IMG]Heal
    [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Rejuvenate"]Rejuvenate[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]


    [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Regeneration_(spell)"]Regeneration[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]


    [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Mass_Rejuvenation"]Mass Rejuvenation[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]




    <tbody>




    </tbody>
    Mastery [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Arcane_Bolt"]Arcane Bolt[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]



    <tbody>






    </tbody>




    Summoning
    [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Spell_Wisp"]Spell Wisp[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]


    [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Grease"]Grease[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]


    [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Spellbloom"]Spellbloom[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]


    [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Stinging_Swarm"]Stinging Swarm[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]





    <tbody>






    </tbody>
    Enhancements [​IMG]


    Heroic Offense
    [​IMG]


    Heroic Aura
    [​IMG]


    Heroic Defense
    [​IMG]


    Haste


    <tbody>




    </tbody>
    Death [​IMG]


    Walking Bomb
    [​IMG]


    Death Syphon



    <tbody>






    </tbody>
    Spirit Healer [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Group_Heal"]Group Heal[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]


    [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Revival"]Revival[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]


    [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Lifeward"]Lifeward[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]


    [​IMG][B][B][TABLE]
    <tbody>[TR]
    [TD][URL="http://dragonage.wikia.com/wiki/Cleansing_Aura"]Cleansing Aura[/URL][/TD]
    [/TR]
    </tbody>[/TABLE]
    [/B][/B]



    [B][B][U][B]Extras:[/B][/U][B]

    EDITING![/B][/B][/B]
     
  3. Name: Arvaraad

    Race: Kossith

    Class: Warrior

    Specialization: Spirit Warrior

    Sex: Male

    Appearance:
    [​IMG]

    Weapon(s): Two longswords, one with a flame rune, one with a lightning run

    Personality: in public, he maintains a courteous, if distant demeanor while not mincing words. In private however he shows a very live ant let live attitude towards most things and still tends to consider the god of the group efore himself. like all citizens of thaedas he holds a distrust for mages, however his is lessened to a tolerant outlook, even if he doesn't always enjoy their company.

    History:

    He grew up on Par Vollen as can be considered normal for a Qunari, then one day, while out hunting, he became separated from the rest of his group. stranded and alone he drew the attention of Tvinter Slavers keen on taking a qunari captive, he barely survived the encounter, and found himself laying on the beach slowly bleeding to death when a human apostate found him, over the next several weeks the mage treated his wounds, and he learned the mysteries of the fade from him. He stayed with the mage for several months before finally returning to the Qun. He demonstrated his new abilities before the arishok and was to be branded Serebas. Rather than live as an animal, he left the Qun, and wandered the world as a mercenary, and eventually found himself a member of the Grey Wardens. With a new "Qun" in the wardens, he's found a Role again, as has become more agreeable, though he does throw his companions off with his insistence of maintaining of as much Qunari ways as he can.

    Skills:
    Survival
    Clarity

    Talents/Spells:

    Activated
    Punsher
    Death Blow
    Perfect Striking
    Flurry

    Sustained
    Momentum
    Dual Striking
    Beyond the Veil

    Passive
    Dual Weapon Training
    [B]Dual Weapon Finesse
    [/B]
    [B][B][B][B][B][B][B][B]Dual Weapon Expert
    [/B][/B][/B][B][B][B][B][B][B][B][B][B][B]Dual Weapon [/B][/B][/B][COLOR=#f2f2f2]Mastery
    [/COLOR]Powerful
    Bravery
    Soulbrand




    [U][B]Extras:[/B][/U][B] He took the title Arvaarad after becoming a Warden, the title only seemed fitting to him.


    WIP[/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B]
     
  4. Name: Patril

    Race: Human

    Class: Rogue

    Specialization: Shadow

    Sex: Male

    Appearance: A rather small fellow, lean and quick, with short blond hair and blue eyes. Tends to wear clothing typical to commoners, in dark shades and varying degrees of cleanliness, but when 'working' will don light leather armour, also dark in colour, and a hood.

    Weapon(s): Dual-wielded daggers, poisons.

    Personality: Patril is a loner, first and foremost. He's not good at dealing with or interacting with people and never has been. He prefers to avoid interaction as much as possible as a result, sticking to the shadows and remaining unnoticed for as long as possible, and when he does converse with others, he's blunt, straight to the point, and has trouble understanding jokes or sarcasm, not to mention fails at social graces or etiquette.

