{SU/D} - Only By a Margin - Chapter 1 (GM run, stat RP)

AlchemistFox

But, all the cool kids are doing it...
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Gil
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NOTE:
This RP is currently CLOSED for entries. There are zero (0) slots available.
Come back at a later time or PM me to be notified when a slot opens.
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RP is now live!
Only By a Margin RP thread
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Only by a Margin.
Chapter 1 – The Dungeon.

Plot
-Chapter 1-
You awake inside a small rather damp cave, only a single tunnel leading out. You don’t remember how you got here or who took you here. You clearly remember what you were doing before and now, but nothing in between. Strangely enough you still have all your gear; weapons, items the works. But the ever important questions still remains:

How did you get there, and who brought you there and why?

----------
The RP will start with all of you standing in this cave, will you escape?
I (the GM) have a map, so you won't be loafing about randomly

This is marked Chapter 1, reason for this is logical; there are several other chapters and should one survive this one you will keep your level, stuff and skills in the next one. So, if you end up at level 16 and wield a magic sword, you are allowed to use the char with the stated items in Chapter 2.


Info
This RP is not like every other, this RP is GM run. That means that you state what you wish your character to do, and I as the Game Master (GM) will roll some dice according to your stats and probability, and I will post the outcome.
Note that this means you will not state the result of your post, if you hit/miss or damage.
If unsure, consider it like a turn based game like Final Fantasy. You choose the option on the menu and the game makes it happen or fail.

As it is stat based you will have a set of Hit Points which means that you can in fact die.

Death
When/if your character dies, you might not die per se and you might instead be KO'ed. This means that for the remainder of that fight you are unconscious.
After the battle the survivors can knock some sense in your body, awake you from your slumber and heal you. Or drag you to a healer to get you fully fixed.
In other words; if your HP goes to 0 or lower you are KO'ed from that battle, but are 'revived' after the fight with minimal HP. (1-3)

However if you manage to get negative hit points equal to -10 you are dead-dead, and have to be resurrected. If resurrection is not possible you will have to be dragged along by the rest until they gain the ability, or permanently die.
In the case of death you are allowed to reroll a new character, but be aware that you will start at level 1. (Some special cases might allow different, but consider this baseline)


Stats
Some stats like HP and MP are based on other stats.
HP is based on the END (Endurance) stat, and MP is based on the INT (intelligence) stat. The higher the stat the higher the pool.

The rolls that make up things will not be displayed and sometimes not even mentioned.
For attack rolls, it will look something like this.
*Dice check: Hit.. Damage: normal*

The ‘to hit’ roll test will alter depending.
If the target knows about your attack, it will be an STR/DEX vs AGI test; if the target is unaware it will be vs a PER test.
Know that some spells will require a ranged attack with DEX, some might need STR but some need INT, more details in the individual spells.
Also be aware that certain skills will tie both damage and success chance to a stat, like certain rogue skills will be DEX related, whereas most mage spells will be INT related.

The formula is simple, [stat]+D20 vs [stat]+D20.

Damage
Unless the skill states different, melee weapons will take damage from STR, ranged from DEX and spells from INT. Some weapons/classes will have exceptions.
Every weapon will have a damage modifier by itself, this is added to your melee damage.

For example read in the weapon types below.


Skill costs/Energy
Most skills and abilities have a cost linked to them. Different classes might share the same system.
-For the spell caster this is called MP, or Mana. It will drain depending on which skill used. This does not have a natural regeneration but can be regenerated by focusing on it outside combat, but its base amount increase depending on the INT stat.
-For the warrior this is different. The Warrior uses an energy pool named Adrenaline (AD), and instead of starting out at 100% as MP can do it starts out at zero. It increases per round in battle and depending on what actions are done. Abilities need a set amount of AD. Instead of having this increase along a stat the max amount is always 100, and skills will use up a set amount depending on the strength of it.
-For the rogue class there is Energy (EN). As the Warrior’s AD its max amount is always 100. This starts out at 100%, and certain abilities consume different amounts of energy. It recharges every round at a set rate, as well as depending on certain conditions.


