| On Creating Characters; Also the Class List | |
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| Topic Started: Fri 8 Apr 2011, 23:08:23 (644 Views) | |
| Nemain | Fri 8 Apr 2011, 23:08:23 Post #1 |
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Lord of Rausten
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First, the ground rules. -To create a character, various fields (listed on the registration screen, the edit profile screen and below in this post) must be filled out during or after account creation. Once all necessary fields have been filled an, an admin will look at the character, decide whether or not to approve it, and if they approve, promote the corresponding account from Unaccepted to Member. -Each account should correspond to a single character. If you want to make another character, make another account. -There is no hard restriction on number of characters per person. You may have as few or as many as you wish. --However, all characters are expected to be RPed. If you create a horde of throwaway characters to harvest for gold and fail to actually use them, you will be punished upon discovery. If you have a character or two inactive because you can't find a good place to stick them in, s'allright, it happens. If you have a dozen characters and ten of them are inactive with no money and empty inventories, we've got a problem. -All characters created should be added to the Alt Registry topic (located here) shortly after approval. ===== Next, a class template. The parts in pink are explanations of the fields, and should not actually be included in accounts. After this will be a sample character. Name: Largely simple and self-explanatory. What is your character's name? The name should match up with the name of the corresponding account, generally. However, if your character has a particularly long name, or any aliases you care to note, this is the place. Class: Is he a Shaman? A Knight? A Mogall? What? A list of classes, with descriptions and weapon types, will be in the next post. Most of the special classes are staff-only, and barring a few special merc topics (explained elsewhere), only staff members can create characters who start promoted. You may apply as any trainee or first-tier class, an unpromoted monster, or a Manakete. The latter two, however, have certain restrictions which are outlined in the Site Rules Age: How old is your character? Does he look significantly older or younger than he is? Gender: Is he actually a he? A she? Neither? Both? Is it a mystery? Appearance: What does your character wear? Is he a mountain of a man or a midget? What color is his hair? Does he have scars, birthmarks, tattoos, or any other such distinguishing features? If the character has a mount, what does it look like? If he's a Manakete, what does he look like in dragon form? Personality: Just what it says. What is the character like as a person? Does he hallucinate? Does he fly into a berserk rage at the drop of a hat? Is he an aloof, angsty loner? Is he an asshole? History: What's his past? Where was he born? Is Rausten hunting him down for heresy? How did he get that scar? Is there a reason he's an asshole? Is his past a mystery? Because he himself doesn't remember it? Affinity: What's his elemental affinity? The only thing this actually even affects is a subsection of an optional, OoC area that doesn't even exist yet at the moment, so don't worry about this one too much. Money/Inventory: These ones show up after the account is made. How much money the account has, and what weapons and items the character has. All characters start with 1000 gold and empty inventories, and must buy their weapons and other items from the shop to use them IC. ===== Sample Character (Note that this is pretty bare bones, and actual characters should ideally be rather more detailed than this) Name: Lucia Skullcruncher Johnson Class: Mage Age: 19 Gender: Female Appearance: Lucia has green eyes and long orange hair. She is rather tall, and wears dark purple robes. Her left eye is missing, and covered by an eyepatch. Occasionally she is also known to don a hot pink tricorne. Personality: Extremely energetic, enthusiastic and excitable, to the point of being rather grating to most. She is rather fond of violence and tossing around large fireballs, which is unfortunately paired with horrible aim. History: Lucia was born to a middle class family in Frelia, and was taught magic by her father. At the age of 13, she lost control of a spell and burned down her house, killing her family. Some time after, she took up mercenary work to make a living, and has continued to wander as one since, briefly latching onto various companies on occasion. Affinity: Wind Edited by Anne von Brandenburg, Wed 13 Jul 2011, 13:18:49.