    History:

    Patril was born in Denerim to an unwed woman who died of illness soon after his birth. He grew up an orphan on the streets, small and scrawny, and soon learned to hide and evade the bullies that would harass him for anything of value or use he might manage to get his hands on. He was weak, but he was cunning and fast, and as he grew, stealth and the shadows became his tools and friends, and he became the worst kind of thief--the kind that merely murders his target and makes away with anything of value he might possess on his person. The fact that he's never been caught is a testament to his natural talent and honed skill, and soon he began to become more ambitious--selling his skills as an assassin of sorts, lacking the style of those who follow the Antivan traditions, but making up for it in sheer effectiveness. His skill with poisons is a more recent development, a result of deliberate study to improve his skills further rather than 'learning on the job' like his fighting skills.

    Skills: Combat training, poison-making.

    Talents/Spells:
    Activated Talents:
    • Decoy: Creates a decoy with very high threat to distract enemies, puts shadow into stealth.
    • Pandemonium: Confuses enemies in the Shadow's personal range with an airborne toxin, causing them to either flee or attack a random target, friend or foe.
    • Heartseeker: Has a chance of instantly killing Elite-rank enemies or lower if their health is already sufficiently lowered; if it does not kill, it inflicts a critical hit.
    • Ghost: The rogue completely evades physical attacks for 15 seconds, but not effects like stun.
    • Flicker: The rogue 'teleports' from one target to another within a 7 meter radius of their starting point, backstabbing each of them.
    • Twin Strikes: Two rapid strikes that inflict critical hit damage. Inflicts bleeding damage thanks to Find Vitals.
    • Low Blow: The rogue strikes at the legs of all surrounding enemies, inflicting penalties to movement speed and attack speed for a short time. If used following Twin Strikes, the enemy is temporarily immobilized.
    • Unending Flurry: The rogue strikes repeatedly at a single enemy, continuing the assault until the enemy flees, dies, the rogue misses, or the rogue's stamina runs out. If used following Twin Strikes, each hit becomes a critical hit. If used following Low Blow, the rogue cannot miss.

    Sustained Talents:

    • Shadow Form: Shadow is concealed, each attack against an enemy reduces threat?
    • Stealth: Character disappears from view. Movement speed penalty applied. Attacking or uses items ends stealth.
      • Stealthy Item Use: Character can now use items with a decreased chance of breaking stealth.
      • Combat Stealth: Character can now use stealth in combat if the enemy's rank is lower than the character's stealth rank.
      • Master Stealth: Character gains significant bonuses to all stealth checks.
    • Weak Points: The rogue targets enemies' weak points, causing the targets to receive 10% increased damage from all non-magical attacks.

    Passive Talents:

    • Shadow Striking: When Shadow Form is active, +50% backstab damage, permanently adds +5% melee critical chance.
    • Dual-Weapon Training: The rogue gains an additional 25% attribute bonus with the off-hand weapon.
    • Dual-Weapon Finesse: The rogue gains +5 attack and +5 defense when using two melee weapons.
    • Dual-Weapon Expert: The rogue gains a +2.5% melee critical chance, as well as a chance to inflict bleeding lacerations with every hit.
    • Find Vitals: The Rogue gains +10% critical chance and +20% critical hit damage. Twin Strikes now inflicts additional bleeding damage.

    Extras: N/A
     
  5. While that is certainly true, the games are only the basis for the RP. I suppose I could have clarified, you'll have more than just the one rank in the skills you choose.
     
  6. Ahhh, I see. Yeah, that makes a bit more sense. XD It just seemed unbalanced, that's all.
     


  7. Name:
    Duran

    Race: Dwarf

    Class: Warrior

    Specialization: Guardian

    Sex: Male

    Weapon(s): Steel Warhammer with a large bulwark.

    Personality: Aggressive, stubborn, regular drunk, plays well with some people but others he will make snarky remarks at.

    History:
    ​ Duran always prided himself on being the best at what he does, fighting. The dwarves of Orzamar have always been hardy people and Duran is no different. Duran grew learning the ways of the forge, master his techniques until he was of age to wield a hammer and began to training nonstop until he was ready to prove himself in the Orzamar arena. Despite being victorious, Duran never seeked any nobility and enjoyed his own way in life.

    Skills: Combat Training

    Talents/Spells:

    Shield Mastery [Passive]
    Shield Expertise [Passive]
    Shield Wall [Sustained]
    Shield Bash
    Shield Pummel
    Juggernaut
    Overpower
    Shield Wall [Sustained]

    Extras:
    Ale, lots and lots of ALE.
     
