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OAMP

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Re: Rise of the Accursed(interest check)

My elf needs to be run through her paces a bit more. Her last encounter was quite underwhelming so she still needs some breaking in ;) :D
 
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Incubus

Incubus

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Character Creation Thread

'The Darkness will rise and the Shadow Fall many times, but only one final time will the Gods themselves strike them down. As long as the people of Vira remain strong and pure, the darkness will be banished and prosperity return' - Grand Oracle Norasaronon, 514

The first step to character creation is to select your race. Look through the list of races and decide one you'd like to play. Races marked with (Restricted) are not available as large numbers of these races in the game would have a detrimental effect on party balance. The players who are playing these restricted races already know who they are.

Race: Elf
Elements: Earth, Fire, Air, Water, Light
The race most numerous on Vira in this age, due to their ability to adapt to their environment, elves are a plentiful people with a diverse range of culture and even physical appearance depending on where one hails from. One of the few things universal amongst them is that they all practice a martial discipline, seeking to hone their bodies and minds through mastery of combat form. The exact form varies not only from city to city, but from elf to elf, each choosing a style that suits themselves. Once a week, they will spend an entire day doing nothing but training first their body, then their mind, in rituals and rigorous training; a habit that many other races take amusement from.

This individuality in their philosophical practice leads to Elves developing such a wide array of elemental affinities. While most other creatures are limited to a few elements they are naturally drawn to, Elves are able to manifest a wide variety not limited by genetics or culture thanks to their open beliefs about spirituality and perhaps a certain level of natural magical talent able to be channelled through their philosophy. There are even rumours of elves who were able to manifest dark power, but it is not considered safe to dwell on such thoughts; their very beliefs run contrary to the darkness and strive towards inner peace and harmony; every so often a prodigy will achieve this kind of enlightenment before their element manifests properly and thus manifest into an elf of light.

Physically, Elves are entirely humanoid, although their eyes and hair will vary in colour depending on their elemental affinity. This means that until they have properly manifested their element, usually around the time they hit puberty or slightly afterwards, their eyes and hair change, in some particularly sensitive cases as often as their mood. They are one of the taller races on Vira, but even with their martial training, their builds are on the slender side. Elves are naturally very flexible and their ears are moderately sized with a point at the tip. Their exact dress sense various from city to city, but elves typically favour clothing that gives them a fair amount of freedom to move around.

Race: Faerie
Elements: Most commonly Air, but also Earth, Fire, and Water
Spread throughout Vira in small communities are the Fae, a small but mischievous race of magical tricksters. Rather than build towns or cities, they live close to nature in 'circles', making their homes in sites close to the element they represent. They tend to lead a happy, carefree existence, although one should not mistake their childlike size or mentality for ignorance or stupidity; they can be deceptivly intelligent. In truth, they are easy to underestimate but can easily be just as dangerous as other races when they or their territory is threatened. While tricksters, their jokes and pranks are usually harmless, only do the most malicious of faeries turn to cruel and painful jokes and tricks and these tend to find themselves outcast from their circle before long.

Physically, they resemble small, winged elves, reaching heights of between three and four feet and while some tales may state they appear like children this is false, their bodies simply resemble small adults. Their features vary depending on their circle, with faeries of a circle retaining the same element and general appearance as each other, but both skin tone, hair and eye colour and wing colour and shape do vary dramatically across Vira. They tend to dress in colours that match their appearance and like the elves they resemble, favour clothing that grants them a good deal of freedom to move. They also tend towards a preference for shorts, skirts and sleeveless tunics, preferring to leave much of their arms and legs bare.

Spiritually, they are born into the elemental affinity. The circle they grow up in will be devoted to a single element, usually in a loaction that resonates with it strongly. They do not question this, it is simply how things are, much like birds are born with wings, and fish are born to swim. They strive to protect and uphold their element and the traits that represent it, although rarely at the expense of a different element. They do show a preference for avoiding conflict, some even come across as very shy, but at the same time they will stand up for their beliefs and defend themselves or those they are fond of. There are rumours of an occasional faerie being born of an element not of their circle and having to leave to find a circle that sutis their affinity, but even amongst the fae themselves it is not known how true these stories are.

Race: Siren
Elements: Air, Water
Brought to you by Sinfulwolf
The stories of Sirens are those of malice filled creatures who lure travellers and sailors to their death on rocky shores and vicious storms. The truth is that Sirens are actually quite innocent and friendly, but unfortunately horribly naive, often forgetting that some of the other races cannot breathe beneath the waves or that ships cannot traverse the rocky shoals in which the Sirens make their homes.

Their voices are amongst the most beautiful ever heard, and every single member of the race savours the fine art of singing, and carries an instrument with them at all times. Mostly it is a flute carved from driftwood, but if they can find the cords they construct beautiful harps to take with them to play their music. Their songs are what attract others to them, the notes nearly irresistible, and unfortunately their deaths most often await, an occurrence which pains the Siren greatly, though often quickly forgetting it may have been their own fault.

Physically, the Sirens mostly appear as beautiful humanoids, with long flowing hair of greatly varied colours and slightly pointed ears. Most interesting may be the bird like feathered wings that arch from their back, able to carry them in flight for short distances, or longer if they catch a strong air current. The tales of their fish tails are mistakes made by survivors of their song, for when nestled on the rocks by their nests, they often keep a seal skin draped across their legs which from a distance gives the appearance of a tail. The Sirens are born within these seal skins, and can actually slide inside and remove them with each, allowing them to take on the appearance of said animal, through with two raised rows of feathers running down their backs. Whilst in said skins, the Sirens are able to swim within the strong currents of the deep ocean with ease.

Spiritually, Sirens worship the caress of air and flow of water, the two elements that make up their homes, but also their methods of travel. Their love of the two is what leads them to nest on the ocean shoals and coastlines, and sometimes even small rocky islands far from the mainland. They have not been known to resort to physical violence, indeed not even to eat, feasting instead of plant life they find. It is only because of the distrust other races have for them that Sirens stay away from most centres of civilization, a fact that saddens them for nothing makes them happier than another who can enjoy the sound of their music.