Leveling
As you gain enough XP you will gain another level. At this point you will get +1 to every attribute, as well as 2 points that you can place wherever you like. Your MP, HP, EN and AD will also be put to full. This includes the Warrior’s AD which normally starts out at 0, at the time of a leveling (if the combat goes on) it will be filled to 100%.
Example:
STR, INT, AGI, DEX, END will get +1. And you decide to put the bonus in DEX, which means that in a sense, DEX gets +3 and the other +1.
This will raise your base MP and HP.
It might also give you access to a new skill/ability/spell.
The skill trees will differ from the classes and they will allow the player to obtain new skills, or upgrade the power for already owned skills.


Classes
In this RP you will need a class to define what skills you get.
Multiple users of the same class IS allowed, but it might get boring in the length if you are to argue over who gets that sword or that fancy whip.
Feel free to make up your own, just run it through me first.


Class/Race bonuses
These will be filled by the GM, and will be decided according to the class and race chosen.
So a warrior will not get a + in INT, nor will a mage get a + in STR.
Every class will get +1 to two stats or 2 in one stat.
The same goes for the Race.


Melee weapons
Melee weapons will rely on STR to hit and damage. Fomula is as follows
To hit: STR +D20 vs. AGI/PER+D20
Damage: (STR + weapon bonus + weapon preference) *2
The crit table is a flat D20 where the following is used.
1-5 - 50% (half)
6-17 - 100% (normal)
18-20 - 200% (double)
Some skills and abilities might modify this.

If you have 5 in STR, a +2 sword and preference (+2) in it.
(5+2+2)*2 ~ 9*2 = 18
Adding the crit roll you can do as high as 32, as low as 9 but most likely you will do 18.

Ranged weapons
Ranged weapons will rely on DEX to hit and damage. Fomula is as follows
To hit: DEX+D20 vs. AGI/PER+D20
Damage: (DEX + weapon bonus + weapon preference) *2
Note that without using certain skills or abilities, ranged attacks cannot critically hit.

For damage calculation example, see Melee weapons. Substitute STR for DEX.


Armor
Armor will give you a flat bonus to your AGI, for the sake of simplicity.
Some might have other bonuses.


Items/Backpack
Every player has a small bag when they wake. This bag has 10 slots.
Every item takes up 1 slot regardless, just to keep it simple. Only exception is certain small items (pebbles?) might stack in one slot to a certain point.
Equipped items take no slots, as you can only have one set of [item]equipped anyway. This goes for weapons and the like.

Know that if you dual-wield without being trained in it, you will suffer penalties.


GM posts
All GM posts will be a single post containing all info; they will be ‘parted’ with named dividers such as this one.
==================
++++Other/GM Note++++
==================
Named accordingly to what it displays.


GM Hints and Tips
Note that you will not get a map, you will not be told how much HP your enemy have.
So when you beat a creature of certain types and “levels”, I urge you to jot this down for yourself if you wish to keep detail. There are easy ways of creating improvised maps based on the turns you take as well as the things you meet.
The GM posts might detail how much damage you do so you can calculate a rough HP for your enemy.


Rules (see next post for version):
-THINGS ARE PRONE TO CHANGE Just be aware that certain damage modifiers and things like how some things are calculated can happen even DURING game play. This is to balance out things as I don’t have too much play testing with this system yet. Check the rule version to see when stuff have changed. (this will also be mentioned in a GM post)
-In GM notes some special things might be stated, like a post order. If things are stated you have to follow them.
-Every player can state out what they wish to do. But GM decides if it hits, or fails.
-NPC & Monsters are controlled by GM.
-A basic skill set of what one can do, will be appointed to you, as the character class has been accepted.
-The GM will be using die generator, so don't nag about things.
-The Hits and damages are based on your stats + die rolls, so don’t complain.
-ONE character per person, NO NPC's controlled by you. If you have a combat pet this will also be played out by GM.
-XP will be given based on the Actions you take during combat, or during special events. The XP is also shared among the other players provided they are within “range”.
|-Leveling will be there, a player will be given a set of points, to improve the stats.
|-This happens after every kill, sometimes outside of combat if someone has earned it.
-Though there can be multiple characters of the same class, know that some classes like the Rogue will allow for different focuses; for example Assassination and Thievery. These will be very different in skills and stats you gain.
|-Unique ones are allowed, but will have to be worked out with the GM.
-Some information, like where one person in particular sees, if the others do not see it it will be delivered via PM.
-Depending on the type of character, place your points accordingly. One can be a wizard, with high strength or endurance but it might not really aid you in the long run.
-Characters can "jump in" or "jump out" as they wish to, but when not there they will not be given XP, share of loot, or any things like this.
-If there is ANY discussions, or other things. In the end the GM decides.


