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Old 10-29-2009, 04:21 AM
ExcelExcel ExcelExcel is offline
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Dungeons and Dragons: Repentance
Alright, this is an EXSTENSIVE roleplay, and it does help to be familiar with the dice version. However, that's not nessassary. So, let's get on with it. I'll be descriptive enough.

Welcome to Severis, my own little homebrew world. There are six key parts of my world.

The Empire: This grouping of countries is more like mideval europe. There is great turmoil and the Prince of Ereillion has hatched a plot to rule the world, and then destroy it. Rumor has it that far more supernatural means also aide his conquest. This is the biggest power in the world.

Akonyu: This nation is the second biggest power in the world. This nation is rather like feudal Japan. However, other nations are seen as lesser, and so they keep to themselves. Truth be told, if the armies of this nation marched, it would be like squashing a bug with a tree. Can you say 'overkill?' They revere the Emperor as a living god, and abide by it. Customs here would make anyone's head spin if they weren't a native.

Lossouls: This nation lies perpetually frozen, and the four countries within it remain frozen for eternity. There is no life here, all remains burried within the ever shifting snow and ice. This nation experienced a war like no other, but the details have been lost to time. After the war, the princess of one of the nations was beheaded, as she had caused all of the suffering. But, as the nation was weakened, a mage took to the throne room, and cast an epic spell, freezing the entire nation for all time. it's been five hundred years, and to this day, the only memory of this nation is held with bardic songs, and they are dismissed as fantasy. The rare adventurer who visits this place brings back tales of a land frozen seemingly in the middle of spring...

Ameistris: this small nation is on a large island, filled with ruins of some lost civilization. Much of the world's shipping industry makes a stop here, as it is in the middle of the ocean that separates Akonyu and The Empire.

Aquarius: This is the mystical sunken city, located near Ameistris. It is home to many merfolk, who protect their treasures tooth and nail. The waters here contain air, as they have many air breathing visitors. A few miles out, the water becomes normal again.

Freillia: This is a nation in which it perpetually rains, The sun never shining. However, the tropical vegitation never seems to die, and floods often have little effect. Here, it was said a Queen died, and it is her sorrow that had been raining down ever since.

Alright, there we have the common nations and places, the things all of our characters would know, unless we specialized in something more.

Now, for the races:

Humans: Humans are one of the most predominate races in Severis, though many of the other races are confused by human culture, as it is always ever changing at a whirlwind pace. Versatility is the human race's most notable strength. Humans worship a variety of gods and godesses, and run the gamut from good to evil, light to dark skinned, and of course vary wildly in height and weight and physical features.

Elves: These long lived beings are peaceful, prefering nature to cities. They usually live in rather forested areas, and unlike humans, worship usually only one god, Erynu, goddess of nature. Armor produced by the elves seems to have a forested mofif, rather than the common sheer metal of other races. Elves have no about mingling in human lands, always welcome but never at home. They often remain aloof and unfazed by petty happenstance, due to their long lives. Elves usually are half a foot shorter than the normal average height of humans. Elves are fairer and are of lighter weights. Usually, Elves have rather pointed and defined facial features, and always have eyes of a green hue. Elves are also more dexterous than any of the other races, being naturally more flexible. They also have a natural resistance to most magical assults, though are not as physically strong as humans or dwarves.

Half-Elves: Humans and Elves sometimes wed, the elf attracted to the human's energy, the human to the elf's grace.These weddings are short lived, as is the human lifespan. However, there is a lingering legacy, half-elf children, whose lives are often more difficult than members of either heritage that they may come from. Most will find places in human lands, though still feel as if an outsider. So too is the case for those who make their home with other elves. Half elves are usually taller than humans, but shorter than elves. They are often fair skinned like the elven parent, though actual skin tone varies just as much as a humans. Also, their features are crossed between the parents, though almost always have green eyes. they are not quite as limber at their elven parents, but considerably more than humans, and stronger typically than elves, though not like humans.