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| Nemain | Fri 8 Apr 2011, 23:10:14 Post #2 |
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Lord of Rausten
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Special Classes Lord of (Insert country here)/Necromancer The main characters of the RP, all controlled by admins. The weapons of the Lord characters vary by country, and correspond to that nation's Sacred Twin weapons. The Necromancers use all varieties of magic, staves, and one weapon type each. Uses: Varies Carcinian Senator Members of the Carcinian Senate, controlled by mods and admins. Since they are, for all practical purposes, normal classes with a different name, they can use any combination of weapons a normal class can Uses: Varies Manakete Shapeshifters living in the Darkling Woods in Rausten. They can turn into dragons with the aid of Dragonstones, and live far longer than humans. There are even some still living that were around to witness the first war against the Demon King. Uses: Dragonstone Trainee classes Recruit Fresh, untested recruits with dreams of glory, armed with lances. They're weak now, but have great potential. Uses: Lances Journeyman Greenhorn axemen who seek to emulate the great warriors of old. They're weak now, but have great potential. Uses: Axes Pupil Apprentices studying the magic arts under learned Sages. They're weak now, but have great potential. Uses: Anima First-tier classes Knight *Tink* That's probably the last thing you'll hear when facing one of these, just before you're impaled on their lances. Clad in extremely heavy armor, Knights laugh at weapons and arrows, though they don't particularly enjoy battling magic-wielders. Uses: Lances Cavalier Horse mounted soldiers who bear the distinction of being the only first-tier class to have multiple weapon types. Good for them. Other than that, not much to say here. Uses: Lances, Swords Recruit2 Recruits who have gained greater skill, but have chosen not to follow either the path of the Knight or of the Cavalier. Uses: Lances Mercenary They kill for money. They'd kill every single one of you, if money was involved. As long as you give them money... They're surprisingly well-balanced fighters, who wield swords in combat. Uses: Swords Archer They're...Archers. People with bows. Excellent at taking out flying units and operating siege engines. Not much else to say. Uses: Bows Fighter Sturdy axemen with great power. A bit on the slow side, though, and terrible against quick little foes like Myrmidons and Thieves. Uses: Axes Pirate Yar har ho! Yo ho har! Axemen who sail the seas, earning their gold with axes bold, making women smile and villains revile, and other such piratey things. Uses: Axes Brigand Axe-wielding mountaineers who make a living raiding villages. A lot like Pirates, but on land. Uses: Axes Journeyman2 Journeymen who have gained greater skill, but have chosen not to follow either the path of the Fighter or of the Pirate. Uses: Axes Myrmidon Now you see them, now you...just got your arm cut off. Fast moving and skilled at striking killing blows, Myrmidons are a force to be reckoned with. Unless you're wearing heavy armor. Then they're pretty much just free kills. Uses: Swords Theif Similar to Myrmidons in many respects. They aren't as skilled at killing things, but are usually quite adept at stealth and stealing. They're also unusually good at seeing in the dark and through thick fog. They wield small, knife-like swords in combat Uses: Swords Mage Wielders of Anima magic, the magic of nature. And more importantly, the magic of burning things. You can never go wrong with burning things, right? Uses: Anima Pupil2 Pupils who have gained greater skill, but have chosen not to follow either the path of the Mage or of the Shaman. Uses: Anima Shaman Wielders of the ancient "Dark" magic. Their magic is the most powerful on the continent, but can be quite dangerous even to the wielder. Many have lost their souls and their lives in the attempt to master Dark magic... Uses: Dark Monk Wielders of sacred Light magic. Their magic is weaker than the other two types, but it...um...well, it kills monsters pretty well. That's about the only edge that comes to mind. Oh, and they're really good at taking enemy spells. Uses: Light Priest/Cleric/Troubadour All wielders of sacred healing staves. Priests and Clerics are pretty much the same. Priests are male, Clerics are female. Troubadours are essentially Clerics on horses. Uses: Staves Pegasus Knight Female lance-wielders mounted on flying horses. These