Race: Undine
Elements: Water
The guardians of the waterways, undine are no-nonsense creatures who take their role in Vira very seriously. They are naturally solitary creatures, having limited contact with other sentient life forms throughout their long lives. While the fae may dedicate themselves to water in an area, it is ultimately the undine who ensures that the water that flows is clean and pure. Indeed, undine have little patience for the antics of faeries and the two groups will soon learn to avoid one another in an area even as they strive towards the same purpose.

Physically, undine appear as a translucent creature, usually blue, although in murky or swampy areas their colouring varies to reflect the local waters. They have a defined humanoid shape despite their fluid-like appearance, including translucent 'hair', usually kept long and flowing. In their youth, they remain fairly mutable, able to subtly alter their shape to suit their image of self but as they grow older it becomes more defined and harder for them to change. Due to their solitary nature, it is difficult to say at exactly what ages these things begin to develop, it may even vary from individual to individual. Taste in clothing, or indeed if they wear any at all also varies on an individual basis, it is rarely necessary for them as they are not as affected by the cold as other creatures due to their distinctly different biology.

The undine take their spiritual obligation to water to the greatest extreme and are fiercely protective of their territory. Despite this, eventually one may decide to seek companionship and leave their waterways in search of another of their kind. This typically only occurs after a long period of tranquillity, where the undine can be sure that their chosen waterways will not come under threat due to its absence. They do seem to be more inclined to do this if there is also a fae circle in the area, as they know the faeries will look after things in their absence.

Race: Dryad
Elements: Earth
Deep within the forests of Vira, in their enchanted glades, the Dryads keep watch and tend to the trees, serving as cultivators of their forest. Much like their aquatic counter-part, the Dryads feel oath-bound to their charge and reluctant to leave, but unlike the aloof undine, dryads are often lonely creatures because of it, desiring company and companionship whenever possible. Due to this, they are at their happiest when there is a local fae circle as it gives them someone to interact with on a regular basis, although they will still show great interest in visitors as long as they mean the forest no harm.

Made to camouflage, Dryads typically have a dark skin that matches their local trees; although in areas where different coloured trees, such as ash, their skin will likewise match. Their eyes are usually a deep shade of green, further emphasising their deep connection with the forest and in place of hair in a traditional sense some light foliage grows from the top of their heads, mostly comprised of leaves. They actually seem to gain some essential sustenance from photosynthesis, making it important that they do not spend prolonged time away from natural sunlight although this is only a part of their diet; they also feed upon various fruits and plant-life. Some dryads wear clothing to mimic travellers and blend in better with surrounding lands and their tastes will typically match those influences, while others forsake it completely; at times there is also a middle ground where they'll fashion their own clothing out of vines and leaves to mimic the styles of popular clothing.

As one would expect, they are spiritually devoted to the forest and thought it may pain them to do so, at times they may weed out one plant or tree in order to make many more thrive. They are fairly practically minded and acknowledge that sacrifices must be made for the sake of others, although where ever possible they will take the burden of sacrifice unto themselves rather than forcing it on another. They are also known for having a stubborn streak in them, once they have made up their mind about something it is nigh on impossible to convince them otherwise, must to the frustration of others.

Race: Nymph
Elements: Earth, Water
While the Undine guard the waterways and the Dryads guard the forests, the friendly Nymphs serve as protectors of life itself and do their best to see it flourish under their care. Typically wanderers, they journey Vira spreading love and joy wherever they tread, leaving a trail of fertility in their wake. Due to this, it is easy to dismiss them as frail creatures, but like all life on Vira this is far from the case although few will ever witness the terror of an enraged Nymph; only the most cold hearted or cruel individual would be able to drive them so far.

There are a number of different varieties of Nymph, each well suited to their natural climate but one thing remains true throughout all of them; all nymph are exceptionally beautiful and likewise spend as little time clothed as possible; the very notion of covering up their beauty doesn't sit right with them. It's not entirely known how those of the colder climates manage to maintain such warm body heat even in the midst of a terrible snowstorm, but they do seem to suffer when brought to warmer climates suggesting a product of their specific heritage. Still, there is no real physical conformity amongst the race, they are incredibly individualistic in appearance.

Spiritually, they are a creature of love first and foremost; caring for the weak and downtrodden but also forgiving of anyone who would ask it of them. They are tender and loving creatures who are indeed very open with sharing this love, and many a ribald rhyme has been written about them, but few capture their true essence. Carnal acts are merely one way of them expression their love, they are the innocent maiden, the wise old woman, the kindly mother, and they are the protective father, the supportive older brother, the faithful companion. But when one refuses their love, and attempts to destroy those the Nymph loves, they are quick to turn violent to protect others; their fanatical rage and desire to protect their loved ones a truly terrifying sight.

Race: Harpy
Elements: Air, Fire
Living the the high reaches of Vira, the Harpies look over all with a hunter's eye from their lofty perch. Born predators, harpies are both swift and fierce and are a very real danger to any unfortunate enough to be called their enemy. The stick together in small packs, or perhaps flocks and tend to function best as a group rather than individually. Fiercely territorial, they do not look kindly upon anyone who trends onto their lands uninvited, although despite all this they are certainly capable of being friendly as well. Their hospitality towards those who are invited into their lands is almost legendary as their sense of honour demands that these guests be protected and offered every possible hospitality, regardless of their actions. Only if said guests become overtly antagonistic towards the harpies are they permitted to act against them.

In appearance, they are a half-humanoid, half-bird people, having wings in place of hands and taloned feet rather than fleshy ones. While their backs contain feathers that usually trail off into plumage around the hips, the majority of their torso is still humanoid and fleshy, with few feathers towards the front of their bodies until below the hips where their legs change. They retain a humanoid mouth rather than a beak although their eyes are golden and more closely resemble a bird of prey than a humanoid creatures. Likewise, they have a crest of feathers rather than hair atop their heads. The most clothing that would be found on a harpy is some kind of loose skirt around the waist, anything more would inhibit their movement too much to allow for flight or proper legwork; indeed due to their lack of arms, a harpies legs become their primary appendage and they are incredibly dexterous with them. They even have their own versions of bows, crossbows and firearms, able to be operated with their feet while in flight, as impossible as it sounds.