Dwarves: Shorter and more stout than humans, though broader and weighing about as much, usually being about three feet shorter than humans. They are slow to laugh or jest with strangers, Dwarves are known for their skills in warfare, and the ability to withstand physical and magical punishment. Dwarves usuallt carve out entire kingdoms within mountains, and the treasures they forge are some of the most valuable in the world. Dwarves are long lived, much like elves, and dwarven men wear their beard long, taking immpecable care of them.

Gnomes: Gnomes are welcome everywhere as techicians, alchemists and inventors. Despite this, however, they prefer to remain among their own kind, in comfortable boroughs with animals abound. They adore animals, gems, and jokes of all kinds, and Gnomes are known for their sense of humor. They usually have an average height of being a bit less than a foot shorter than dwarves, and are slight of frame, though are as tough as any dwarf, though not as strong.

Half-orcs: In the wild frontiers, Orc aand Human tribes live, trading in times of peace, and fighting in times of war. Of this, comes Half-orcs. They tend to be short tempered and sullen, and there is no hiding their lineage. Finer things such as poetry and philosiphy are lost on them. They tend to have sloping foreheads, promenent teeth, greyish skin pigmentation, jutting jaws, and coarse body hair. They usually stand on average about a foot and a half taller than average humans.

Halflings: Halflings anre clever, capable nomadic opportunists, and are reacted to with suspicion or curiousity. All too often, halflings prefer trouble to boredom, though the might just as easily hard working and relaiable as a troublesome theif waiting for the big score and then disappear in the dead of night. They often demonstrate a daring that larger people can not match. Halflings, like Gnomes, have rather elvish looking features, though are about an average of half a foot shorter than Gnomes, and are less stocky.

Alrighty, now that that is taken care of, it's time for the Classes.

The Barbarian: From the frozen wastes of the north, and the hellish jungles of the south come brave, even reckless, warriors. Cilvilized society often calls them 'berserkers' or barbarians and suspect them of mayhem implicities, and atroceties. These 'barbarians' however have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistance, and mercilessness. Barbarians distrust establlished religions and prefer a natural, intuitive prelationship with the cosmos. They could also never have a lawful nature, as they are always wild at heart. At best, a barbarian can be free and expressive, and at worst, thoughtlessly destructive. Always, Barbarians are illiterate, though not nessassarily unintelligent.

The Bard: It is said that a bard has a special kind of magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience- such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies. A bard's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an ememy of the state, cunningly evading capture and raising the spirits of the depressed. But, magic can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences 'willingly' give.

The Cleric: The handiwork of the gods is everywhere-in places of natural wonder, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutinable. The gods, however, work mostly through intermediaries-their clerics. Good clerics heal, protect, and avenge. Evil clerics pilliage, destroy, and sabotage. A cleric uses the power of his god to make the god's will manifest. And if a cleric uses his god's power to improve his own lot, that's to be expected too. While some clerics devote themself to a god, some divote themselves to a philosiphy instead. They weild powers a cleric devoted to a god would, but they are not associated with any church, and often are spared from the constant politicking within a given church.

The Druid: The fury of the storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear- all these and more are are the druid's command. The druid, however, claims no mastry over nature. That claim, they say, is the empty boast of a city dweller. The druid gains her power not by ruiling nature, but by being at one with it To tresspassers in a druid's sacred grove, and to those who feel their wrath, the distinction is overly fine, and often enough realized far too late. Druids cast their spells in the divine fashion much the same way as a cleric, though through nature usually, not a diety, though often they at least respect or revere nature deieties. Often, they journey with an animal companion, which the protect more feircely than they would any other companion.

The Fighter: The questing knight, the conquering overllord, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king- all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Whatever their motivations, most live for the thrill of combat and adventure. Of all classes, the fighter had the best all around fighting capabilities. Fighters come about their profession in a variety of ways, whether formal training or self taught.

