The Salvation of Madame Alabaster (A HUGE ADVENTURE RP)

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  1. SIGNUP URL is Below !

    Long Ago, when the Land of Lucidel was once one, creatures and forms of all kind lived in harmony. The Four Great Colossus, guardians of the Lucidel’s peace, took watch and blessed life with the gift of knowledge, peace-keeping and power. Man and Creatures dwelled hand-in-hand for centuries under their protection, sharing knowledge, wisdom and love with one another since the dawn of time itself.

    Until..One Day...A Spirit of Greed Was Born..A Spirit that Lusts For Power

    Against the sacred energy of life and peace they planned their wicked schemes. A group of Homs had mastered the power and knowledge of the Colossus. Transfiguring a blessing into a curse, they burned with the lust of power and control over their fellow Creatures. They had forged blades, tamed beats, created steam. The world groaned under their iron fists, tearing down the sacred lives of the innocent around them. “The Jewels of Life”, gems of power embedded into their very weapons, had the power to create life..and take it as well...

    This sparked The First Great War.

    The Great Colossus, angered for having blessed their brothers and sisters, demanded that each society go into a land of their own. Those with Wings ascended to the Sky, those with Fins dissolved in the waters, those with Feet hid in forests and swamps, those with thick skin hid in Deserts and Earth. And those abandoned by the mercies of the Homs settled in the Ice. The Homs were greatly punished, shunned from the rest of the world and met with hostility wherever they went. The Jewels? The Four Great Collosus swore to hide themselves in the four far corners of Lucidel, sleeping until they were needed again, each holding a shard to “The Vessel of Lucidel”. The Vessel, a blade embedded with power, could only be wielded by One with a Pure Heart.[BCOLOR=#000000] The Vessel will lead to the path of the Jewels. [/BCOLOR][BCOLOR=#000000]"[/BCOLOR]

    The Story of the Great Homs

    “The Great Homs, a set of powerful wise men who chose to protect and assert their power of the Realm of Lucidel built a grand wall around the land they call home. Their grand city, a monument to their excellence, will stand tall of the land as its centre. The Great Homs led their country with pride, establishing a temple of knowledge. The Temple of Homs..a place where The Heavens of Knowledge Meet The Earth. In the temple houses all the wisdom of the Great Homs. The Eternal Calendar, The Lunar Predictions of Lucidel, The Tales of the Land..Everything in a single grand cathedral pinned in the centre of the city. Its arched top can be seen from all points on the land.”

    LUCIDEL COAST (open)

    Who Is Madame Alabaster?

    Madame Alabaster, head of the Alabster Family Business and descendent of the Great Homs, carries on the spirit of Greed that sparked The First Great War. The Alabaster Family Business was built by the Great Homs as an icon of power, knowledge and wisdom that the Homs race greatly possessed over their counterparts. Sir Victor Alabaster IV, previous heir to the Alabaster empire, ensured force and dominance over Lucidel with an iron fist which kept all Homs at peace and joy. With the dawn of steam, weaponry, and airships the Alabaster Empire had reached its pinnacle. Until he had died. His wife had died then of grief, which left Lady Isabelle Alabaster alone in her huge estate. The business crumbled and for centuries The AlabsterFamily was never heard of again. The honor of the Great Homs had died. Death...something that had traumatized Madame Alabster.Her empty estate and factories were laid bare for years, dusted and taken care of by her of extraordinary servants and guardians. With the power of an army, a mysterious being behind the Alabaster Empire reopens the site that was once the origin of power for the Homs. Its goal? Madame Alabaster seeks to regain what made the Homs so invincible. The immortality granted by the Jewel of Life. The power to reign forever, unlike her great grandfather Homs before her.

    Your Character Reads (Either Finds Somewhere, Steals, is Mailed) or Wanders Across the A Letter Wrapped in Gold Parchment..

    "Fellow Homs,

    Be made aware, Alabaster family business has resurrected. We look forward to inviting skilled Homs of all forms to work with us towards our dream of being the elite force of our realm once again. The Alabaster Family calls upon the energy of the Homs as a new monument of our power and excellence against the malevolent societies that be beyond the walls. May the wisdom of the Great Homs guide you.


    Madame Alabaster"


    Map of Center Lucidel

    Show Spoiler

    Map of Lucidel Realm

    Show Spoiler

    Before We Begin...