Spiritually, as mentioned the Harpies are fierce, territorial and honour bound in their hospitality, all strongly resonating with the essence of fire and many choose this path, highlighting these elements of them further. Others put their faith more in the air that keeps them aloft, coming across as more capricious than their other kin and are more inclined to wander rather than take roost in a territory, solitary if necessary. Either way, they retain their predatory mindset and are fierce and quick to anger, although are not without their sense of honour.
 
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Incubus

Incubus

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Re: Character Creation Thread

Race: Nekomata
Elements: Fire
The proud and noble Nekomata rule the more arid areas of Vira, forming highly feudalised socieities with rigid heirarchy. Of all the people's of Vira, they are the most organised and industrialised and their cities rival those of the Lamia for centres of knowledge and learning. They are all too aware that they were the main force behind halting the last wave of drkness to cast itself across Vira and have become overproud in this fact, often much to the annoyance of those who have dealings with them. However, their militia remain highly drilled and trained and ready to protect their lands from any enemy, making them a force to be reckoned with nonetheless.

Physically, they are a humanoid creature with feline traits, most noticably their ears, pointed teeth and tails; each nekomata has a pair of them, long and flexible as one would expect from a feline. They also tend to be agile, powerful and highly flexible, with lean but athletic builds. Height-wise, they typically stand a little over five feet, although they rarely stand up to their full height, prefering to hunch over slightly. They are, however, bipedal and while their hands and feet often have short claws upon them, they retain the manual dexterity of a humanoid hand. The colouring of their features varies between the different clans, with their eyes, skintone and hair matching the breed of feline their ears and tail resemble; pale skin with yellow eyes and dark hair matching black ears and tails, a tanned skin and red hair matching an orange and black, tiger-like tail and ears, etc.

Spiritually, discipline and status are both very important to the Nekomata. As a species they are highly ambitious, but work within their social structure in attempts to climb the ranks and bring glory to their specific clan. They value glory first and foremost over all else and strive to attain it, sometimes at the expense of things such as common sense. It is not that they lack this, it is simply that earning glory for them and their clan values more importantly than personal safety. The more reckless of them will fail to consider the personal safety of those around them either, but the majority of them will not put others in danger for their own sake. They are all devout followers of tradition and despite their technological advances, they consider it very important to retain the customs of old.

Race: Lamia
Elements: Fire, Dark
Towards the south-east corner of Vira, at the foot of Aelwall mountain range lies the cities of the Lamia, the most technilogically advanced race on Vira. The ever-scholarly snakefolk devote their very lives to research and advancement of technology and their cities are a marvel of modern, steam powered technologies that are yet to pick up across the majority of Vira. The forerunners in most sciences, Lamia cities bustle with travellers from all walks of life who have come to learn or seek aid from these modern marvels and as a result the Lamia are a wealthy people.

The half-humanoid, half snake creatures lack legs, being snakelike from the waist down, but the majority of their upper body remains humanoid. That said, they typically have the forked tongue of the serpent and some may also have the hood of a cobra rather than hair in the usual sense, although others retain a more humanoid style of hair. They can grow up to around ten feet in length and can move surprisingly quickly at times, although only for very short distances; their tail makes them unable to keep up with bipedal creatures at a sustained pace.

For the Lamia, knowledge is power. They prize is above all else and devote their lives to furthering studies in whichever field interests them most. Many of them eschew other aspects of their lives, such as maintaining contact with others, in order to single-mindedly pursue their studies. Those who do not research, archive; the libraries and museums in their cities are easily the largest on Vira as they horde all they can. But all this ersearch and velopment can also have a darker side, as some turn aside morality and ethics for the sake of results. It was this ruthless streak of knowledge at any cost which enticed so many of them to serve the Accursed last time the shadow fell and despite efforts to wipe it out, the temptation remains in many of them, to a lesser or greater extent.

Race: Oracle (Restricted)
Elements: Light
Outside of their mountain home, not much is known about the Oracles. They are a source of great wisdom, this much is agreed upon, but they seldom leave their sacred mountaintop and likewise discourage visitors. They will turn away all visitors whose lives are not in peril by the cruel snowy weather that seems to afflict their mountain all year round and thus they do take in are fed, tended for and nursed back to health, then sent on their way all without having seen anything beyond the entrance of the Oracles' sanctuary and the room they stayed in.

Occasionally, one of the Oracles will leave the mountain to deliver a warning or some other piece of crucial wisdom exactly when it is needed most. And due to both this and their normally secretive nature, the other races have developed a habit of paying attention to the Oracles when they do intervene in the affairs of Vira.

While there are many stories about their appearance, all wild and extravagant, outside of themselves no one is entirely sure, for they are always seen in heavy, white robes, decorated with gold runes. Some even go so far as to suggest that there actually isn't anything under the robes and the narrow eye-slit where golden eyes can be seen peeking out is merely to aid them in blending in with the "lesser" races.

In truth, the Oracles are Nephalim, born of both angel and elf and charged with watching over Vira in case the Shadow should rise once more. They live apart from the world for a number of reasons, both in order to maintain their close bond with the light as well as protection against the Shadow, for they would be a priority target for the forces of the Accursed Ones. The awe this act inspired was an unintended side-effect, but one they quickly learned to take advantage of to suit their goals.

Physically, they are not far different from the elves they descend from, although due to their single-minded devotion to the one cause they lack the diverse nature of their kin. Their skin is almost always pure white and their hair and eyes likewise will range from silver to gold in colour. Their big difference, and their proof of their celestial ancestry, is that a certain celestial aspect will manifest in each of them, ranging from pure white wings to golden blood and other, more exotic traits such as a faint shimmering aura of light about them, or even having a burning sword instead of a forearm(such Oracles are not permitted to interact with outsiders at all). Amongst themselves, they are a friendly people who pursue scholarly interests, studying all they can about a wide variety of subjects; their academic interests vary as much as their kin's martial ones. In truth, many of them feel somewhat guilty about how coldly they act towards outsiders, but accept the necessity of it and the judgements of those of ages past.