The Monk: Dotted across the landscapes are monasteries- small, walled cloisters inhabited by Monks who pursue personal perfection through action as well ass contemplation. They train themselves to be versatile warriors skilled at fighting withough weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding laands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins.In either case, an individual monk's goal is to acheive a state beyond the mortal realm.

The Ranger: The forests and hills are home to fierce and cunning creatures. But more fierce and ccunning and powerful is the ranger, a skilled hunter stalker. He knows the woods as if they were his home (as indeed they are) and he knows his prey in every detail. A ranger often accepts the role of protector, aiding those who live in or travel through the woods. He may also adventure for all the reasons a fighter does. A ranger is skilled with a variety of weapons, and some develop such a tie to nature that they begin to call upon natural power in much the same way as a druid does.

The Rogue: Rogues have little in common with one another. Some are stealthy theives. Others are silver-tongued tricksters. Still others are scouts, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want theem to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money. Some rogues seek fame, others infamy. Figuring out how to thwart a trap or avoid an alarm is great fun for many rogues. Rogues's aren't as capable of prolonged melee cobat, so they rely on opportunistic sneak attacks or ranged attacks. A rogue's stealth makes him the best scout.

The Sorcerer: Sorcerers create magic the way poets create poems, with inborn talent honed by practice. They have no books, no mentors, no theories- just raw power that they direct at will. Some sorcerers claim the blood of dragons cources through their veins. That claim may be true in certain cases- it is common knowlege that certain powerful dragons can take humanoid form and even have humanoid lovers, and it'ss difficult to prove that a given sorcerer does not have a dragon ancestor. It's true that sorcerers have often have striking good looks, with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer's gift. Developing their power is a quest in and of itself, some good sorcerers are driven by thee need to prove themselves, seeking to win places in society and prove themselves to others. Evil sorcerers also feel themselves set apart from others- apart and above. They often adventure to gain power over those they look down upon. Sorcerers tend to have not as much physical power as other classes, relying on keen magical prowess.

The Wizard: A few unintelligable words and and fleeting guestures carry more power than a battle axe, especially when they are the words and guestures of aa wizard. These simple acts make magic seem easy, but they are only a hint at the time a wizard must spend poring over her spellbook preparing each spell for casting, and the years that must be spent in apprenticeship to learn the arts of magic. Wizards ddepend extensively on study to create their magic. They must examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art. Adventuring wizards are cautious, and when prepared, can use their spells to devastating effect.

Paladins will not be available as playable character classes. Sorry, but with how most table top versions are play, the general party suffers from the allignment of being 'chaotic stupid', my own included lol

Weaponry in this RP is not advanced, though primitive pistols do exist. However, be prepared for random explosions when they misfire. I will allow two starting weapons, a ranged and a melee, if you so wish.

Also. NO ABUNDANCE OF ONE CLASS OR RACE. I will allow multiples, yes, but a game is no fun if everyone is a Halfling Barbarian Shuriken specialist. Yes. I have had those in my games. They are fucktarded, but nonetheless acceptible characters.

Continuing on......

There are special monster type races. I will be very picky about who I trust to play one. And if I deem you FAIL AT LIFE with the character, expect a rather strange death for it, most likely involving, tar, chicken feathers, and a depraved Legolas fan-girl. Or a walrus. Not sure yet. I'll probably flip a coin.

Also, if you play a bard and I get one INKLING of 'Disney Princess' your character will be raped. By really, really big tentacles.

You have been warned.

The monster playables are as follows, and with these strict rules and definitions.

Lycanthropes: Lycanthropes are humanoids or giants who can transform themselves into animals, In it's natural form, a lycanthrope looks like any other members of it's kind, although natural lycanthropes and those afflicted for a long time tend to have or aquire features reminicent of their animal forms, such as eye color, shaggy hair, or pointed teeth, though these features range in difference from individual to individual. In animal form, a lycanthrope resembles a powerful version of the normal animal, though on close inspection it's eyes (which often glow red in the dark) show a faint spark of unnatural intelligeance. Evil lycanthropes often hide among normal folk, emerging at night (especcially under the full moon to fuel myths) to spread terror and bloodshed. Good lycanthropes tend to be reclusive individuals, uncomfortable around large numbers of people. The myth of the full moon is unrealistic, as were-creatures (if they are aware of an affliction) can transform at any time.