    This roleplay is a sandbox roleplay. That means your characters and ideas can roam freely in the world we create together without much restriction. I only ask that you keep the plot in mind because pacing is key in a larger quest and things will be time lapsed if actions take too long.

    This roleplay is descriptive, character driven and most importantly meant to entertain you! I like using pictures to describe the surroundings in fantasy because it works a lot more effectively for me. Every scene or city mentioned in time will be revealed through visual pictures, so don't worry! I expect you to do the same with your characters and scenes as you see fit. Please do it tastefully! This RP is meant to be as reasl as possible so there is a chance that your character may die (with permission of course) or fall ill/ become hurt. There is no restriction on romance of any kind.

    If this gets enough interest (4-6 characters?) I will begin. I also plan to Co-GM with someone more experienced since this will be a first for me.

    Oh? So you think this is a lot of reading..I'm so sorry..count this as a first-and-only thing! But Here are the ground rules!

    Get Your Eyes Ready! (open)
    Basics for this RP in Preparation for the OoC:

    The standard adventurer’s kit includes a backpack, bedroll, flint and steel, belt pouch, 20 torches (4 hours of illumination in total), 10 days of trail rations, 50 feet of rope, and a waterskin. Each person will start with this basic Adventurer's Kit, but you can add onto it. Some examples of things you may choose to add are armour, or skill equipment (lutes, musical instruments, spell books, scrolls, cooking supplies, a map, ect).

    In regards to magic, there are many different fields that you can use. Each character can learn magic at any time during the RP, but if you choose to start with it then that's fine. You will be allowed to choose a Primary Magic Type (the one your character is more proficient with and uses more often. This will determine what type of wizard/Mage they are), and/or a Secondary Magic Type (should you wish to have one. This will be a lesser known/used magic type, but at least you'll sleep better at night knowing you have a backup).

    Just like with the Magic Types, you are allowed to choose between 2 Different Classes, should you decide to have two. The primary one will be where your character mostly comes from, but the secondary one will give you bonuses that could compliment your primary choice. For example, you may choose to be a "Wizard", but have a secondary class of "Paladin". This would mean you get the healing benefits of a Paladin and allows you to cast additional Arcane Magic on top of your existing magic without taking up a "Magic Type" spot.

    DA RULES (open)
    1. No GMing. We don't want any Mary-Sues or Gary-Sues
    2. Maximum of 3 Active Characters per person. Any more needs approval by a GM
    3. Characters can and probably WILL die, but please ASK somebody before you attempt to kill their character rather then just say "Your guy is dead."
    4. Keep it PG-13!! Romance and Lovey-Dovey stuff is fine, as well as the occasional innuendo, but take smut scenes to PM, please. Also, violence is allowed, but please don't rip out a guys entrails and hold them above his head while he slowly dies. We're not monsters (although Orcs are known to do that)
    5. Some scenes will be time skipped if they drag on too long/get too boring, but most of the time we will RP things through.
    6. Most likely at the beginning, your character will join the main group of heroes. If you choose to meet with them later on, let me know so I can create an event that will introduce our characters to one another.
    7. Your character is only allowed 2 Magic Types (a Primary and a Secondary) or "God Mod" Powers. Each power MUST have a weakness. (SEE POWERS)
    8. Post at least 2 paragraph's (10 sentences in both) each time (more is fantastic though)
    9. GM posts will be announced (these include plot movers, special events or even the death/introduction of a new character)
    10. If you got this far, here's a cookie *hands cookie* Also, include the phrase "Adventure, Ho!" in your "Other" section just so I can tell who's read the rules and who hasn't.
    11. Please make PvP combat fair. It really sucks when somebody unleashes their ultimate power and freezes the other person's foot to the floor, then proceed to just punch the crap out of their immobile opponent. In addition, GM moves will NOT be allowed inside PvP combat unless approved/announced in a GM event. There will only be a few exceptions, such as Elemental Powers or Flight.
    12. Enjoy the RP to the best of your ability!!

    ABILITIES (open)
    (The following Skills are skills that, depending on your Character's Race and Class(es), you will have from the beginning. Each race and each class variety gives different skills. Think of them as bonus skills, but you'll still have to pick 6 customized skills for your character.)