Race: Vampyre (Restricted)
Elements: Dark
On the far edge of Vira, there is a dark city almost perpetually cloaked in darkness brought on by thick, heavy clouds overhead; Dracholt. Many fearful things are uttered about this place, for the very lands themselves have been scarred by darkness. Between the lack of sunlight and tainted soil, crops that grow there are weak, unhealthy and few in number. It is in this forsaken place that the Vampyre dwell, nocturnal creatures of darkness. Many stories are told of them throughout Vira, although it is often difficult to separate truth from myth or propaganda. One that that is certainly true, however, is they do indeed drink the blood of other creatures as sustenance, an act that will forever villianise them in the eyes of most of Vira.

The Vampyre are creatures of passion, in all its many forms. Almost slaves to their feelings and emotions, they will follow through with all they have in all things; a racial habit that makes them both frightening warriors and fierce lovers. Stories of them exploding in sunlight are largely exaggerated, they are nocturnal creatures who prefer to act during the night but apart from some mild discomfort of being awake during hours they would normally sleep through they are not adversely affected. Likewise, they are not the risen corpses of elves who have strayed from their path of light, nor can one became a Vampyre by committing foul deeds or associating with them.

Indeed, the Vampyre do bear a strong physical resemblance to elves, they are both tall and thin races, although the Vampyres ears do tend to be longer and more pointed. They are also less physically varied than the diverse elves, as one might expect, although the absence of sunlight in their lives often leads to incredibly pale skin. Their hair colour also tends to match this paleness, although dark hair is hardly uncommon either. Their eyes are all an unsettling shade of red, furthering the natural distrust of their kind amongst greater Vira. They most often sustain themselves through livestock blood, the only readily available source, although those with close ties to other races will do their best to achieve a higher quality of meal; blood of a sentient creature is tastier, more nourishing and so much more enjoyable to acquire.

The Vampyres are descended from agents of darkness who served the Accursed Ones in the past and many fear will do so once again should they arise. Due to this, they find a certain amount of kinship with the Lamia, some of which also served the darkness in ages past. Most Vampyres found outside of their home city will be in Lamia lands; the only others who find a measure of acceptance in Vira are those who become centrepieces for high-class brothels, the safest way for them to indulge in their passions abroad and often a rewarding way as well. Of course, not all of them are above living as a criminal in an unfriendly town, attacking those who wander the streets at night for food, but likewise not all of them are immediately willing to stoop this low.

Having selected your race of choice, the next step is to select your element, from that race's list. Each character only has one element, so choose wisely and go with something you feel suits how you intend to play the character.

Earth - Earth affinity Virans typically tend to be stubborn and difficult to shift from their opinions, but also make devoted allies. They are not ones to act recklessly nor jump at sudden opportunities before assessing their options. Character who select earth as their affinity gain +1 to their starting Body score.

Fire - Fire affinity Virans are typically fierce and passionate creatures but are often also brilliant minds burning with inspiration. They are often impatient and cannot stand a feeling of sitting around doing nothing but none are better at inspiring others towards action. Honour codes also run fairly strongly in fire creatures. Character who select Fire as their affinity gain +1 to their starting Body score.

Light - Light affinity Virans are typically rational and contemplative, able to look upon situations with an impartial mind and see balance where others see chaos. No one is as forgiving or accepting as one of the light, although at times they tend towards naivety when confronted with a harsh reality. Characters who select Light as their affinity gain +1 to their starting Mind score.

Air - Air affinity Virans are typically flighty and capricious, quick to change their minds about matters. They are highly adaptable and often able to seize opportunities others had not seen due to their swift and flexible nature. While they are prone to changing or even contradicting earlier decisions, they are not indecisive, each decision is made with full support. Characters who select Air as their affinity gain +1 to their starting Mind score.

Water - Water affinity Virans are typically relentless and asserting individuals who value their own beliefs and opinions and often try to push them upon others. They believe in moderation and rational action but at the same time once devoted to a task they will almost incessantly pursue it until its completion. Characters who select Water as their affinity gain +1 to their starting Spirit score.

Dark - Dark affinity Virans typically do not hold to an external code of conduct or system of laws and will not listen to one pushed upon them. They are individualists who look to find their own path and often have little regard to the consequences it may have on others, except perhaps for close friends and family. Certainly they are capable of kindness, but when the chips are down, they will always look to themselves first. Characters who select Dark as their affinity gain +1 to their starting Spirit score.
 
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Incubus

Incubus

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Re: Character Creation Thread

Having decided your race and elemental affinity, the next thing to do is to assign your primary abilities, your Body, Mind and Spirit. A character has base scores of 6 in each of them, plus their affinity bonus as listed above. They may then spend 5 points to raise whichever of the scores they like, although no score can be raised above 10 at character creation.

Body is a measure of the character's combined physical abilities. It determines their ability to perform any physical task, as well as their health, action points, stamina and initiative. One's accuracy with physical weapons is also derived from Body, so it is important for martially minded characters.

Mind is a measure of the character's combined mental capabilities. It determines their ability to perform any mental task, as well as their action points, willpower, ability to evade and their learning ability. One's accuracy/effectiveness with magical attacks is also derived from Mind, so it is important for magically based characters.

Spirit is a measure of a character's sense of self and persistence. It determines their ability to perform in social situations, as well as their health, taint resistance, special power and magic resistance. It is the primary stat for special attacks for both weapons and magic, determining how powerful one is with them and how often one can unleash these powerful techniques.

Next, calculate your secondary attributes, based on your primary attribute scores. In cases of rounding, round down. (Exception: exp rate, leave that at 0.x or 1.x)

Hit Points - ((Body * Spirit) / 2) Your lifeforce. If you run out of HP, you are rendered unconscious and will require immediate healing.
Action Points - ((Body + Mind) / 2) Action points are a measure of how quickly you can react during combat, and thus how much you can perform on your turn. Each action in combat has an AP cost and you may declare up to your AP worth of actions per turn.
Special Power - (Spirit) Using special attacks or powers (gained from weapons) will drain your Special Power (SP)
Willpower - (Mind + Spirit) Some enemies, agents of the Accursed, will attack your Willpower in order to try and gain a measure of control over you. Should your willpower reach 0, you will temporarily lose control of your actions, instead serving the will of darkness for a short time.
Initiative - (Body score) Your initiative determines where your turn is during combat.
Dodge - (10 + Mind score) An abstract stat determining both your ability to make good use of cover, knowing when to move and when to duck etc your dodge score determines your ability to avoid enemy attacks.
Magical Resistance - (10 + Spirit score) Your ability to resist, cast off or withstand magical effects.
Experience Rate - (Mind / 10) Your ability to learn from experience. This score functions as a multiplier for experience gains.

