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Character Creation (RTJ)

Posted by OuranosFor group 0
Ouranos
GM, 6 posts
No need to wonder
where your god is
Sun 12 Nov 2023
at 06:30
  • msg #1

Character Creation (RTJ)


Humans


Appearance:

The appearance of humans varies, dependent on many biological factors. Some are big, while others are small. Some are thin and fit, while others are less so. Human anatomy provides for quite a bit of flexibility as one ages, diets change, exposure to sun varies and workout regimens differ.

Racial Traits:

Humans have a natural affinity for magic, and are able to learn more than one element, if they put in the effort to do so. While they don't have the agility of the Elves, the physical capabilities of the Beastkin or the durability of the Dragonborn, they make up for it with their natural affinity for the arcane.




Elves


Appearance

Overall, elves are physically the same as humans, the only major difference being their pointed ears. Each elf's ears are different. Some are long, while others are short. Some droop a bit at the tips, while others point upward. No two elves (or their ears) are the same, much like humans.

Racial Traits:

Elves are naturally dextrous and agile creatures. They tend to be far more swift than the other races. Elves are often seen in the role of archer or rogue, where they can best put their dexterous hands to use.




Beastkin


Appearance:

Beastkin are the most diverse in appearance, by far, among the races. Some could almost pass for human, if it wasn't for their few animal-like features. Some Beastkin look more like a human than an animal, while others look more like an animal than they do a human. Beastkin is a catchall term for sentient, humanoid creatures who share features with the beasts of the land.

Racial Traits:

Beastkin share some of the physical traits and abilities of the animals they resemble. For example, a lion beastkin will have the fur, fangs and claws of a lion. Beastkin have a natural inclination toward athletic ability, though this depends heavily on the animal they are based on. For example a mouse beastkin will not have the same speed and lean muscles of a cheetah beastkin, or the large build and thick fur of a bear beastkin.




Changelings


Appearance:

Beings born of fae and human pairings, Changelings are unnaturally beautiful creatures. They have a beauty to them that would certainly be considered unnatural in human society. Although most Changelings could be mistaken as elves, due to their pointed ears, they are all born with tattoo-like markings along their bodies that set them apart. Each changeling's markings differ from others of its kind.

Racial Traits:

As spiritual beings in their own right, Changelings are able to see and speak with other spirits and ethereal beings. They are able to see and speak with lingering ghosts, who have yet to move on to the afterlife, speak with nature spirits that only they are capable of seeing, etc.




Dragonborn


Appearance:

Much like Humans who are distant cousins to the ape, Dragonborn are distant cousins to the Dragon. These creatures share many of the same reptilian features as their winged counterparts- such as a scaled hide, horns or tusks, elongated snouts, sharp fangs and even claws. Unlike Dragons, however, Dragonborn do not have the innate ability to breathe fire and they do not have wings.

Racial Traits:

Thanks to their scales, dragonborn are more durable than the other races, and are much more difficult to damage with bladed weapons- although blunt weapons like warhammers will still deal damage. On top of this, they have a natural resistance to fire, heat and fire magic. The are not immune to fire, but it does not hurt them as bad as it would hurt other creatures.



This message was last edited by the GM at 21:10, Sun 12 Nov 2023.
Ouranos
GM, 7 posts
No need to wonder
where your god is
Sun 12 Nov 2023
at 07:57
  • msg #2

Character Creation (RTJ)


Leveling Up


Summary:

Each character starts out as Level 1, at birth, and then progresses through the levels as they join a Familia and start adventuring. That said, just starting your career as an adventurer, but having already joined the Hecate Familia, your character will start at Level 2.

How It Works:

Levels will not depend on earning experience points, as I don't wish for this to be a number crunchy game on your end, or mine. That said, to keep the writing freeform on the player's end, level ups will be given at milestones, at my discretion. Whenever your character accomplishes something that is worth rewarding, like killing a horde of monsters for example, I will grant a level up.

At Level 1, characters have 0 points in all stats, meaning that they have no boosts to their base physical capabilities. Upon forging a pact with a deity, people are then able to advance their level and reach beyond the natural capabilities of their race's base abilities- hence the increase to Level 2.

What happens when I level up?

When your character levels up, you will be granted five stat points to use on any of the various stats, which will boost your character's physical or magical capabilities in turn. That said, having reached Level 2, you will have five stat points to spend upon creating your character.


The Stats And Their Uses


Constitution (Con):

Constitution represents a character's Health and Stamina. Because Constitution affects Hit Points (HP), as well as Stamina Points (SP), it is a benefit to all player characters.

Stamina is used when a character attempts to do something that requires physical effort. A lack of stamina will lead to exhaustion.

While HP will be reduced at a clear cut rate, depending on what damage was taken, SP is a little different. It will be reduced at the gm's discretion, depending on physical activities within your posts. I don't wish to list an SP cost for every single possible physical action, so it will be decided in the moment rather than listed beforehand.

Willpower (Will):

Willpower measures your character's Magic Points (MP). Your MP will determine how many and what kind of spells you can cast in and outside of battle.

If a character runs out of MP mid-battle, they will enter a coma-like state known as Mind Down, where they are unable to move. That said, relying solely on magic to fight is a risky endeavor.

Strength (Str):

Strength measures your character’s muscle and physical power, though that muscle doesn't necessarily have to translate into a physical manifestation on your character's body. This stat is especially important when it comes to wearing and using heavy equipment, such as plate armor and two-handed weaponry. A character with low strength will be unable to perform much physical labor.