  8. I like this Dorf....he is good Dorf
     
  9. Hiro, does the 10-15 spells include the specialization spells or no?
     
  10. I'm glad you asked. No, they do not. The specialization's talents/spells come free with the specialty and don't detract for the 10-15 other abilities you may choose from.
     
  11. 8D
     
  12. Spirit Warriors are cool :I

    I'll might have my Templar done maybe on Sunday if not tonight. And if not Sunday then Monday.
     
  13. Name: Yesar Elamirson

    Race: Human

    Class: Mage

    Specialization: Shapeshifting

    Sex: Male

    Appearance: Yesar is bald, most of his hair burned away except from two heavy eyebrows, light brown in colour. His cheekbones poke out from his otherwise slim and pale face. Black rings under his eyes suggest lack of sleep. Most of his body is covered by his mage robes, except from his hands and certain spots where the cloth of the robes have been parted for various reasons. Judging from the way these spots look, the most common reasons for the holes are burns and teeth. Yesar's hands are bandaged, and both hands have a copper ring around the ring finger.

    Weapon(s): An oak staff

    Personality: Yesar is awfully jumpy and wary around strangers, but also gets easily lonely. Lately he's been giving in to the loneliness, approaching major cities more often and engaging in small talk with complete strangers.

    History:
    ​ Yesar was born in a poor household in a small village by Lake Calenhad. When Yesar, still a child, lit a candle with his own breath, his parents knew what they had to do. There was no way they could support keeping a mage from the circle, not with their economy. Since the child was never planned for anyway, his father left with the child the same night. And so it was that Yesar grew up in the circle tower with only faint memories of the outside world. During his training in the circle, it became apparent that he was a mage with quite the knack for destructive magic. It was also apparent that he wasn't very fond of the way the circle worked, especially not the templars. Because of this, he became involved with a group of students creating a plot to escape the tower. There was little chance that he would refuse and inform the mages of the plan, and the students needed someone like him.

    A week later Yesar found himself running through the night with a few other former students of the circle, the tower now behind them. Their blood bond was broken, their path was clear, everything seemed to go fine. Then it became apparent that the students had no real plan as to where to go afterwards. Yesar left them to walk the wilds alone, avoiding roads and settlements and using his herbal knowledge to survive. It was here that Yesar started practising shapeshifting, taking the shape of a dog to hunt and to blend in. As the years passed he figured people had forgotten about him, and made his way to Denerim to trade herbs and potions for clothes. After a successful encounter here, switching between walking the wilds and visiting towns became a habit for Yesar. In this way he could steer clear of templars, while staying up to date on what was going on in Ferelden.

    Skills: Herbalism, Combat Training

    Talents/Spells: Flame blast, Stonefist, Fireball, Inferno, Lightning, Shock, Chain Lightning, Heal, Drain Life, Winter's Grasp.
    Specialization Spells: Dog shape(alternative to Bear Shape)

    Extras: While Yesar's rings aren't enchanted, they help casting lightning spells because of the conductive properties of copper.
     
  14. Name: Burd Balton
    Race: Human
    Class: Warrior
    Specialization: Templar
    Sex: Male


    Appearance: Without the skirt
    150px-TemplarArmor2DAII.png

    Weapon(s): Alternates between a mace and a longsword, both steel and both equiped with a paralysis rune. Steel kite shield.


    Personality: Burd was once a lighthearted young man until a few years of being with the templars where he became more stern and vigilant. His natural sense of duty was developed and focused into the securing and neutralization of apostates and malificar. Although appearing serious he is not devoid of his sense of humor and enjoys a good laugh. Lately though he's found less to laugh about. Often unthought of, Burd is a Templar with an open mind. This in conjunction with a persistently puzzling and sharp mind allows him to resist or find ways to undermine and nullify many forms of magic, particularily magics affecting the mind. He believes people with the power to help others should do so. He also used to believe, like many other denizens of Ferelden, that the Templars were a pure force of good and their methods were justified.


    History: Burd is an orphan. He was laft at an orphanage when he was six and although he remembers very little about his parents he knows that they abandoned him to go overseas for an unknown reason, impacting him emotionally even if he didn't admit it. The insecurity of why he was left plagued him most as he became a young adult and he lashed out at the other kids, specifically the bullies, even when he was outnumbered. His inner anguish was channeled through fighting and he found satisfaction in protecting others, it made him forget for a little while. A sister from the Chantry noticed his growing potential over a few visits and adopted him, before he knew it Burd was being trained to become a Templar. Years passed, training complete, apostates and malificar are hunted while Burd becomes disillusinoed to some things about the Templars. Anyways, learned of the Painted Demon cult and adamantly suggested to the Knight-Commander and the Grand Cleric they do something about it. Burd ended up being sent on a secret mission off public record to seek out and destroy the cult.