Gameplay specific rules
In the following box, more rules that are not needed to understand the gameplay, but is nice to know will be added.
- Dual-wielding
Dual-wielding of one handed weapons are allowed, but due to logic it's harder to hit with them.
A flat 50% miss chance will be added to both attacks, this is calculated from your total.
**Example, let's assume melee: (STR+D20)/2. This will be rolled once for each attack.
However, the bonus of this is that if you do hit, you will be able to do double damage.
Should you focus on this, it will be possible to choose skills that lowers the miss percentage later on.

----------------------


char sheet + hints said:
** = Filled by GM.
~Human average is 5 in any given attribute.

- Name:
- Gender:
- Race:
|- Race bonus: **
- Class:
|- Class bonus: **
- Weapon Preference: [If you're a mage remove this line]
- Appearance:

Attributes (Max 10 each. 30 points total)[+race bonus**]
- Strength: [Physical strength and chance to hit with melee weapons]
- Dexterity: [Your change to hit/miss/dodge ranged attacks]
- Endurance: [Physical endurance ~ HP]
- Agility: [Your nimbleness when you are aware of something. AKA; dodge chance.]
- Intelligence: [Spell hit chance, spell damage & MP.]
- Perception: [Ability to note details, and the surrounding; how aware you are]

Magic
-Preferred element; [Choose one, you are not limited to it but your power will be better in it]
-Spells: **

-----------------
Hints:
--Note that tabs marked with ** are filled by the GM, which means you should leave them blank.
-More STR = more damage when in melee and easier to hit melee attacks.
-More INT = more mana (INT x 10 = MP) and stronger spells.
-More END = more HP (END x 3 = HP).
-Higher AGI = higher chance to dodge opponents.
-Higher DEX = Higher chance to succeed with ranged attacks and more damage doing ranged.
-You do NOT need to detail armor or weapons; everyone will be given a basic set based on their class and weapon preference.


-To prove that you indeed know how to post, I will require a ‘test post’ PMed to me.
Your character for the test will be a warrior named Tal.
You have one skill named 'Power Attack', and you are wielding a 2 handed broadsword. You have enough AD to use it if you wish.


The goblin looks at you with piercing eyes, it grunts as it makes itself ready with its rusty dagger.
What do you do?



Use the information given to PM me how you would post your post, you will not be approved until this test post is accepted.
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Player list:
**-Member name – Character name(with link) – Class **
-Red Fox – GM/NPC’s
- Skyy - Syrua Silverkin - Red Mage
- Shenorai - Sporuus Sopp - Plant mage
- Tipsynaruto - Lyrnya - Samurai
- Cedi - Garthal Spiketail - Vanguard
- CassinoChips - Gennaen Lifegrip - Dark Monk
- Izanagi - G'rogllrognol'disiasdra - Figher Tank



Pending (still taking PM test)
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Last edited:
I realized this might be needed.

This is a changelog post.
When the rules alter, this post will contain what changed.

V. 1.1
- Attribute points at character start changed to 30. Down from 35.
- Human average attribute point added in char sheet.

V. 1.2
- A box containing certain gameplay specific rules has been added. It is located after the normal rules.
- Rules for dual wielding is added in the Specific rules box.
 
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Name: Syrua Silverkin
Gender: Male
Race: Draco-Elf (Half Elf, Half Dragon)
Class: Red Mage
Weapon Preference N/A Due to Class
Appearance: Like the beauty and handsomeness that comes along with his Elven blood, Syrua has long silver hair that graces his shoulders, with piercing golden, almond-shaped eyes that carry a sense of strength and seriousness with his eyes be the slit shape of a dragons, inherited from his dragon blood. His body is that of a slim build like his Elven kin, but then carries a leathery, almost scaly, skin type thanks to his dragon blood which also affords him greater height, standing just under 6'4". His skin, however, was pale white, which was unusual for his kind which tend to have slightly tanner skin. Syrua is sometimes mistaken for a Rockseer Elf or even a High Elf due to his appearance.