    Homs (Humans): The Homs are basically humans. Homs society is usually seen as greedy, evil and controlling. Although only typical in theri government system, most Homs are regular folks that are ignorant of all things beyond the Great Wall. Most Homs are taught that everything beyond the Great Wall is death, that they will transform them into undead beasts of darkness, called Nosferatu's by lore. As such, the legal death sentence is exile till death. Only high scholars understand the truth about the outsides of Lucidel. Homs are skilled with their hands, which is their most destructive tool. They are builders, crafters, scientists, warriors, healers. They have no limit!

    Sorarians (Sky Folk): The wisest and eldest among the races of the realm. The Sky Folk excel far beyond the Homs in technology. They are tall (usually over 8 feet) and can fly very quickly. They are masters in combat and philosophy. Their sharp talons and claws are sharp. They are the only race totally aware of the history of their realm, and the most favored by the Colossus.

    The Sirens (Water Dwellers): The Sirens, Mermaids, Fish Folk of all shapes and forms! Most are also unaware of the land that exsists "above the surface" (the ocean's surface), their entire society dwells deep within the waters of Lucidel.

    Les Nosferatus (Children of the Forest and Snow): These pale, vampire-resembling Homs have been abandoned by their society due to harsh crimes or poverty. These are usually hardened criminals with varied skills. Many tribes have moved to the Snowlands to create their own society of slums while some have created tree-villages in order to live peacefully. Thuese are some of the only wisemen able to talk to some of their neighbors.

    Swampees (Swamp Folk): Dwarves, Elves, Orcs, Shapeshifters who have built their dwellings in the swamplands and marshes of the land.

    NOTE: I am NOT including images, as I believe you as an RPer should have complete creative freedom in imagingin your characters. Note that each race had their own temples, colossus guardians and shards to the Vessel!


    Fighter Classes: Brawling, Melee Weapons, Fast-Draw

    Science Classes: Steam, Alchemy, Herbology

    Rogue Classes: Sneak, Lockpicking, Lip Reading

    Cleric Classes: Toxiculture, Medicine, Diagnose

    Ranger Classes: Archery, Hunting, Hawking

    Rarer Classes: Singing, Music Appreciation, Cooking


    • acrobatics
    • agriculture/agronomy
    • alchemy
    • analysis
    • anatomy
    • ancient history
    • animal anatomy
    • animal behavior
    • animal disease
    • animal evaluation
    • animal handling
    • animal health
    • animal lore
    • animal management
    • animal nutrition
    • animal selection
    • animal training
    • antiques
    • appraisal
    • archery
    • area knowledge (area)
    • armorer
    • artifact lore
    • astrology
    • astronomy
    • bargain
    • barter
    • battle-ready
    • blacksmith
    • blindfighting
    • boating
    • bootlicking
    • boozing
    • botany
    • bowyer
    • brainwashing
    • brawling
    • breath control
    • brewing
    • bribery
    • camping/firebuilding
    • carpentry
    • charm
    • climbing
    • con
    • cooking
    • counter-espionage
    • counterfeit/identify
    • craft/create
    • cultures
    • dancing
    • detect lies (psych)
    • diagnose
    • diplomacy
    • disguise
    • diving
    • dodge
    • escape
    • espionage
    • etiquette
    • evaluate
    • explosives
    • falconry
    • familiarity (subject)
    • farming
    • fast-draw
    • fencing
    • first aid
    • fishing
    • forgery
    • handwriting analysis
    • hawking
    • health sciences
    • heavy weapons
    • herbalism
    • hiding
    • history
    • hunting
    • identify
    • impersonation
    • intelligence analysis
    • intimidation
    • jack of all trades
    • language
    • law
    • leadership
    • leatherworking
    • legends/lore
    • linguistics
    • lip reading
    • listen
    • literacy language
    • lockpicking
    • lying
    • marketing
    • martial arts
    • massage
    • melee weapon
    • medicine
    • merchant
    • mining
    • mountaineering
    • move silently
    • musical instrument
    • music appreciation
    • mysticism
    • navigation
    • negotiation
    • observation
    • oceanography
    • occult lore
    • packing
    • persuasion
    • philosophy
    • pick pocket
    • pilot (Aircraft, Boats)
    • poetry
    • poisons
    • prospecting
    • public speaking
    • quick-draw
    • read/write (foreign languages)
    • religion
    • sabotage
    • safecracking
    • seafaring
    • sewing
    • seduction
    • sex appeal
    • shiphandling
    • sign language
    • singing
    • sleight of hand/prestidigitation
    • smuggling
    • sneak
    • speak language
    • spelunking
    • spot hidden
    • stealth
    • storytelling
    • strategy
    • streetwise
    • survival
    • tailor/seamstress
    • throw
    • thrown weapon
    • topography
    • torture
    • toxicology
    • tracking
    • traps, animal
    • traps, combat
    • trapcraft
    • urban legends
    • voice mimicry
    • weaponsmith
    • weapon lore
    • weaving
    • wildlife
    • woodworking
    • writing, professional
    • writing, technical
    • writing, creative