horses are native to Frelia, and highly resistant to magic, making Pegasus Knights excellent mage-killers. Steer clear of Archers, though. Uses: Lances Wyvern Rider Soldiers riding on the backs of small dragons, armed with lances. They're far sturdier than Pegasus Knights, but don't handle mages nearly as well. They aren't much fonder of Archers either. Uses: Lances Dancer/Bard Non-combatants who inspire their allies with their dances or songs. Thought they wield no weapons or magic, and are not healers, they can use magic rings to produce various effects. Uses: Rings Promoted classes: General Like Knights, but even more heavily armored. And they carry chainspears now, so in addition to getting skewered, you get the added fun of having your spine and organs ripped out! Yay! They can also use swords and axes now. Uses: Lances, Swords, Axes Paladin Mounted knights of great skill, mounted on the fastest horses in Magvel. They're the more well-rounded cavaliers, and still use the same pair of weapons they did before. Uses: Lances, Swords Great Knight Miniature Generals on horses, basically. DEMONIC horses. They wield lances, sword, and axes with equal skill. No additional spine-removing, though. Uses: Lances, Swords, Axes Super Recruit Surprisingly deadly soldiers who have mastered the spear. They are skilled at striking killing blows. Uses: Lances Hero Top of the line mercenaries, armed with swords, axes, and often shields as well. Shields that they never actually block things with, if the games are to be believed. And of course, they'll still kill every last one of you if money's involved. Uses: Swords, Axes Ranger The unholy bastard child of a mercenary and an archer, mounted on a horse. They can shoot, they can stab, and they're more mobile while doing so than a Hero or Sniper. They're not as adept in either specific field, though. Uses: Swords, Bows Sniper Veteran archers of unrivaled skill, and proud owners of the Most Useless Ability Ever. They really wish they'd gotten another weapon type instead. Uses: Bows Warrior Armored fighters of exceptional strength. In addition to axes, they now wield bows, and possess a...unique...style of archery. Apparently, no one told them they're supposed to spin the ARROW, not the bow. Uses: Axes, Bows. Berserker Wild axefighters of great strength. They are also quite skilled at striking killing blows, and are known for wearing armor on only one arm. Why, exactly, they do this is unclear. Uses: Axes Super Journeyman Surprisingly deadly warriors who have mastered the axe. They are skilled at striking killing blows. Uses: Axes Swordmaster Swordsmen of peerless skill and speed. They're excellent at striking killing blows, and very difficult to hit. However, they're still little more than an annoyance if you have sufficiently heavy armor. Uses: Swords Assassin The closest thing Magvel has to ninja, they possess the potential to take out even the mightiest foes with a single well-placed blow. They wield small, knife-like swords in combat. Uses: Swords Rogue Master thieves of such great skill that they can pick locks without needing actual picks. They still wield small, knife-like swords in combat. Uses: Swords Sages Scholars of arcane lore who wield multiple types of magic in combat, along with sacred healing staves. Uses: Anima, Light, Staves Mage Knight Mounted magic-wielders trained to use Anima magic and sacred staves. Why they're called knights, since they use no weapon, is unclear. Uses: Anima, Staves Super Pupil Surprisingly deadly magic-wielders who have learned to wield all types of magic. They are the only third-tier magic users who cannot use staves. Uses: Anima, Dark, Light Druid The most powerful Dark magic users on the continent. They are made even deadlier by their ability to wield Anima magic and staves. Uses: Dark, Anima, Staves Summoner Dark magic users who are weaker than Druids, but compensate for this with the ability to summon phantom warriors to do their bidding. They can also use healing staves with some skill. Uses: Dark, Staves Bishop Devout members of the clergy who wield Light magic and sacred staves. They are highly resistant to enemy magic, and excel at slaying monsters. Uses: Light, Staves Valkyrie Mounted holy women who wield Light magic and sacred staves with equal skill. They also possess notable resistance to magic. Uses: Light, Staves Falcoknight Pegasus Knights of superior skill, who now wield both Lances and Swords. Their mounts now have a single long horn, and are even more resistant to magic than before. They