Attributes:
Strength: 6
Dexterity: 4
Endurance: 5
Agility: 5
Intelligence: 7
Perception: 3

Preferred Element: Air/Wind
 
Name: Syrua Silverkin
Gender: Male
Race: Draco-Elf (Half Elf, Half Dragon)
Class: Red Mage
Weapon Preference N/A Due to Class
Appearance: Like the beauty and handsomeness that comes along with his Elven blood, Syrua has long silver hair that graces his shoulders, with piercing golden, almond-shaped eyes that carry a sense of strength and seriousness with his eyes be the slit shape of a dragons, inherited from his dragon blood. His body is that of a slim build like his Elven kin, but then carries a leathery, almost scaly, skin type thanks to his dragon blood which also affords him greater height, standing just under 6'4". His skin, however, was pale white, which was unusual for his kind which tend to have slightly tanner skin. Syrua is sometimes mistaken for a Rockseer Elf or even a High Elf due to his appearance.

Attributes:
Strength: 6
Dexterity: 4
Endurance: 5
Agility: 5
Intelligence: 7
Perception: 3

Preferred Element: Air/Wind

Character approved!
 
My test post PM will follow this soon.

  • Name: Rhys
  • Gender: Male
  • Race: Human-Mystic Hybrid
    - Human-Mystic hybrids are both very rare and unnatural. In order for this to occur, a human must be transfused with Mystic blood.
  • Class: Agent
    - I compare it to a balanced, but fair D&D Rogue-Ranger hybrid.
  • Weapon Preference: A pair of short gunswords.
    - If not approved, then a pair of short swords.
  • Appearance:
    Medium brown colored hair, with sparse blue streaks throughout (due to being a hybrid); bangs slightly cover green eyes. Fair complexion. A well-toned physique. A scar can be seen along his collarbone; a remnant of a near-death encounter with wild machina.

    Favorite attire usually consists of various dark-colored: short-sleeved tops, relaxed-fitting/bootleg-cut jeans w/ a slanted, sashed leather belt (which also supports the weapon holsters in back), and ankle-high work/combat boots.

Attributes
  • Strength: 5
  • Dexterity: 7
  • Endurance: 4
  • Agility: 4
  • Intelligence: 5
  • Perception: 5
 
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My test post PM will follow this soon.

  • Name: Rhys
  • Gender: Male
  • Race: Human-Mystic Hybrid
    - Human-Mystic hybrids are both very rare and unnatural. In order for this to occur, a human must be transfused with Mystic blood.
  • Class: Agent
    - I compare it to a balanced, but fair D&D Rogue/Ranger/Bard hybrid.
  • Weapon Preference: A pair of short gunswords.
    - If not approved, then a pair of short swords.
  • Appearance:
    Medium brown colored hair, with sparse blue streaks throughout (due to being a hybrid); bangs slightly cover green eyes. Fair complexion. A well-toned physique. A scar can be seen along his collarbone; a remnant of a near-death encounter with wild machina.

    Favorite attire usually consists of various dark-colored: short-sleeved tops, relaxed-fitting/bootleg-cut jeans w/ a slanted, sashed leather belt (which also supports the weapon holsters in back), and ankle-high work/combat boots.

Attributes
  • Strength: 5
  • Dexterity: 7
  • Endurance: 4
  • Agility: 4
  • Intelligence: 5
  • Perception: 5

Magic
  • Preferred Element: Lightning

Your character is fine, though you need to pass the PM test before you're approved.
Also need to discuss a little how your powers and skills will work, this will happen in the same PM thread as your test. ^^

Since you seem to know the D&D format, then you should also know the Hybrid dilemma, though you have the versatility of several sides you do lack the sheer power that one has who focuses in one side.
Also, though you mention your preferred element, the Rogue/ranger/bard mix seems to focus more in ranged-stealth attack with buffing self or debuffing targets more than magical damage via the Lightning element.