Nearly there. Next, we assign your character's weapon proficiencies. These will represent the weapons your character can wield and will not change throughout the game, so choose carefully and remember your elemental affinity will dictate which weapons are and aren't available to you. Select one weapon type to have at Rank 3, two weapon types to have at Rank 2, and four weapon types to have at Rank 1.

Rank 1 Proficiency - Allows one to wield the weapon without penalty. In case of a magic style, allows the wielder to cast spells of their elemental affinity. Can use and learn Rank 1 Special Powers from weapons at this level.

Rank 2 Proficiency - Can use and learn Rank 2 Special Powers from weapons at this level. In the case of a magic style, allows the wielder to cast spells of any elemental affinity except their opposite (i.e. Fire<>Water, Earth<>Air, Light<>Dark)

Rank 3 Proficiency - Can use and learn Rank 3 Special Powers from weapons at this level. In the case of a magic style, allows the wielder to cast all spells, regardless of elements.

You will also be permitted to start play with three basic weapons, although only two of them can be equipped at the one time, allowing quick switching during combat. A list of basic weapons follows.

Note: Projectile weapons do not track ammunition, you effectively have unlimited supplies for them.

Key:
Reach x - Can hit targets of up to x squares away.
Ranged x - Can hit targets of up to x squares away, cannot be used if an enemy is in melee range.


Sword
AP to use: 4
Damage: 4

Crossbow
AP to use: 4
AP to reload: 4
Damage: 6
Spec: Ranged 10

Magic Wand (Yes, the same wand can be used for both magic styles)
(Offensive)
Elemental Bolt
AP to use: 4
Damage: 3
Spec: Reach 10, Damage is elemental damage of chosen element.

Magic Wand
(Support)
AP to use: 4
Spec: Ranged 5
Earth - For the next 3 rounds, the targetted individual receieves +3 to their Magic Resistance.
Fire - For the next 3 rounds, the targetted individual deals +1 damage on all its attacks.
Air - For the next 3 rounds, the targetted individual receieves +3 to their Dodge.
Water - Restores the target's HP by 5.
Light - Restores the target's WP by 1.
Dark - Restores the target's SP by 2.

Bow Cannot be wielded by Earth
AP to use: 3
Damage: 3
Spec: Ranged 10

Hammer Can only be wielded by Earth
AP to use: 5
Damage: 8

Mace Cannot be wielded by Air
AP to use: 5
Damage: 6

Rapier Can only be wielded by Air
AP to use: 2
Damage: 3

Spear Cannot be wielded by Fire
Ap to use: 5
Damage: 4
Spec: Reach 2

Handcannon Can only be wielded by Fire
AP to use: 2
AP to reload: 4
Damage: 7
Spec: Ranged 10

Dagger Cannot be wielded by Water
Ap to use: 2
Damage: 2

Flail Can only be wielded by Water
AP to use: 4
Damage: 7

Claws Cannot be wielded by Light
AP to use: 3
Damage: 3
Spec: On hit, applies a -1 penalty to opponents body based rolls for 1 turn

Halberd Can only be wielded by Light
AP to use: 4
Damage: 6
Spec: Reach 2

Staff Cannot be wielded by Dark
AP to use: 4
Damage: 5

Whip Can only be wielded by Dark
AP to use: 3
Damage: 4
Spec: Reach 2

Lastly, all that remains is to come up with a Name, Description and a brief Background for your character. You can be as detailed as you like. For ease of creation, here's a character template.

Code:
Name: 
Race:
Element:
Gender: 
Description: 


Body 

Mind 

Spirit 

HP (Body*Spirit)/2
AP (Body+Mind)/2
SP Spirit

WP: Mind+spirit
Exp: 0

Initative: Body
Dodge: 10+mind
Magical Resistance: 10+spirit

EXP Rate: mind/10

Weapon Proficiencies:
Level 3 -
Level 2 -
Level 1 -

Special Powers:


Gear:


Background:
Please direct all character creation questions to the OOC thread and only post completed characters here.
 
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Pale

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Re: Character Creation Thread

Name: Alazais Azéma
Race : Oracle
Element : Light
Gender: Female
Description:
Like all of her race, outside their cloistered communities, Alazais is no more than a heavy set of robes, and a pair of glimmering golden eyes. The robes themselves are immediately recognisable as Oraclean in origin, though, festooned with gold sigils and runes that shine in the sun, cut of a heavy cloth of rare quality, and quite clearly designed both to shroud their wearer, and protect them from the harsh elements of their mountainous home. Only her voice distinguishes Alazais from another talking set of clothing. Light, ever-calm, and measured in intonation, it's the voice of someone who knows exactly what they are going to say, and how they intend to say it. Never raised to a shout, as the Oracle has confidence her words will be heard by merit of her race, if nothing else.

When the robes come off, either through the very strictest of necessity, or at home with kith and kin, Alazais is a very different woman. Pale-skinned as all Oracles, but with a rare manifestation of their divine heritage. Where you'd find veins, arteries, reds and blues interlacing almost invisibly beneath the skin in other races, Alazais simply has gold. Shining, shimmering gold, like lines of fire running under her skin. When cut, she spills golden blood.. and when embarassed, she blushes gold. Her hair, though, is white as the snows of her home. Once you've gotten past the initial shock of her burnished veins, though, it becomes easier to perceive the more usual features. A fine jaw, slim cheekbones, small nose.. limbs slim, but well-formed, and in all aspects a tendency towards the supple willow, rather than the sturdy oak.
Stats :

Body : 7

Mind : 9

Spirit : 8

HP : 28/28
AP : 8
SP : 8/8

WP : 17/17
EXP : 13

Initative: 7
Dodge: 19
Magical Resistance: 18

EXP Rate: 0.9

Weapon Proficiencies:
Level 3 - Magic : Offensive
Level 2 - Magic : Support, Halberd
Level 1 - Staff, Dagger, Spear, Bow.