Lycanthropy can be spread like a disease. Sometimes a humanoid contracts lycanthropy begins life as a normaal humanoid or giant and subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted Lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.

A lycanthrope can assume one of three forms, though natural lycanthropes have full control in any they choose. They have a humanoid form, a bipedal hybrid form, and a beastial form. In any of the three, a lycanthrope has the strength of it's animal counterpart, and anyt abilities the animal might have. While in hybrid or best form, they have naturral bite and claw attacks, and can spread lycanthropy as such. While in human or hybid form, they can still weild weapons. However, any clothing or armor being worn when an afflicted lycanthrope trandforms is ruined, and weapons are dropped and must be found later. A natural lycanthrope transforms, and such things merge into the flesh, becoming one with the beast. Any lycanthrope had a natural resistance to damage, unless by a silver weapon.

Natural Lycanthropes are blessed with the knowlege of who they are from birth. Afflicted are not so lucky. If an afflicted lycanthrope becomes aware of the affliction, then can the afflicted assume the hybrid form. Often, even if the afflicted is in control, they often lose themselves in the heat of battle. Lycanthropes have a keen sixth sense and detect other lycanthropes in their presence, thought not nessassarily who the lycanthrope is right off the bat. However, they can their keen sense of smell to quite literally sniff them out.

Were-bear: These creatures while in hybrid form are massive, with shaggy brown fur and long claws with a bear like face.

Were-boar: In humanoid form, they are stocky and with deadly tusks and short fur.

Were-rat: Quick and fast, this humanoid is covered in matted brown fur and has a long hairlesss tail, and the face is distinctly rat like.

Were-Tiger: Sleek and powerful, this humanoid is covered in tawny, striped fur and possesses deadly claws and teeth, usually standing in more than 8 feet tall.

Were-wolves: These lean, feral humanoids are covered in coarse grey fur. They have sharp claws and a wolf like muzzle.

All lycanthropes in any form have an ability to sense danger, giving them a chance to prepare for any kind of battle.

Lycanthropes are hunted, and exterminated without question. There is no mercy or compassion for them, as the evil lycanthropes have made more than a fair reputation for the rest of them. If a lycanthrope slips, and someone sees them, then by all means everyone will be hunting for them.

Vampires: SPARKLE SPARKLE!

There. Your vampire. Bite me.

No vampires. Sorry.

Okay..... that's that... now..... hmmmmm..... sign up sheets? yeah, i think that's a good idea. As with a typical D&D game, you would know nothing about what's going on until you started adventuring. And your reasons for adventuring would differ from person to person. So......... let thee games begin!
Name:
Age:
Race:
Class:
Specialties: (what is your character good at?)
Weapons:
Magical Items:
Biography:


alright..... let us begin.

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Old 11-06-2009, 02:55 AM
The Enemy The Enemy is offline
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Name: Qui Honakorukaganemaru

Age: 53

Race: Human

Appearence: Qui

Class: Monk

Specialties: Unarmed combat.

Weapons: His own hands and feet.

Magical Items: Qui's finely made cloth tunic provides more protection then it would appear to.

Biography: Growing up in Akonyu, Qui was born into a monastery surrounded by superb martial artists. Since he was able to stand Qui had been training his martial arts, through his body mind and soul he became an unmatched fighter. His rigorous daily training earned him superior hand to hand skills and increased control over his bodies inner energies. Legends precede his very arrival, legends of catching arrows fired at him out of the air, deflecting oncoming swords with his bare hands, and many tails of his imperceptible speed when trying to instead, avoid the blade.

He had nearly completed his life long journey to inner perfection, one of the last trials set down by his fellow monks, was to go on a walk about and change the world. For only he who changes the world can see the world as it truly is.