Feel free to clarify this via the PM.
 
Your character is fine, though you need to pass the PM test before you're approved.
Also need to discuss a little how your powers and skills will work, this will happen in the same PM thread as your test. ^^

Since you seem to know the D&D format, then you should also know the Hybrid dilemma, though you have the versatility of several sides you do lack the sheer power that one has who focuses in one side.
Also, though you mention your preferred element, the Rogue/ranger/bard mix seems to focus more in ranged-stealth attack with buffing self or debuffing targets more than magical damage via the Lightning element.
- Like I said, my PM post is following soon. ^_^

- I'm well aware of the hybrid dilemma, and how balanced my character seems to be. He is human (to a degree), and that's where most of the balanced stats come about. If I need to change it, I will, but I feel it makes sense.

- Lightning can be defined as both swift and magical (in any form). But again, it's only a preferred element. If I need to change it, I will.
 
- Like I said, my PM post is following soon.

- I'm well aware of the hybrid dilemma, and how balanced my character seems to be. He is human (to a degree), and that's where most of the balanced stats come about. If I need to change it, I will, but I feel it makes sense.

- Lightning can be defined as both swift and magical (in any form). But again, it's only a preferred element. If I need to change it, I will.

I think you misunderstood what I tried to state... Or I stated it oddly.
Your class, as you describe it won't have any element-aligned spells, you're not a caster per se. So I think that for your class a preferred weapon might be better.
Naturally if I have the idea wrong, then no problem. ^^

But we'll see what the PM contains! ^^
 
I apologize for the delay. Using a non-typical character tends to make for a large description...

** = Filled by GM.
~Human average is 5 in any given attribute.

- Name: Sporuus Sopp
- Gender: Male
- Race: Mushkin
|- Race bonus: **
- Class: Plant Mage
|- Class bonus: **
- Appearance:
- Head: The head is rounded and about 30 centimeters tall. There is no nose to speak of and his mouth is very wide and thin. However, the umbonate mushroom cap growing from his head is easily 60 centimeters wide and grows at a slight angle to allow Sporuus to see from beneath the cap. The surface of the cap is light brown at the crest in the center, yet turns darker as it flows out to the edges. All around the rim of the cap are small, light brown spots. The emarginate sheet-like gills beneath the cap are a very light tone of gray. These gills have a powdery surface, due to being the source of Sporuus's spores.
- Eyes: Sporuus's large, almond-shaped eyes are nearly 8 centimeters wide and are set just above his large mouth. The pupil is black. His irises are brown. The sclera is pale yellow.
- Height/Weight: 1 meter/30 kilograms : 3 feet 3 inchess/66 pounds
- Skin: His skin is a pale gray and is consistent throughout his arms, stem-like body, and his face. His arms and body tend to fray a little thanks to his mushroom-like anatomy, but it doesn't seem to bother Sporuus all that much.
- Build: Unlike most land creatures, a Mushkin's skeletal structure is mostly consisted of cartiledge, allowing for high flexibility. However, this also means poor physical protection for the few organs he actually has. His muscles have a thick, almost spongy consistency to it should one poke him for whatever odd reason.

Sporuus sports eight root-like legs, which can be dug into the soil or dying matter to extract nutrients as his method of nourishment. Thanks to this, his mouth isn't actually used for eating, but is more used for communication. His hands also end in flexible root-like appendages, but these are not used for feeding. The root ends allow for delicate touches whenever needed.
- Attire: Aside from belts holding Sporuss's equipment, he doesn't wear any fabric unless it's necessary. There is a natural sheet-like 'ring' growing from the base of his neck and draping downward about 20 centimeters over his arms. This growth may be confused for a light gray shawl. The light gray volva growing over his eight legs and feet and reaching up past his waist may be confused for a pair of unusual pants.
- Noteworthy Features: He is a giant mushroom person. He walks. He talks. He can grab things. He can spread spores everywhere and reproduce through fungal clusters. He considers comparing his physique to a phallus to be offensive and racist.
- Photograph: Spoiler!