Dexterity (Dex):

Dexterity measures hand-eye coordination, fine motor skills, reflexes and balance. All of these factors are important for archers and dual wielding swordsmen/women, in particular. A high Dexterity allows archers to nock arrows much faster, and for a dual wielder to use their secondary hand as if it were their primary (effectively making them ambidextrous).

Naturally, your Dexterity will also determine one's ability to perform sleight of hand or lockpicking. That said, this is an incredibly important stat for rogue-like characters.


Magic!


Not every adventurer in Orario has access to magic, but you do. Having joined the Familia of the goddess of magic, one of the signing bonuses was unlocking the ability to use the magical element of your choice. Most races only have access to one magic type, but humans are able to choose a second type, once they reach level five, as their racial trait.

Check out the Magic / Known Spells thread for more information on the magic types and spells listed below: link to a message in this game

Earth Magic:

Earth mages are capable of causing earthquakes, controlling nearby vines to ensnare their enemies, etc. Choosing this magic will grant the character the spells Aftershock and Grasping Vines as their starter spells.

Sky Magic:

Sky mages are capable of using wind as a weapon, sharpening it into a blade. They are also able to use the elements to their advantage, casting spells that shock and incapacitate their foes. Choosing this magic will grant the character the spells Wind Cutter and Feather Fall as their starter spells.

Water Magic:

Water Mages are capable of using water weapon to strike their enemies, turning it to ice, or even using their magic to give them and their allies the ability to breathe underwater. Choosing this magic will grant the character the spells Aqua Shot and Veil Of Mist as their starter spells.

Fire Magic:

Fire Mages are capable of using fire to burn or imprison their enemies, and even boost their own physical speed. Choosing this magic will grant the character the spells Fireball and Flash as their starter spells.

Spirit Magic:

Spirit Mages are capable of summoning and using minor spirits in and out of battle, as well as tampering with the mind of their enemy. Choosing this magic will grant the character the spells Mind Bomb and Detect Life as their starter spells.

Body Magic:

Body Mages are capable of enhancing their own physical prowess and resistances for short periods of time, or even dealing serious internal damage to their enemies. Choosing this magic will grant the character the spells Harden and Bolster as their starter spells.

Light Magic:

Light Mages are capable of turning away the undead, using blinding light to smite their foes, or even bringing a party member back from the brink of death. Choosing this magic will grant the character the spells Radiant Bomb and Healing Hands as their starter spells.

Dark Magic:

Dark Mages are capable of trapping enemies with their own shadows or even greatly reducing their enemy's stats and resistances with a potent curse. Choosing this magic will grant the character the spells Curse Of The Sloth and Shadow Snare as their starter spells.

This message was last edited by the GM at 21:08, Sun 12 Nov 2023.
Ouranos
GM, 8 posts
No need to wonder
where your god is
Sun 12 Nov 2023
at 08:45
  • msg #3

Character Creation (RTJ)


Request to join!


Fill out the sections listed below, after reading all of the notes I left (blue words in the example rtj). Feel free to ask questions in pm, if you have any.

NOTE: If it is obvious to me that you did not read the notes listed below, when I'm reading through your application, your character WILL NOT be accepted. Follow the criteria, and you won't have any issues.


RTJ:

The Basics


Name:

Race: (Human, Elf, Beastkin, Changeling or Dragonborn)

Gender: (Transgender and nonbinary characters are more than welcome! Please list your preferred pronouns.)

Age: (Elves and Changelings mature much slower than humans. Must be 72 years old, or older. Humans, Beastkin and Dragonborn must be 18 years old, or older.)



The Physical


Physical Description: (Give an actual description not just a picture. Pictures are welcome in the rtj, though!)

Distinguishing Marks: (Scars, tattoos, etc.)


Under the Hood


Weapons Training: (Your character can have basic training in two weapon types. Bows and daggers, for example, for a kind of ranger build.)

Magic Affinity: (Choose One: Earth, Sky, Water, Fire, Spirit, Body, Light or Dark)


The Juicy Bits


Personality: (Your character will need to be able to work hand-in-hand with other members of the Hecate familia. That said, don't make them incapable of teamwork, or say that they only want to work alone. That defeats the purpose of the familia, in general, and I don't intend to write one on one with each individual character.)

Backstory: (What is your reason for being in Orario and joining the Hecate Familia? Regardless of background, each member has one shared goal- to strengthen the familia and advance their own levels, to become stronger on a personal level.)

Writing Sample: (A writing sample is not required, unless I specifically ask for it. However, it may help your chances of being accepted into the game, if I really enjoy your writing style)





Easy Copy/Paste Version:
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<hr>
<smallcaps><large>Name:</large></smallcaps>

<smallcaps><large>Race:</large></smallcaps>

<smallcaps><large>Gender:</large></smallcaps>

<smallcaps><large>Age:</large></smallcaps>

<hr><center><Seagreen><smallcaps><large><i>The Physical</i></large></smallcaps></Seagreen></center>
<hr>
<smallcaps><large>Physical Description:</large></smallcaps>

<smallcaps><large>Distinguishing Marks:</large></smallcaps>

<hr><center><Seagreen><smallcaps><large><i>Under the Hood</i></large></smallcaps></Seagreen></center>
<hr>
<smallcaps><large>Weapons Training:</large></smallcaps>

<smallcaps><large>Magic Affinity:</large></smallcaps>

<hr><center><Seagreen><smallcaps><large><i>The Juicy Bits</i></large></smallcaps></Seagreen></center><hr>
<smallcaps><large>Personality:</large></smallcaps>

<smallcaps><large>Backstory:</large></smallcaps>

<smallcaps><large>Writing Sample:</large></smallcaps>

This message was last edited by the GM at 20:54, Sun 12 Nov 2023.
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