    Skills:
    Clarity
    Runecrafting



    Talents/Spells:
    Warrior:
    Sustained:
    Shield Wall
    Shield Cover

    Passive:
    Shield Balance
    Shield Expertise
    Shield Tactics
    Shield Mastery
    Powerful
    Bravery
    Death Blow

    Activated:
    Shield Bash
    Shield Pummel
    Overpower
    Assault
    Second Wind
    Peon's Plight

    Templar:
    Passive:
    Righteous Strike
    Mental Fortress


    Activated:
    Cleanse Area
    Holy Smite


    Extras: Trying to kick his lyrium habit.
     
  15. Name: Garth Sanguire

    Race: Human

    Class: Mage

    Specialization: Blood Magic

    Sex: Male

    Appearance:
    [​IMG]

    (Ignore that staff in the picture. It's not really golden.)

    Weapon(s): An ironbark staff forged by a Dalish craftsman in exchange for a task Garth performed for them prior to his capture. A blood red ruby sits atop the staff.

    Personality: Garth is the type of man who has always spoken out against the Templar order for their treatment of mages. This topic will easily irritate him, making him seem like an angry person. Perhaps he is... if you're not a fellow mage or one of their sympathizers. He is all too eager to help out other mages or those he considers to be innocent. Since receiving his Brand of Blood he has become even more aggressive, going so far as to take revenge on the behalf of others who have been wronged. Having been forced into becoming a blood mage, he is understandably paranoid as well. Garth has a knack for escaping troublesome situations.

    History:
    ​ Garth was brought to the Fereldin Circle Tower at the young age of seven, after first displaying his "curse" by lighting his mother's curtains on fire with nothing but his hands. At the circle he became a gifted student within the fire branch of the elemental magic school. Having passed his Harrowing with relative ease he became a full fledged member of the circle magi. Known for his powerful fire spells, he was among those permitted to leave the tower to help King Cailan in the Battle of Ostagar, where he provided artillery support from atop the castle wall. The experience of being outside of the tower rekindled his desire for freedom.

    After the betrayal of Logain and before the Templars came to recover any mages who survived, Garth managed to escape into the wilds for a short time. Eventually he found his way into the Brecilian forest, getting captured by a clan of Dalish within one day of arriving. After telling them about his magical prowess, they agreed to free him on the condition that Garth help them out with a problem they were having. He has told no one outside of that clan just what he did, or why they also felt it necessary to reward him with a rare Ironbark staff as well.

    Again freedom was a fight for survival. With the blight spreading, Garth was forced to travel north. Two days south-west of Denerim he was ambushed by the Painted Demons and overwhelmed by their blood magic and sheer numbers, not able to take down a single foe. For several months nobody saw or heard from him. That changed when Knight Commander Bradly happened upon Garth, who was now considered an apostate for his disappearance, on his way to the tower in the early morning.

    Skills: Coercion and Vitality

    Talents/Spells:

    Sustained:
    Arcane Shield
    Spell Shield
    [B][B][B][B][B][B][B]Spell Might

    Activated:
    Flame Blast
    Fireball
    Inferno
    Chain Lightning
    Walking Bomb
    Virulent Walking Bomb
    Mana Cleanse
    Drain Life
    Crushing Prison

    Passive:
    Arcane Mastery

    [U][B]Extras:[/B][/U][B] Garth's brand of blood is located on his upper left arm. It consists of a prismatic circle with several layers of odd symbols that have not yet been translated. It appears to have been drawn on in blood yet does not smear or wash away. Garth prefers to wear shirts that have sleeves long enough to cover this mark.[/B][/B][/B][/B][/B][/B][/B][/B]
     
  16. Yes. I am still accepting submissions at the moment.
     
  17. Wait, so, we have all our specializations' talents/spells from the get-go?
     
  18. To put it simply, yes. Along with anything else within reason of that specialization. If you want a special/personalized talent or spell for your character then all you have to do is check in with me about the details. I'll let you know if it's alright for use and if not, how to tweak it.
     
  19. ...so we're starting almost completely levelled up then? Won't be gaining too many more abilities over the course of the RP?