PS: I am quite the fan of DnD I play 4th edition now so I may be a bit off, as I think this is based on 3.5. Anywho I made Qui to be a high level monk hope you don't mind. pm me if you need any changes

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attack and vanish in the blink of a eye

Last edited by The Enemy : 11-06-2009 at 02:57 AM.

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Old 11-06-2009, 06:11 AM
CaNz CaNz is offline
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Name: Depson Attakiru

Age: 27

Race: Half-Elf

Appearance: wears loosely flowing Samurai like robes that resemble a cloudy sky, he is quite muscular, but because of the Elf genes his height seems to balance him out. green eyes, tan skin, and long Grayish-black hair slicked back and put in a ponytail.

Class: Fighter

Specialties: Speed and strength mix. Sword wielding.

Weapons: Ōdachi(a huge katana), Tanto knife.

Magical Items: Dragon leather blade sharpener, any blade sharpened with this can be made sharper and more durable then when it was first made.

Biography: When young Attakiru was cast away from his home in the forest after his parents tragic death. living as an outsider, shunned by many, Attakiru was welcomed into a cult. The humans worshiped a god called Kokinshū. the followers trained under a certain fighting stile broadly named Bushido and used single edge swords.
Attakiru grew strong and fast, besting all others in this fighting style likely to do with his superior racial feats. By elf standards he was very fast and by human standards he was very strong. Although his difficulty with magic hampered his skill, he quickly gained attention for his physical capabilities.
This attention led to disastrous consequences, The cult that had welcomed him in was destroyed by imperial rouges. He only survived because the cult founder disguised himself as Attakiru and was murdered.
Since then it has been his goal to find his family's murderers as well as find a new place to belong to.
P.S. I know this is the same style character as Otaku 2025, but I had a few things I liked a lot about him and wanted to write it somewhere, also, though I have played DnD a few times, I am still by no means familiar with all of its workings.
 

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Old 01-15-2010, 05:12 AM
Inuyasha Fandom Inuyasha Fandom is offline
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very good.... both of you. now, let's see who else wants to play. Excel and I are co running this, as we both play in the same dnd game. we've both been so busy lately it's been ridiculous.

And yes, this is based on 3.5, as we at my game don't like 4

Last edited by Inuyasha Fandom : 01-15-2010 at 05:14 AM.

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Old 01-20-2010, 02:46 PM
Imp Imp is offline
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I. HAVE. WANTED. TO. JOIN. AN. RPG. LIKE. THIS. FOR. A. LONG. TIME. Hmm, two months and only two people so far? I think I need to fix that--I hope my efforts will not be in vain.

I'm kind of new to D&D, having only gotten as far as a character sheet twice... but I'm still eager for the experience.

I'm notorious for creating "weird" characters who don't quite fit the RPG, it seems... If this character doesn't work, and/or if you prefer an elfin rogue (which the other character I had in mind is), please let me know.


Name: Faye "Kinenda" Greystone

Age: 33

Race: Halfling

Appearance: Kinenda is small even for a halfling, being just under two feet tall and having a light figure reminiscent of an elf. In fact, she probably would look like an abnormally short elf, were it not for the slightly tanned hue of her skin, and deep amber eyes. Despite her age, she still has a youthful air about her--a characteristic of halflings and sorcerers alike. A light amount of wavy brown hair falls to just below her shoulders. She usually dons a dress that is simple in design but a brilliant mauve in colour--and a dainty little shawl to match, fastened at the chest by a charm featuring an amethyst star. For traveling, she wears a pair of dark violet gloves with boots to match, and keeps a traveling cloak in her shoulder bag just in case.

Class: Sorcerer

Specialties: Aura manipulation--magic derived from the energy fields surrounding things rather than elemental sources. This encompasses many healing and non-divinatory psychic abilities, though Kinenda is more skilled with the latter.

Weapons: Unless her staff counts as a weapon, she has none.