    Adapt: Ability to fit in to social organizations and situations

    Alertness: The ability to stay alert without sleep

    Analyze: The ability to figure out components, processes, or structure

    Astronomy: The study of stars, planets, and other gravitational wells in space

    Blade: The ability to effectively use cutting weapons in combat

    Bow: The ability to effectively use bow weapons in combat

    Brawl: Fighting without weapons in an undisciplined manner.

    Brewing: The ability to make beer and wines

    Business: The ability to bargain, buy, sell, inventory, bribe, and otherwise use money effectively

    Carpentry: The ability to shape wood into useful items

    Climbing: The ability to climb walls, cliffs, and trees

    Construction The ability to build structures from available components

    Convince: The ability to persuade others

    Cooking: The ability to cook nutritious and tasty food

    Course: The ability to navigate a set path.

    Cryptography: The ability to encrypt and decrypt data

    Dash: The ability to perform marvellous feats of physical prowess.

    Demolition: The ability to effectively set and use explosives

    Diagnosis: The ability to identify an injury or disease before attempting a cure

    Disguise: The ability to change the outward appearance of some person or thing

    Drinking: The ability to consume large quantities of alcohol

    Drug: The ability to use and make drugs to cause and cure injury or sensory abnormalities

    Entice: The ability to trick others into a course of action

    Engrace: The ability to move with grace and style

    Evaluate: The ability to quickly assess the value of something

    Endear: The ability to make yourself liked and wanted amongst NPC's.

    Focus: The ability to concentrate on one thing despite distractions.

    Forgery: The ability to convincingly write documents which appear to be genuine, but are not

    Goad: The ability to force another into action by insults. The course of the action is not in the goader’s control

    Gymnastics: The ability to make leaps, somersaults and other such moves with extreme skill

    Herbalism: The ability to use plants as medicines and poisons

    History: Knowledge of past events

    Husbandry: The ability to care for plants and animals

    Instruct: The ability to teach others effectively

    Intimidate: The ability to bluff and deceive others as to one's true strength

    Linguistics: The ability to speak & comprehend languages from basic principles

    Leadership: The ability to take command of others, to have others do what you want
    them to do by making them want to do it for you

    Link: The ability to establish a magical channel or connection between two people places or things

    Martial Arts: Weaponless combat system.

    Meditation: The ability to keep the mind clear and the body relaxed in difficult circumstances by using special breathing and posture exercises.

    Melee: The ability to efficiently use bashing weapons in combat

    Minerology: The study of minerals and metals

    Music: The ability to express oneself in sound

    Negotiate: The ability to sway another to your point of view

    Observe: The ability to watch people, data, and objects and notice small discrepancies

    Organize: The ability to optimize groups, objects, and work for greatest efficiency

    Orient 3D: The ability to always keep one’s bearings in a 3 dimensional space

    Overdo: The ability to go past your normal limits

    Lockpicking: The ability to open locked doors using simple metal tools

    Psychology: The ability to understand the hidden drives behind people's actions

    React: The ability to avoid a bad situation using physical reflexes

    Repair: The ability to fix broken or damaged objects and devices

    Research: The ability to find out known information on a given subject

    Sell: The ability to convince others that they want what you have

    Sleight-of-Hand: The ability to use sleight-of-hand tricks

    Snare: The ability to create, set, and disable traps

    Sneak: The ability to move quietly and unseen

    Stash: The ability to hide things in nooks and crannies or in plain sight

    Strategy: The ability to dispose of large forces and plan long range

    Streetwise: The ability to find connections, rumors, and general urban survival

    Survival: The ability to live off the land

    Tactics: The ability to use personnel on hand to best effect

    Training: The ability to train animals to do tricks

    Treatment: The ability to cure diseases and wounds without surgery

    Tracking: The ability to follow a creature or object by noticing signs of its passage

    Unarmed: Weaponless combat system taught by the military.