Attributes (Max 10 each. 30 points total)[+race bonus**]
- Strength: 2
- Dexterity: 7
- Endurance: 4
- Agility: 3
- Intelligence: 8
- Perception: 6

Magic
-Preferred element; Nature/Plant
-Spells: **

Of course, the bonuses have not been filled in.

Character approved ^^
 
I think you misunderstood what I tried to state... Or I stated it oddly.
Your class, as you describe it won't have any element-aligned spells, you're not a caster per se. So I think that for your class a preferred weapon might be better.
Naturally if I have the idea wrong, then no problem. ^^

But we'll see what the PM contains! ^^

- Test post PM sent. :)

- I've also adjusted my profile, to exclude Magic, and make the Agent a Rogue-Hunter hybrid (instead of also having the Bard).
 
With this I have 3 approved players, and can start the game.

If all goes well I might get it started tomorrow, I have some skill trees to create and out of the 3 only 1 is usable...

It might also give another player time to jump in, if not expect this to be started within a few days at the most!
 
Going to see if i can shape an old character i had into this rp. Rather liked her and it was too bad the rp never took off

- Name:
Lyrnya en Dius Meo oz Soleire YEqejyu

Pronunciation:
Li-Rah-Nyah ehn Dee-Uhs Mee-Oh oz Soh-Ley Ear Yeh-Swey-Yeu

Translation
First Name: Lyrnya en Dius Meo [Gentle and Precious Dream]

Shortened:
Lyrnya [Gentle. Used for those that are not close and

Meo [Dream. For those that are close to her]

Last Name: oz Soleire YEqejyu [of Soleire Family]

Meo has no last name per se. Meo Soleire would be incorrect. In translation, her name would be Lyrnya en Dius Meo of the Soleire Family/House and that is the only way to say her complete name and is what would be written on official documents



- Gender:
Female

- Race:
Cheyt Plaganeran [Cheytans]
A close relative of humans, sharing many similar attributes including most physical features. Their most prominent difference is that their eyes are of the most outasite and fantastic of colours, their hair is permanently long to a certain length and that their ears are not humanoid, but rather, bird wing like. Their skin is usually a bit more pale and blemish free due to the high and mountainous region they hail from. Their blood runs gold, rather than red, but via some divine miracle, does not interfere with blood transfusion with their sister races such as human. That being said, while not lethal, it does put them at a weaker state until their own blood is replenished and her body flushes the transfusion.


|- Race bonus: **


- Class:
Samurai (not sure about the naming of this. TVTropes has this named for what i wanted but i dont know if it should be this or blademaster, though technically, she doesnt wield a blade...)
|- Class bonus: **


- Weapon Preference:
Pole arms


- Appearance:

Picture -

10636030.jpg

Eyes: Meo's eyes are large, sharp and serious with it being a fierce crystal ruby red. Her serious eyes are topped off with narrow, jet black thin, arching eyebrows that are set in a slight perpetual frown. While she may have long, feminine eyelashes, the burning passion and devotion in her eyes reflect her personality.

Hair: All Cheytans have long hair that runs all the way to, at least, theirwaist . Meo's hair reaches down to her thighs. Their hair grows at an exponential rate, where people shaved bald can regrow their full length within a few days, which it then slows down to normal speed. For Meo, her hair is straight, shiny and jet black, tied in a high ponytail and held with a large red ribbon bow, raising her hair to just below her buttocks. Interesting thing about the bow is that she has made it so that there is a snug cradle near the base of her ponytail for her to slip in her wakizashi securely enough to quickdraw without fear of dragging the sheathe out with the sword. Her hair and frindge at the front is more manageable than the hair at the back. She has two side bangs that come down the side of her head, past her ears, her jaw line and all the way till the breast line, while her front fringes is fashioned in a symmetrical eagle wing bang, in which it rises up before dipping downwards over her forhead and down to just in front fo her eyes. This is done so her sight isn't overly obstructed and follows the bird motif of Cheytans.

Skin: Most Cheytans are pale by nature, despite long hours under the sun and Meo is no different. Her skin is a pale peachy pink and blemish free.


Build:
Meo is small, petite and slim. Size, weight, height, everyt
hing. Her frame is naturally small, even by human standards, but for a Cheytan, she is miniscule, which results in a bit of a complex.