Special Powers: Zilch


Gear: Halberd, Magic Wand, Oracle robes and travelling gear. (Pack, food, compass, etc)


Background:
"Brothers.. sisters. The day we have long awaited is dawning. It is with a grave heart and a heavy head that I must bring this news to you. The Shadow, stirs once more."

The announcement drives the room into silence, long and uncomfortable. Golden eyes dart around the room, seeking solace in another's gaze, or hiding themselves on their own feet. It's broken by a bladed arm, thrust into the air with a gout of flame.

"Then our course is clear. We prepare to move, send word to the other monasteries. Our role on this world has ever been to stand as champions against this evil. And now, my friends, we are finally called, to stand and fight!"

A cut at the air to punctuate his point, and there's already murmurs of agreement spreading through the robed room, mostly among the younger Oracles, admittedly. Amongst the elders, lips purse, brows knit.. but none speak. Another voice leaps from the throng.

"He's right. We have to move, and we must do so immediately. Preparations can begin as soon as this assembly is concluded. There can be no question of disagreement, so without further ado..."

And then he's interrupted, by a smooth, cool voice from the crowd.

"Actually... I'd like to oppose the motion."

Robed forms part in a shuffle of cloth and wings, to reveal a pale-skinned woman, skin laced through with a familiar network of golden veins. Someone murmurs..

"...should've known Alazais would have something to say."

Slow, deliberate steps take her from the crowd, and up onto the rarely-used Speaker's Dais. Still without speaking her opposition, Alazais turns, golden eyes seeking out her kindred, gathering them in. The tension in the room swells, impatience mounting by the moment, until finally, she breaks it.

"We are known as the deliberaters. The planners. We never act on impulse. Not even when our greatest foe shows himself for the first time in centuries. So I beg you, good Oracles, to think a moment. Of all the peoples on this good Earth.. whom does the darkness fear the most?"

A pause, and she turns once more, gaze sweeping the room.

"The answer is clear. Us. We are, therefore, its first target. It will come to us before any others. It will strike hard, fast, in an attempt to wipe us out before we may rally the other races to our cause. In the coming years, we shall be the leaders of the army that defeat the Darkness. But only if we listen to reason now. Therefore I suggest that we begin preparing for siege. I suggest we send envoys to the other monasteries to ensure they do the same. Our numbers are few, and our knowledge of the terrain outside the monastery is limited. An attack only places us at a disadvantage."

Another voice rises, another sword lifted in the air.. but this time, a female voice.

"As ever, Azéma, you speak well, and your case is true. But what of the other races..? What if the darkness chooses to attack them first..? Knowing the strength of our enemy, we cannot hope to defeat him alone even with the advantage of our monasteries. Our only hope would be in reinforcements from the other peoples of the Light. And with your plan, how are they even to know we need their assistance?"

A fond smile from the golden woman on the dais as she turns to face this newest voice.

"I should have known you'd be listening, Mirrael dearest. As ever, you see the things that escape me. You are of course correct. We must send out an envoy, to warn the other races and return home once more. Any information they gather will also be useful. Although just exactly wh.."

"I volunteer." This from the bladed woman once more.. but it draws a frown from Alazais.

"No, you cannot.. not with your arm. We should draw lots. All in favour, then..? We remain here and prepare, while sending out a single envoy to do what must be done..?"

At first, the silence creeps back into the room. Then a single, reluctant Aye breaks it.. and before the silence can return, another follows. Pebbles start the flood, and a moment later, the whole room gives assent. The plan was formed.

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

Of course, in the drawing of the lots, it was Alazais that won the right to be their envoy. Within the week, she was setting off, hitching the first part of the journey down the mountain with a supply caravan on the return journey.. and bidding a sad farewell to the monastery, to her people.. and of course to Mirrael, heading out into the world she was determined to save.

Ok, hopefully that covers everything!

P
 
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Copper

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Re: Rise of the Accursed OOC thread(interest check)

Charrie's about done. Just need to decide on my weapons (which is about done) and come up with a back-story and I'll post him. Likely sometime later tonight, given as how it's rolling into 9am mytime and it's been "bed? what?"
 

OAMP

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Re: Character Creation Thread

Despite the lack of background, this character is complete. I'm just short on time now and will edit the history in sometime after lunch.

Name: Celine
Race: Elf
Element: Fire
Gender: Female
Description: 5'10" with long, flowing blonde hair and piercing green eyes. Her body is slightly muscular, as well as being naturally thin.


Body - 9

Mind - 9

Spirit - 6

HP - 27
AP - 9
SP 6

WP: 15
Exp: 0

Initative: 9
Dodge: 19
Magical Resistance: 16

EXP Rate: 0.9

Weapon Proficiencies:
Level 3 - Handcannon
Level 2 - Sword, Crossbow
Level 1 - Dagger, Magic Wand Support (fire), Mace

Special Powers:


Gear: Clothes, Dagger, Sword, Crossbow


Background: Celine is young, but has worked hard in short life. While well respected for her skill in her home forest, she also has quite a temper. As such, she prefers to wander for long periods of time, rather then remain tied down with any large groups. She never intended to adventure properly, but that's what wound up happening.
 
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cross_grave

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Re: Character Creation Thread

Name: Azalia
Race: Lamia
Element: Dark
Gender: Female
Description: Azalia is a rather typical Lamia in terms of body size, being average in lenght. Her upper body is quite humanoid, with long, blonde hair. There are several differences, though: her eyes are golden and snake-like, plus she has a forked tongue like most Lamia. She has a slim figure, with bright skin. Her lower body is covered in light brown scales. As for clothes, she wears a skirt around her waist, bra and a shirt, and generally prefers light, casual clothes.