    Weather: The ability to predict weather patterns

    Writing: The ability to express oneself using the written word

    CLASSES (open)
    The Fighter Classes: Other Names: Warrior, Soldier. In any game with classes, one of them will always map to the Fighter. The Fighter is the tank of a group and the most basic and broad class, usually recommended for beginners. The fighter is basically, the strong guy with heavy armor, a large melee weapon, and possibly a shield or second melee weapon. Compared to the other classes, Fighters tend to be powerful but slow. Variations include:

    The Barbarian: Other Names: Berserker. The Barbarian is a breed of Fighter focused more on damage than defense. Note that in systems where Barbarians have normal or greater than normal physical defense compared to other warriors, such as D&D, they will usually have no defense whatsoever against magic. Often characterized by wearing less armor, being less civilized, and being able to fly into a berserker rage that increases damage output or allow them to do more damage based on how hurt they are.

    The Knight: Other Names: Cavalier. The Knight is often depicted as a more experienced Fighter. He typically wears better armor, and may be more defensive, as well as being able to employ mounted combat on a steed. In a Lions and Tigers and Humans... Oh, My! setting, he may be a horse himself.

    The Swashbuckler: A fighter who tends toward light or no armor and prefers agility, cunning, daring and technical skill to sheer force. Tends to be rogue-like in his or her trappings (though usually more flamboyant than subtle) and is often used to evoke the Rogue archetype in games where skills and stealth play a small or no role. A likely default class for The Hero, especially in JRPGs and adventure novels after Alexandre Dumas.

    The Paladin: Other Names: Crusader, Templar, Inquisitornote . The Paladin is a Fighter with a side of Healer, using White Magic to be more defensive; their devotion to their God or Deity gives them various prayers, healing abilities and spells that protect themselves and others. Naturally, they tend to fall under Magic Knight. They are also quite good at laying the smite down on undead, demons and other evil supernatural creatures. However, they may have behavioral limits: some rulesets impose varying penalties on taking actions that stray too far from Lawful Good, which can lead to weakening of abilities, loss of abilities or sometimes even being kicked out of the "Paladin" class entirely.

    The Samurai: Other Names: Yojimbo, Kensai, Weapon Master, Blademaster, Axemaster, Macemaster, Flailmaster Spearmas- you get the idea. Samurai wear less armor than regular Fighters, which leads them with less defensive abilities. In general, they commonly have access to Ki Attacks, higher damage, and higher speed and mobility. Generally restricted to Asian settings. Because Yojimbo are mercenaries, they may be literally able to spend money to deal more damage.

    Warlord: Other Names: General, Tactician, Marshal, Commander. The Warlord is a tactical master. He can hold his own in frontline combat as well as giving out buffs to his underlings and allies, usually by commanding them to superior positions than the ones they would have thought of on their own, and he may have protective auras made of his own charisma to increase a team's effectiveness in battle.

    Hero: This is the class generally used by RPG protagonists. Although they are definitely a physical class, and sometimes referred to by one of the names of the classes above, they aren't a Mighty Glacier or Stone Wall; in fact, they're much closer to being the Jack of All Stats/Trades. They may gain some magic, and will almost certainly have unique skills. Almost always uses a sword, and possibly a shield.

    The Magician Classes: Other Names: Mage, Wizard, Sorcerer, Witch, Warlock, Magi, Magus, Sage, Magician. By whatever name you know this class by, you know this class. In any game with classes, there will always be one that maps to the Magician. These have the widest variety of any set of role-playing classes simply because there are so many varieties of Functional Magic. In a Fantasy Kitchen Sink setting, there can potentially be an infinite number of magic users, so long as there is justification for considering them each their own type. A Magician is usually a Glass Cannon, blasting away at long range, but easily taken down at close range. Variations include:

    The Inherent Gift Magician: Other Names: Sorcerer. This magic-user was born with abilities they don't need to study, and can use more readily than other magicians. This is sometimes explained as being descended from a magical creature, other times as being part of a Witch Species. However, they are often much less versatile than other magic-users, being limited to a smaller or much more tightly-themed pool of spells. Commonly, their powers manifest at adolescence.