still don't like fighting Archers, though. Uses: Lances, Swords Wyvern Knight Knights mounted on winged serpents. These creatures are faster than Pegasi and normal Wyverns, and their riders are adept at piercing the defenses of their targets. Uses: Lances Wyvern Lord Wyvern mounted knights of exceptional skill. The scales of their mounts are now like armor, and they wield both lances and swords. They remain vulnerable to arrows and magic, however. Uses: Lances, Swords Monster Classes Revenant Reanimated corpses. They are the weakest of the monsters, and also the least intelligent. Their weapons of choice are their sharp rotten claws. They promote into Entombed. Uses: Claws Bonewalker Animate skeletons. They are superior to Revenants, possessing greater strength and enough intelligence to comprehend basic tactics. They wield either swords and lances, or bows. Take your pick. They promote into Wights. Uses: Swords and Lances, OR Bows Mogall Giant floating eyes who wield Dark magic. They possess incredible eyesight, and are fairly intelligent as monsters go. They promote into Arch Mogalls. Uses: Monster magic Mauthe Doogs Wolf-like demons of great speed and strength. Not particularly intelligent, but very, very dangerous. They promote into Gwyllgis, and are the only monster that looks noticably different after promotion: they sprout two extra heads in the process. Uses: Fangs Bael Giant spiders. Strong, but slow and stupid. Their massive claws can pierce even armor with ease. They promote into Elder Baels. Uses: Claws Tarvos Centaurs armed with massive axes. They alone can compete with Mauthes for the title of Fastest Monster. They are also quite intelligent by monster standards, and a very, very rare few even have the ability to speak. The promote into Maelduins, gaining the use of bows. Uses: Axes Gargoyle Flying...things...armed with spears. Not that smart, but fairly dangerous, mostly due to the flying. They're as vulnerable to arrows as anything else with wings. They promote into Deathgoyles. Uses: Lances Cyclops Giant one-eyed humanoids who wield axes no normal man could lift. Incredibly stupid, but also incredibly strong. They can chop HOUSES in half. Definately not something you want to take a hit from. They don't promote. Uses: Axes Gorgons Women with the lower bodies of snakes, snakes for hair, and more snakes for arms. They wield dark magic, and possess the unique ability to turn their foes into stone. They don't promote. Uses: Monster magic Draco Zombie RUN. RUN FAR FAR AWAY. DO NOT ATTEMPT TO FIGHT IT. These things are the most powerful monsters around. They may not be terribly bright, but when you can fly, are quite resilient to both weapons and magic, and have corrosive, armor-piercing breath, do you really need to be? They are vulnerable to arrows, but good luck killing one with them. They don't promote. Uses: Wretched Air Edited by Nemain, Fri 8 Apr 2011, 23:25:18.
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| Nemain | Fri 8 Apr 2011, 23:12:45 Post #3 |
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Lord of Rausten
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Promotion Table Trainees Journeyman --> Fighter OR Pirate OR Brigand OR Journeyman2 Recruit --> Knight OR Cavalier OR Recruit2 Pupil --> Mage OR Shaman OR Pupil2 NOTE: Trainee classes have special promotion requirements. To promote, they must have a minimum of 10 quality IC posts of at least one paragraph. Said posts should demonstrate the character's improvement as a fighter over time. Upon requesting promotion, please link to all ten of those posts. Hero Crest Myrmidon --> Swordmaster OR Assassin Fighter --> Warrior OR Hero Mercenary --> Hero OR Ranger Journeyman2 --> Super Journeyman OR Hero Orion’s Bolt Archer --> Sniper OR Ranger Ocean Seal Thief --> Assassin OR Rogue Pirate --> Berserker OR Warrior Brigand --> Berserker OR Warrior Elysian Whip Pegasus Knight --> FalcoKnight OR Wyvern Knight Wyvern Rider --> Wyvern Lord OR Wyvern Knight Knight Crest Knight --> General OR Great Knight Cavalier --> Paladin OR Great Knight Recruit2 --> Super Recruit OR Paladin Guiding Ring Mage --> Sage OR Mage Knight Shaman --> Druid OR Summoner Monk --> Bishop OR Sage Priest --> Bishop OR Sage Cleric --> Bishop OR Valkyrie Troubadour --> Valkyrie OR Mage Knight Pupil2 --> Super Pupil OR Sage Fell Contract Revenant --> Entombed Bonewalker --> Wight Mogall --> Arch Mogall Bael --> Elder Bael Tarvos --> Maelduin Mauthe Doog --> Gwyllgi Gargoyle --> Deathgoyle |
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