Magical Items: Kinenda's most powerful "magical items" are her mind and her own aura, but she does carry a staff as well to aid in spellwork and such. The staff is exactly as tall as Kinenda is, and is made of a very light and purplish wood cherished among elves and halflings alike. Near the top it curves around like a hook and holds in place a mysterious blue crystal cherished among... well who knows?

Biography: Once upon a time there lived a halfling bard who would travel all around the Empire, gifting all of good heart that she met with folk songs and faery tales and succinct yet sound words of wisdom. Dressed in merry colours and never without her fiddle and feathered beret, she sought to bring hope and happiness in a world under the prince's pressure. When no people were around, she would serenade the flowers and the birds and all the forest folk, or seek wisdom from the most ancient trees. And she had a husband of sorts--a wizard who did not fancy travel or simple pleasures much. Some months after he surprised her by raping her with a giant tentacle he had summoned, a small baby halfling named Faye was born.
(OOC: I'm sorry... I just had to. XD)

Okay, now for the serious stuff. Most of the time, Faye lived in a small settlement in the foothills, though she almost always went with her mother when she did her travels, learning of her songs and stories and acquiring a love of travel. However, Faye could never play a fiddle--whenever she tried, no matter how lightly she pressed the bow to the strings, a string or two would snap in two just as she started to play. What she did notice, though, was that she often saw a sort of transparent white light around people and trees and some objects. Also she saw the same light surrounding herself, and that she could tweak its shape at will. For a few years she thought this was how everyone saw the world, until her mother pointed out that it wasn't, of course.

When Faye stayed with the other halflings, she quickly labeled herself as a runt and a weakling compared to her peers, and others often labeled her so as well. Not to mention she couldn't run as fast as most halflings could. Thus she spent most of the time there with her father--and this was also because she was fascinated by the magic he used. Her father pointed out that that "light" she kept seeing around things was the aura, but he kept pointing out that magic must be learned and studied rather than acquired by talent. To Faye, he was oddly grumpy, and always seemed as if he was trying to hide something from her. Not to mention he spent lots of time showing her some of his books, and although they talked about interesting magical topics, they were frustratingly complicated to understand and master.

After frequent visits back and forth between her mother and father, Faye thought of something, something her mother had said to her: "But history can always be tweaked, and even re-written." Now what if her father's old spellbooks could be "tweaked and re-written"? This sparked Faye's interest in creating her own ways of using magic. And from then on she did just that, utilising the energy known as the aura to do all sorts of fascinating things, like fire simple energy pulses, repel smoke and thunder, and even shape fire. And then one day she made a worm fly into her face. But that last feat, moving things around through aura manipulation (sometimes called psychokinesis), was what Faye became known for in the years afterward. In fact, she wasn't even called Faye in the years afterward--she gave herself a new "magical name": Kinenda.

"Ah, but an esteemed magic user must have a staff," her father said there afterward. "Every wizard aspires to have one." Even though Kinenda was clearly a sorceress, her father still adamantly called her a "wizard", figuring she must have been studying magic with her mother (a false assumption of course). Still, Kinenda ended up with a staff, built with items found in the forest or pilfered from craft and toy shops. Though her father said that a staff must be "like part of one's body", Kinenda saw it mainly as an aid and a decoration, especially while she traveled around with her mother and by herself. She did quite a bit of that in the latter part of her life, as halflings are so inclined to do.

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Formerly Known As Nefertimon
(Angel of Light?!? What was I thinking?)


Sing a song of sixpence
A pocket full of rye
Four and twenty blackbirds
Baked in a pie...

Last edited by Imp : 01-20-2010 at 02:56 PM.

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  #6  
Old 01-20-2010, 07:00 PM
ExcelExcel ExcelExcel is offline
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Awesome Possum.

We have a few characters.... INU YOU BETTER MAKE A SIGN UP!

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Old 02-06-2010, 12:37 PM
Random Random is offline
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Posts: 294
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I have to agree with Imp completely: I've wanted to join an RP like this for a while. Although it's been a couple years since I've actually been in one, I can't think of a better RP to make my comback with! I'm all game! Also, I've been playing D&D v3.5 lately (has anyone else heard of Pathfinders?), so this shall be interesting...on to the sign-ups!