Height:A touchy subject with Meo. She is only a paltry 145 cm tall. She is perfectly proportioned for her height, though she still feels a sense of inferiority with it.


Weight: Proportionate with her size, Meo is a slight 47 kg, though through her training and job, most of this weight is muscle mass.


Clothing:Meo wears her traditional outfit with her armour. They are intricate and decorated whilst still being battle ready.


Accessories: At the end of her ears, she wears a pair of platinum
gold earrings. There are two pins to hold it in place, one at the pointed tip and the other halfway down the earring. It is positioned as such so that the end of the wings end at the tip of her ears and as if it is in a flapping motion

Others: One major difference between humans and Cheytans is that rather than fleshy ear cartilage that humans have, they possess animalisitc ears. Whilst the basis at the head is the same with an earhole, for the Soleire family, they possess eagle wing like ears. Meo's ears have brown feathers on top and white on the underside and are jointed like normal wings. This meant that she is able to move them in a large variety of positions. They usually move in accordance to the Cheytan's emotions and mood, though most people have good control over their ears. Unfortunately, due to her personality, Meo is hard pressed to do so. Her ears have a surprisingly large span and can clear her shoulders when stretched horizontally.


Attire:
(nuts, wanted to write up her armour too, but oh well. Ill settle with just her clothes i guess)
Meo wears very traditional Cheytan outfit under her armour. Firstly, on her torso, Meo wears a white keikogi that reaches past her waist. On her waist, she wears a red female fundoshi with a red and black patterened hakama on top of the waist part of her keikogi. Where her hakama ties up at the front, the red belt that is part of the hakama is tied into a large shape where the end trails down the front of her hakama with two large golden bells attached to the end. On her waist, she has a purple red sakura obi that is visible even between her armour skirt and armour (more later) that she uses to tie the sling for her swords onto.

For her feet, Meo dons short ankled white tabi socks with 10cm high wooden geta. These are steel plated underneath and along the vertical supports of the geta, which allows her to use her feet in combat as well.



Attributes
- Strength:
7
- Dexterity:
3
- Endurance:
5
- Agility:
7
- Intelligence:
3
- Perception:
5
 
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First of all, Tipsy's char is approved.

All players who have signed up so far has passed the tests and the skill trees are more or less complete. I just need to play-test them in my head a little more before I can say for sure.

A few things, feel free to discuss or say your take on the following.

1: As the rules state, things are prone to change.
After thinking about it I realized that I needed the changelog post that I made as the 2nd post in this topic. Aftre you use a skill in/out of combat I might realize it's too powerful/weak. I will mention in my GM posts that it's been edited and it will be reflected in your skill afterwards. Natrually this will be detailed in the changelog as well.

2: Skill trees.
Know that you will not see the whole trees, only what you have learned and what you are able to obtain.
So if you are following path 1 in tree A, and you got the 3rd skill in that tree. Then you will only see 1-4 in that path (as you know 3, you can see one above) and those you are able to learn in the other trees/paths.
Know that you will start without any skills per-se, but this will change after your first fight.
(will make more sense once we start)

3: Start time.
Since I have the info and discussed what I need with players, I will most likely star this tonight or tomorrow. So to keep it in context for all of us as we are not in the same timezone. Within the next 32 hours is my goal. If all goes perfect within 12 hours. (I wrote the end of this info at leet O-clock!(13:37))

4: Items/gear
You will start with a set of stuff I find logical, this is based on your class how I see it and logic from my point of view.

5: Dungeon
Yes, there is a map, fear not.



So, besides that this is the time to ask things before they start!
 
OK!

Info tiems!

The RP is live!


Go to the RP topic NAO

Also, for your characters and skill trees, go thisaway

If you want to alter or ask anything, feel free to contact me via PM or ask in this topic.
 
2: Skill trees.
Know that you will not see the whole trees, only what you have learned and what you are able to obtain.
So if you are following path 1 in tree A, and you got the 3rd skill in that tree. Then you will only see 1-4 in that path (as you know 3, you can see one above) and those you are able to learn in the other trees/paths.
Know that you will start without any skills per-se, but this will change after your first fight.
(will make more sense once we start)

I'm assuming we do not have anything from our skill trees yet?