    The Theurgist Magician: Other Names: Warlock. The Magician makes a pact with a higher spirit (although not usually a god since those tend to be distinct in fantasy settings), who supplies him with magical powers. This is usually flavored with a Deal with the Devil. While healing class pacts are seen as good, a magician that makes a pact with an entity that gives them the power to harm or destroy is usually flavored in a darker light - and it may turn out to be with demons or Eldritch Abominations. Thus, this type of magic is usually heavily offensive and nasty.

    The Vancian Magician: Other Names: Wizard, among many others. These casters rely on Rule Magic and study to learn and wield magic, usually taking years, leaving their bodies squishy and out of shape... most of the time. Dusty tomes and candlelit towers are what you should associate with these guys. If there's a distinction between this and the Inherent Gift Magician, it will be that these ones have some kind of limitation — like needing to prepare which spells they'll use ahead of time — in exchange for more versatility if prepared.

    The Red Mage: A magician who does not specialize in one school or tradition and studies the magic of various types. They tend to be rare, and depending on which limitations they have, may be very powerful thanks to their versatility or very weak thanks to their lack of focus. Of all the kinds of magician, they tend to be the most open minded and least prone to think there are Un Equal Rites.

    The Blue Mage: Other Names: Mime, Mimic. A magician who does not usually rely on standard spells, but instead learns various spells and special abilities from monsters encountered in travel. Often they will need to see the spell or special ability in action, or cast their own unique spell to 'absorb' the ability. Traditionally will develop to be as diverse as the Red Mage, except with unique monster-like abilities to supplement them.

    The Illusionist Magician: A magic-user who casts illusions. Generally considered weak, with no real damage output, and has been phased out of most settings - their abilities are generally given to characters with Psychic powers and Bards.

    The Nature Magician: Wields power over the natural world, often including elements, animals, and plants.

    The Elemental Magician: A specialized Magician who can only use Elemental Powers in some way. They may be able to use all the elements, or may specialize in one or two. Often, they are the key to winning Elemental Rock-Paper-Scissors in their setting.

    The Druid Magician: A jack of all trades nature magician. They often have a mix of elemental offense, healing, and the ability to morph into animals or elemental spirits to become melee fighters. To further the overlap with the Cleric classes, is often a worshiper of nature.

    The Shamanic Magician: A nature magician with a Summoner twist. This class generally revolves around bargaining with spirits and building a Place of Power for yourself. (Although since a story about someone who stays in the same place is likely to get boring, this place may become more or less mobile in practice.)

    The Elemental Magician: Usually a subtype of the above, This class(variant) is characterized by an almost exclusive focus on a particular Classical Element. Air, Earth, Fire, or Water, and/or derivatives thereof (Lightning, Plants, Ice, etc...). This can be inborn, a pact/link with an Elemental Embodiment as opposed to a demon, or simply their personal preference.

    The Rogue Classes: Other Names: See below. Rogues are usually dexterous thieves or treasure-hunters who are experts in stealth, infiltration, lockpicking, traps and the disarming thereof, sneak attacks, and attacking from the rear. In almost any game with classes, there will be at least one that maps to the Rogue. They are often lumped in with Ranger-type characters, but more commonly specialize in melee - particularly with light blades and daggers. They tend to be quick but fragile, limited to light armor, but deal a lot of damage when allowed to do so. See also The Sneaky Guy. Variations include:

    The Thief: The Thief, when it is a separate class, is a version of the Rogue with lower damage, but the ability to steal items from enemies. Sometimes, this can extend even to intangible items, such as experience points, but more commonly includes rare items that cannot be obtained in any other way.

    The Assassin: A more offensive-rogue, who sacrifices technical expertise for better stealth and killing abilities. Often have a variety of weakening and poisoning abilities and are able to cripple a foe to leave him open for allies or to let him die from damage over time.

    The Gambler: The Gambler is a fairly rare variation more often seen in video games than in pen and paper settings. The Gambler is a rogue who has a set of magical powers that rely more on chance than usual. They may have to draw a card, spin a roulette, roll magical dice, or activate a magical slot machine to get a desired effect which may be positive or negative depending on their luck. Very likely to attack with playing cards in lieu of throwing knives.