Body 7

Mind 9

Spirit 8

HP 28
AP 8
SP 8

WP: 17
Exp: 0

Initative: 7
Dodge: 19
Magical Resistance: 18

EXP Rate: 0,9

Weapon Proficiencies:
Level 3 - Offensive Magic
Level 2 - Support Magic, Whip
Level 1 - Sword, Claws, Bow, Dagger

Special Powers: None


Gear: Clothes, Magic Wand, Whip, Travelling Gear


Background:

Azalia never really disliked her home. It was a lively place, full of wonderful things and knowledge. Like many other Lamia, she devoted herself to her studies, focusing more on magic arts than technology. She typically isolated herself from others, prefering to spend countless hours on her studies of the arcane, her attention slowly turning towards dark arts. She had heard many stories about the Shadow, and while she never found their evil appealing, she was interested in magic other races found repulsive. Her city was one of the few places on Vira where she could find information she needed, as well as a teacher. She showed considerable skill, particularly in offensive magic, and eventually became a mage in her own right. Shortly after finishing her education, she heard of strange rumors circulating the town. Rumors of weird things happening all over Vira, things likely related to dark forces. This caught Azalia's attention, and soon enough she set out, intending to investigate on her own.
 

BlueSlime

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Re: Character Creation Thread

Name: Satuma Noree
Race: Lamia
Element: Fire
Gender: Female
Description:
Unlike the Lamia who bear the head of a cobra, Satuma has inherited mammalian hair, and after a lengthy childhood of it being jet-black like her mother's side of the family, upon her last adolescent molting, it changed to the color of her present day element - bright red. It cascades down to her shoulders in ringlets. Her upper body skin tone is a bronzed tan, while the scales of her lower body are a deep crimson, mixed with a dark purple line down the dorsal side, and a whitish underbelly.

Satuma's fashion sense tends towards the militaristic. Her favorite color is green, the color of her eyes, and to that end she regularly wears clothes and accessories in that color. She wears a light green tunic over a darker green halter top, plus a moss green skirt. In cold weather, she wears a heavy olive winter coat with an ermine fur lining along the shoulders, with a cowled hood attached to the back. She also has a sentimental steel ring belt with an emerald gemstone attached to its buckle. She also wears a series of jade bracelets around her left wrist, most of which she has worn since childhood and grown into, such that they cannot be removed.

Her face is blessed with high cheekbones and a few red scales along the jawline, which is a highly desirable trait and a sign of lamian beauty. More unusual, however, is her affinity for piercings. She has four earlobe piercings on each side of her head, an eyebrow piercing on her left eyebrow, a nose stud on her right nostril, two tongue studs on her elongated forked tail, and a belly ring. She is considering more piercings in more interesting places.


Body: 8
Mind: 10
Spirit: 6

HP: 24/24
AP: 9
SP: 6/6
Willpower: 16/16

Initiative: 8
Dodge: 20
Magic Resistance: 16

Experience Rate: 1.00

Weapon Proficiencies:

Level 3 - Hand Cannon
Level 2 - Magic (Offensive), Magic (Support)
Level 1 - Bow, Cross Bow, Sword, Staff

Special Powers:

Gear: Hand Cannon, Wand, Sword, set of clothes, field survival kit.

Background:
Despite her punkish appearance, Satuma is as sharp as a tack and has an incredible knack for all things science and engineering. Excelling in the finest Lamian universities, Satuma eventually decided to forgo becoming either a researcher OR an archivist, as all her professors wished she would do, and instead joined the elite Lamian engineering corps, choosing to become a soldier.

While most lamias tend to lock themselves away in ivory towers hoarding knowledge, Satuma prefers to apply what she's learned. She believes in doing, not waiting. Impulsive by nature, she is bold and her demeanor can be imposing, but her personality is friendly once one gets to know her.
 
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Caulder

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Re: Character Creation Thread

Name: Drago Protious
Race: Harpy
Element: Fire
Gender: Male
Description:
Drago stands at approximately 5'4", has black feathers for his wings and his crest of feathers, leading many to insult him as a "Crow-son". His eyes look like that of a raven, and the only clothing he wears is a loose kilt of dark green fabric. He has a slight underbite, as well as rounded cheeks, most likely the result of too much fat in his diet, though the rest of his body is toned. His eyebrows sag slightly, making him look as if he is perpetually glaring at you. He also sports a tattoo covering his torso, which he wears with pride.

Body 9

Mind 8

Spirit 7

HP 31/31
AP 8
SP 7

WP: 15
Exp: 0

Initative: 9
Dodge: 18
Magical Resistance: 17

EXP Rate: 0.8

Weapon Proficiencies:
Level 3 - Handcannon
Level 2 - Sword, Crossbow
Level 1 - Bow, Mace, Claws, Dagger

Special Powers:


Gear: Handcannon, Sword.


Background:
As far back as Drago can remember, he's always loved to fight. Be it with other birds of prey, or with invaders to his territory, he loves a good fight. Despite this, when he's not fighting, he is a very calm harpy, wandering his community of nests and caring for his wife. One of his friends once asked him why he loves to fight so much, and he merely responded with the fact that it was the Raven in him. Many of his other community members wish to see him cast out, but they can't bring themselves to do it just because of his feather color.

He tends to anger easily when conversing with non-Harpies, but towards his own race, he can't even raise a talon. As of late, he and his wife have been trying to have children, a flock of their own, so to speak. He doesn't know if they'll even have children, her being a white-feathered Harpy and he being a Raven-blood, but he'll keep trying, and keep loving her even if she doesn't bear eggs.
 
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Chibichibi

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Re: Character Creation Thread

Here's hoping I got everything done right, lol.
Ohlook. Another one. :p
Pfft. Decision made. I get to be male :'D Oh snake anatomy, how do I hate thee?

Name: Soren
Race: Lamia
Element: Fire
Gender: Male
Description: Soren is more snakelike than most of his fellows, though of average size. Most of his head, and all of his back is covered in scales. HHis face and the front of his torso are pale pink skin, and the has the usual forked tongue. He does not have hair, his eyes are dark blue and he is patterned like this: a White Bellied Mangrove snake. He's rather skinny, though one would call him wiry. He prefers to go around naked, though when custom or weather demands it, he'll don clothes


Pictures^ if you don't like clicking links


Body 7
Mind 9
Spirit 8

HP 28
AP 8
SP 8

WP: 17
Exp: 9

Initiative: 7
Dodge: 19
Magical Resistance: 18

EXP Rate: 9/10

Weapon Proficiencies:
Level 3 - Magic: Offensive
Level 2 - Crossbow, Magic: Support
Level 1 -Staff, sword, Bow, Dagger

Special Powers: None

Gear: Standard adventure kit (ie clothes, torches, rope, food, ect), a few weapons (Staff, Dagger, Crossbow, Magic Wand), a few books, and a little money should he need it.