Indeed you are right! ^^
 
So, I understand it's not too late to join? I was so tempted to write a magic-knight type of character, but when I realized what roles were already filled and what were missing, I figured I should try to write a sort of character much different than I'm used to. Why not, after all...?




Name: Garthal Spiketail
Gender: Male
Race: Lizardman
-Racial Bonus: **
Class: Vanguard
-A front line warrior dedicated to defending themselves and their allies, either by steeling themselves to take a foe's attack or by aggressively harassing those same enemies before they can strike
-Class Bonus: **
Weapon Preference: Axes


Appearance: Garthal's appearance is rather typical for any sort of lizardman- he stands roughly 6 feet tall, with a bulky physique, particularly muscular in his forearms and legs. His body is clad in rough, dark-cyan scales (except his front torso, which is somewhat smoother and tan colored), and his hands and feet end in short, pointed black claws. As his namesake suggests, a tail with a ridge of stubby spikes protrudes from behind him. He bears a couple small claw-shaped scars, one on his chest and another on his left foreleg, though he shows little to no sign of minding them.
His head protrudes in a snout-shape much like other reptiles- he has a long mouth with small noseholes, golden slit-shaped eyes, and no blatantly visible ears. His teeth are sharp, slightly crooked but keeping firmly in line with the inside of his mouth. A small pair of curved, ivory horns adorns the back of his head, giving him a nearly dragonlike appearance- however, closely examining his head reveals that a glue or some similar substance attaches them to his head, suggesting they are merely an accessory taken from some other creature's head.
His only attire is a series of crudely-sewn leathers, colored a brownish-red and decorated with deep red tribal markings, which he wears raggedly on his torso (secured around/covering his waist more than his upper torso). If you consider small trinkets as "attire", this would also include a loosely-strung necklace of various fangs, pulled from an assortment of anonymous beasts.

Attributes: (Race/Class bonuses unknown)
-Strength: 8
-Dexterity: 2
-Endurance: 9
-Agility: 5
-Intelligence: 1
-Perception: 5
 
I see no problems with your character.
However, I still need your PM test and we need to briefly discuss what kind of abilities you get. Not to mention where your class/race attributes go. ^^

Character approved, you're still pending for RP until you pass the test ^^
 
Been debating about jumping in. But eff it. I'll join.

[Name] Gennaen (jen-NAY-en) Lifegrip
[Age] 45
[Race] Human
|- Race bonus: **
- Class: Shadow Priest (Dark Monk)
|- Class bonus: **
- Weapon Preference: (He has a specific dagger he uses. If it'll make more sense, just ignore it and pretend this whole thing reads "Daggers".)

Twin-bladed Dagger (Mentalius): The dagger Mentalius consists of two 9-inch long blades that drive outward from a 5-inch long cured leather grip. The blades are rectangular in shape, ending in a sharp point on the outward edge of the distal part of the metal. The steel is tempered and darkened, and flecked with chips of silver. The handle is made of the same darkened steel, and the grip is a shade of blue so dark it is nearly black.

- Appearance: Gennaen is an imposing physical specimen, standing 6'6" tall, with broad shoulders, belying his distaste for violence. Weighing at 245 pounds, his body weight is distributed evenly across his frame. His head is completely shaved of hair, and he has eyes of a brown so dark it looks black in the daylight, Gennaen's facial features do little to hide the dark energy emanating from his being. He is usually dressed in a flowing do bohk made of enchanted spellthread that absorbs light, causing it to appear at various times to be colored midnight blue, dark purple, or black. The garment is belted at the waist by a belt made of the same spellthread.

Attributes (Max 10 each. 30 points total)[+race bonus**]
- Strength: 5
- Dexterity: 8
- Endurance: 3
- Agility: 6
- Intelligence: 2
- Perception: 6

Send me your PM test, Bridgekeeper. I am not afraid.
 
WHAT; is the speed of an unladen swallow?!

Also, the test is written in the main post, you are to send your test post to me! ^^

If I get your weapon correct, it is something akin to this, right?
art.ngfiles.com/images/148/kinsei01_double-dagger.png

In the same PM, just boil down what kind of abilities you want him to have and we'll make a tree for you! ^^
 
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