Name: Shnorkel Dandoo

Age: 56

Race: Gnome

Class: Ranger

Appearance: Is basically dressed as seen here, but is completely albino. He usually is bandaged from head to toe (think mummies) underneath his armor. Also, has a huge dark cloak.

Specialties: Very in touch with nature (although not so much with "regular" society); Master of the Longbow

Weapons: Composite Longbow & Naval Dirk

Magical Items: A matching set of apparently normal wristbands, magically enchanted to aid in archery.

Biography: Shnorkel Dandoo calls the Empire his home, originating from a small village of Gnomes. While he was young, his entire village was killed by a large pack of Were-Rats. All that survived was he himself, as well as his pet spider monkey named Soren. After watching the brutality, he became very socially awkward, refusing to have any relations with humanoids (because he deemed them untrustworthy and evil). He chose to live in the ruins of his village, defending it from all, living off the land, and learning the intricacies of nature. More recently, he has come under the plague of the Bleaching. This is a curse on the Gnomes where, once there is no excitement left in their life, all color leaves their bodies and they slowly die.
He gathers his courage, and steps out into the great unknown to save his very life...


PS - This is the same character I'm currently using in an actual game, tweaked to fit into your epic RPG....
PPS - If it's ok, I'd like to include an animal companion for him - the albino spider monkey! It's part of the Bio...lemme know whatcha think. The main idea I have for him is to gather up any arrows after battles, and to provide some comic relief as my character is rather dull at the beginning.

EDIT - Forgot to put up his Appearance.... >.<

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Bestest thing accomplished during my two year absence:

I are a published author!


Last edited by Random : 02-06-2010 at 02:45 PM. Reason: Appearance Added...

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  #8  
Old 02-06-2010, 08:38 PM
Knuckles' Girl Knuckles' Girl is offline
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Name: Alia
Age: 33
Race: Were-Wolf/Human
Class: Fighter
Apperance: Alia She has slightly pointed ears and small canines that she hides by rarely smiling.
Specialties: Being a were wolf she has the senses of a wolf, hearing, smell ect. She uses it for tracking and does so very very well.
Weapons: She uses small blades that strap to her wrists and curve over her arm while in her human form, she is also somewhat skilled at hand to hand.
Magical Items: She carried a bracelet that gives her a small defense boots agaist silver, but only for a short amount of time. If she is attacked by silver she has only five minutes before it hits her and after that all the effects begin to settle in.
Biography: growing up in Freillia she hid her liniage all her life, being born a were wolf she would have been hunted if she had let it known to the world what she is. After many years of succsesful hiding she was found out by a local hunter and was sought out by the others, falling back on her fight or flight relexes she fought killing many of the humans before she finally fled into the woods. Living there for about 5 years now she's deteched socially and has a very huge distaste of humans but shows them no respite. Knowing what she is she understands that she is seen as a threat thanks to the evil of her kind. She ventures into town from time to time to get supplies but stays out of sight and out of mind for the most part and seems to like it that way.


I haven't played DnD but I hope this is okay. I really like the idea and I if I need to do anything to fix this or make it better please lemme know and I'll do what ever I need to.

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"Whether fool or philosopher, the bullet does not discriminate."
"If sleep is an escape than all humans are cowards for they spend 1/3 of their lives running away."

Knuckles and Knuckles' Girl: Going strong since 10/20/03. Married 12/23/06.

Baal": Everyone else is just prey

Last edited by Knuckles' Girl : 02-07-2010 at 11:41 AM.

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  #9  
Old 02-07-2010, 08:46 AM
ExcelExcel ExcelExcel is offline
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Posts: 111
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KG, Her race would be more like A species AND a class.

like this:

Race: Were-wolf/ human
Class: Barbarian


Something like that. just edit a little. otheer than that, it's fine. Lycanthropy isn't a class itself.

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