    The Ninja: Generally, the highest tier of Rogue-type classes. The Ninja is a rogue who may have a long list of useful skills. Stealth and backstabbing are universal, but beyond that, it gets hazy. Invisibility, smoke techniques that increases evasion, long-range elemental powers, and sometimes special bonuses to combat like dual-wielding. They also tend to excel at throwing items like shurikens, daggers, and kunai. Often a Game Breaker. May be combined with the Assassin or distinct.

    The Pirate: Other Names: Corsair, Privateer, Swashbuckler. Currently a rare variation of the Rogue, but gaining popularity thanks to memetic mutation. The archetype for pirate hasn't really yet set that hard in stone, but in general, a Pirate will use a combination of weaponry instead of specializing - usually being able to switch freely between pistols and swords.

    The Scout: Other Names: The Operative. Another rare variation on the Rogue, the Scout combines high movement rate with superior sensory and information-gathering skills, and often emphasizes stealth as well. Not guaranteed to be as good at combat as other Rogues; may overlap with the Ranger archetype if they are.

    The Cleric Classes: A Cleric is usually The Medic — some variation on dedicated healers. Unlike Magician-classes, the Clerics usually draw their powers from either Faith, a god, or some variation of the two. Their magic generally requires them to stick to a certain doctrine to access it, but usually comes with less of a price or chance of backfiring like some Magician classes might experience. Clerics often focus on healing and party buffs, but sometimes they are offensively useful against "unholy" enemies such as demons and undead. Often draw their powers from Crystal Dragon Jesus and may be suspiciously Catholic for a fantasy setting. Cleric-type classes generally have the least amount of variation, simply because healing is so vital and important that distracting a healer generally isn't seen as a good idea. Variations include:

    The Priest: Other Names: Healer, White Mage. A squishy dedicated healer with little abilities at offense aside from specific types of enemies, most commonly demonic entities and the undead.

    The Battle Priest: A badass, tough warrior, carrying blessed weapons. This version of the Cleric can dish out melee damage and heal. They tend to be closer to Clerics than Paladins, who tend to be closer to Fighters.

    The Witch Doctor: A version of the cleric flavored for a more shamanic, nature-worshiping culture as opposed to the generally Monotheistic religion most Cleric-using settings use. May be slightly more magically offensive and overlap with the Shaman (see above).

    The Templar: Other Names: Inquisitor. Named after the Knights Templar, the Templar is more of an assassin mixed with a Cleric. The chief role in the story is generally to do the church's dirty work, ferreting out heretics and covering up the great conspiracy. In battle, they may be anything, but tend to be a jack of all trades, weaker than a Paladin, Cleric, or Rogue in their specialties, but able to handle all of their roles to one extent or another.

    The Caster: In some settings, the Cleric will be combined with the Magician to create the Caster. The Caster isn't so much The Red Mage as they are the Squishy Wizard; the physically weak magic user. This character is usually female. Story-wise, they will be in the party because no-one else can use magic. This is more common in modern settings, but some medieval works will still use this class for the heroine.

    The Ranger Classes: Other Names: Hunter. Rangers are woodsman skilled at surviving in the wild. They may be lumped in with Fighters or Rogues (above) but more often than not are a separate tree of classes all their own. Archery is generally their favored skill, although most can fall back on swordplay if necessary. Rangers may also be skilled in some form of wilderness or nature magic. They may be very good at fighting a specific type of enemy, and often take on the role of The Hunter against such foes.

    The Sniper Ranger: This version is totally reliant on archery, but usually does higher damage because of it. May have a variety of status-inflicting arrows to slow or otherwise annoy enemies. Keeps to the back of a battle.

    The Bow and Blade Ranger: A version of the ranger that can handle bladed weapons as well, allowing them to defend themselves against approaching enemies or close in for the kill. The most likely Ranger to overlap with the Fighter archetype.
    The Beastmaster Ranger: This class specializes in either taking temporary or permanent control of wild animals, and then allowing their pet to rush to the front lines while they support with healing and long-range attacks.