Background: Soren is the middle son of a mildly wealthy family; he has ten brothers. He grew up reading anything he could get his hands on and entered the universities at a young age. He struggled to keep up with the older students and keep his grades up. His drive to succeed and learn all that he could kept him going even through the toughest times. He is one of the youngest graduates to come out of his school and decided to take off on an adventure to learn even more. His family, with the exception of his two oldest brothers, support his decision.

He strives to know anything and everything and will bend the rules just a little if it will get him the knowledge he seeks. He doesn't have many friends, but he prefers things this way as it leaves him in peace to study and spend hours in the library.
 
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Chibichibi

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Re: Rise of the Accursed OOC thread(interest check)

Loads of fun with mine. A lot like my DnD Sorceress Sayeesa but... less pretty and less leggy. roflrofl.

This is going to be very very fun. >:3
 

Caulder

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Re: Rise of the Accursed OOC thread(interest check)

I feel so lonely. I'm the only harpy AND I'm an outcast.
 

Caulder

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Re: Rise of the Accursed OOC thread(interest check)

That too, Sin.
 

Chibichibi

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Re: Rise of the Accursed OOC thread(interest check)

I had this lamia idea in mind for a while... I just didn't think so many people would also want to choose Lamia. But i didn't want to let my poor girl go, either.
 

Sinfulwolf

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Re: Character Creation Thread

Name: Meaghan Nienna
Race: Vampyre
Element: Dark
Gender: Female
Description:
Tall and thin like the majority of her race, Meaghan regardless has the build of a warrior, her body showing the hard lines of muscle amidst her curves. Her dark scarlet hair is worn loose and wild, falling down to her shoulder blades, bangs hanging before her sharp facial features.

Her fashion sense is much akin to many other Vampyre warriors. With black form fitting breaches with crimson stitches up the sides of the thigh, black knee high leather boots and a black bustier laced up the front with crimson leather cord, and scarlet boning.

Body: 9

Mind: 7

Spirit: 8

HP: 36
AP: 8
SP: 8 Spirit

WP: 15
Exp: 7

Initative: 9
Dodge: 17
Magical Resistance: 18

EXP Rate: 0.7

Weapon Proficiencies:
Level 3 - Sword
Level 2 - Whip, Crossbow
Level 1 - Claws, Dagger, Bow, Spear

Special Powers:


Gear: Lifedrinker (equipped)
(Contains Vampyric Blade – level 1, Bloodlust – level 2, Crimson Rain – level 3)
AP to use: 4
Damage: 4

Blades such as this are regarded highly amongst the vampyres and sought after by their noble houses. Steel enchanted to thirst for blood, it compliments them naturally, although it can be wielded happily by bloodthirsty patrons of any race.

Vampyric Blade
Level 1 Special
AP: 4
SP: 2
Damage: 4
Spec: Heals the user by 2HP

Fuelled with energy, the blade's next blow is enchanted to drink the blood from the wound it creates and metabolise it magically. The energy it creates is then channelled into its wielder, so that they may continue to sate its thirst.

To master this ability, one must execute this attack 10 times.

Bloodlust
Level 2 Special
Passive Ability

As a display of loyalty to its wielder, the blade grants a boon to its wielder when their lifeblood flows. When the wielder of this weapon is below 50% of their hitpoints, they gain an extra +2AP per round as their adrenaline and reflexes are bolstered by the blade.

To master this ability, one must be under the influence of bloodlust for 10 combat rounds

Crimson Rain
Level 3 Special
AP: 8
SP: 6
Damage: See below.

Channelling the swords power for its ultimate attack, the wielder delivers first a pair of quick strikes dealing 3 damage each, driving their foe back and knocking them off balance. Then, bringing the sword around for the final blow, they charge the blade full of energy and deliver a devastating blow (6 damage). In addition, the wounds left by Crimson Rain flow freely, each blow that strikes the target will cause an additional 1 damage each round, for a maximum of 3 bleed damage per round, until the victim receives some form of healing.

To master this ability, one must execute this attack 5 times.
, whip (equipped), crossbow, set of clothing


Background:
Meaghan was born into the city of Dracholt to a soldiering father and a prostitute mother who left Dracholt to explore the world before eventually ending up in an Elven city never to be seen by Meaghan or her father, Agalt, again.

Agalt was never overly angry with his lover for leaving, only for leaving him with a daughter to raise alone. Without much knowledge in anything else Agalt trained her to be a warrior and it didn't take long for her to savour the adrenaline of combat, the intensity of bloodshed.

As her life continued, Meaghan embraced the passionate lifestyle of her kind, her blood lust growing, her sexual appetites expanding.

When rumours reached Dracholt of the rise of the accursed once more, whispers ran rampant through the streets. Meaghan could hear whispers of returning to the sides of the dark ones, others thinking of fighting for all of Vira. Knowing that if the rumours were true, that the victory of the accursed would destroy all the passion that thrives in life, Meaghan set off from the city, hoping to find a way to stop whatever was coming.
 
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Aztlan

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Re: Rise of the Accursed OOC thread(interest check)

I am interested and would like to play.
 
OP
Incubus

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Re: Rise of the Accursed OOC thread(interest check)

On character creation:

OAMP, in your weapon proficiencies you're missing a level 2 weapon and three level 1 weapons.

Sin, in the same, you're missing a level 1 weapon.

To anyone who listed Magic Wand (Offensive) or (Support) as a proficiency, apologies for the confusion, but the name of the style is actually just Magic (O) or (S); there are other magic impliments such as tomes, staves etc.

Also, can I request there be no more nwe Lamia, at least for a bit? We've, uh, kinda got a lot of them.
 

Chibichibi

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Re: Rise of the Accursed OOC thread(interest check)

So for the magic I could list... say a supportive ring and an offensive wand? Is that how that would work?

Still a little confused.
 
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