    The Dual Wielding Ranger: The Dual Wielding Ranger most famously represented by the famed Drow ranger Drizzt Do'Urden, who uses two melee weapons, though it does predate him by quite some time. Very common in Dungeons & Dragons-based material, but less so elsewhere.

    The Trapper Ranger: The Trapper is a character who can lay down various traps in an area that the enemy can walk into, making them vulnerable to ambushes or follow-up attacks.

    The Magical Ranger: A version of the ranger who can uses enchanted or Trick Arrow to take advantage of Elemental Rock-Paper-Scissors, or slow down and disable enemies with "net arrows" or "freezing arrows" and the like.

    Rarer Class Archetypes: The following character classes appear often but non consistently, depending on the type of world the author is attempting to create. In general, they are often seen as clashing with science fiction or with a European medieval setting in some way (but so do the Samurai and Ninja, above).

    Magic Knight: Other Names: Spellblade, Hexblade, Eldritch Knight, Rune Knight, Red Mage. The Magic Knight is a hybrid Fighter/Magician. The key distinction between different versions of this class is how connected the Fighter and Mage parts are: there is a difference between using a sword and magic, and using your magic to improve your sword/fighting abilities. Usually, they tend to be worse at fighting than Fighters and magic than Mages, but that's the price of versatility.

    The Bard: The Bard is a class specializing in music. Perhaps understandably, they're butt of a lot of jokes in fantasy settings, however, depending on the game, they may be useful. Bardic songs are generally useful for buffing allies, weakening enemies, status effects, and occasionally damage, and of all the classes, Bards are the most likely to be good at diplomacy with [NPCs]. Sometimes they act as the Jack of All Trades.

    The Dancer: A rare variation of the Bard, who tend to get the same jokes made, but for dancing instead of music. They tend to do the same things as Bards, too, so perhaps they deserve it. A variant is The Whirling Dervish, who looks to the casual observer like an ordinary dancer but is actually a spinning buzz-saw of slice-and-dice death; she'll give new meaning to Aram Khachaturian's Sabre Dance and have way too much fun doing it.

    The Monk: Other Names: Black Belt, Martial Artist, Mystic. The Monk is partway between the Fighter and the Rogue... kind of. They are usually bare-fisted warriors who either eschew weapons entirely or use only martial artsy weapons like nunchucks and staves. They are often Glass Cannons, or if the Knight is a Glass Cannon, they'll be Mighty Glaciers. They often have access to some sort of Ki Attacks and build up attacks. Self-sufficiency is what sets them apart from classes relying on fragile magics, higher powers or expensive items.

    The Alchemist: Other Names: Chemist. An Alchemist combines items, magic or otherwise, to create potions or bombs to use in battle, often mixing them together during battle. Oddly enough, of all of the classes, they're the ones most likely to be good at throwing things, partly because bombs aren't going to deliver themselves to his enemies

    RACES (open)

    Homs (Humans)

    Sorarians (Sky Folk)

    The Sirens (Water Dwellers)

    Les Nosferatus (Children of the Forest)

    Swampees (Swamp Folk)


    Here's Your Character Sheet!

    Show Spoiler

    (Image of Character):



    (Race): (If you make one up or have one that wasn't covered in the list, then PM me and we'll talk about it)

    (Class): (What is their position in the group? Are they a Fighter, a Bard, a Warrior, a Rogue, ect. Try to keep it varied, so at least one of each class before we get too far into things. You're allowed a Primary Class and a Secondary Class)

    Preferred Weapons): (if any. Try to keep it basic stuff, we'll get upgrades as the RP goes on).

    (Starting Inventory): (dot jots will do just fine. Max of 6 items, but you can't start with any legendary items or magic artifacts.)

    Abilities/Skills): (if any. Maximum of 6. Additional ones must be approved by a GM)

    Know ye any spells? (Magic): There is no Magic in this RP. Be resourceful instead! Take a challenge!

    (Background): (At least 2 paragraphs, but more is always better ^^)

    (Other): (Include any additional information you want here. Perhaps they're writing a book, or the name of any pets they may have back home/with them on the adventure)

    Credits to:
    @Sora1297 for the CS and RULES Template!

    Care to join? Comment below and let me know!


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    #1 ShiningMist, Sep 2, 2014
    Last edited by a moderator: Sep 2, 2014
  2. Ill make a reservation
  3. Signup / OOC is posted below
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