Welcome All. This will be the first roleplaying game that I host on the forum, so I hope that you will join. So without further interuption:
Jundial, Land of Beginnings, OOC
Link to the ICAll races have three distinct race distinctions. These are the races you can choose from.
Silus of Frostwood Forest- The Silus are a race of human looking creatures with bluish skin that willingly replaces a limb with an enchated gem. The gem, when active, forms an arm made of pure energy attuned to the gems affinity. The arm takes the shape of the desire's of the owner at the time of binding.
-Silus of Tales: +2 to Mind and Con, music and speechcraft do not count towards starting skill slots.
-Silus of Mysteries: +2 to Mind and DEX, merchantile and exploring do not count towards starting skill slots.
-Silus of Ages: +2 to MIND and MAG, enchanting and spellcraft skills do not count toward starting skill slots.
Mithra of the Desert of Skulls- The mithra are a nomadic beast race who dwell in the deserts of Jundail. Merchants and Traders by nature, they are more forgiving and more reasonable when selling and buying items.
- Feline Mithra: +2 to Mind and DEX, Merchantile and Sneaking do not count towards starting skill slots.
- Kitsune Mithra: +2 to MAG and MIND, Enchanting and Speechcraft do not count towards starting skill slots.
- Lupine Mithra: +2 to STR and CON, Hunting and fighting do not count towards starting skill slots.
Kobolds of Copper Hills- The kobolds are a peaceful race compared to their goblin cousins. They tend to be miners, living and working the mountains the work. Some even take to living in villages and cities of other races, though now one knows why.
- Normal Kobolds: +2 to DEX and CON, Mining and Search do not count towards starting skill slots.
- Shadow Kobolds: +2 to MAG and DEX, Stealth and Theiving do not count towards starting skill slots.
- Draconic Kobolds: +2 to MAG and STR, Blacksmithing and Spellcraft do not count towards starting skill slots.
Elves of the Ircamome Jungle- The elves used to be protects of nature until the goddess of nature, Ixohr, sent the Verdis to destroy the elves. Adopting the way of humans, Elves began to industrialize their lives, while still protecting nature.
- Highborn Elves: +2 to MAG and MIND, Spellcraft and Inventing do not count towards starting skill slots.
- Forest Elves: +2 to DEX and CON, Searching and Hunting do not count towards starting skill slots.
- Deep Elves: +2 to STR and MIND, Necromancy and Survival do not count towards starting skill slots.
Humans of Hagmoor River-The humans have always been the slowest of the other races when it came to anything. It wasn't until after the Dwarves joined their race as humans did they begin to catch up.
-Northern Humans: +2 to MAG and CON, Survival and Tailoring do not count towards starting skill slots.
-Southern Humans: +2 to Dex and MIND, Merchantile and Crafts do not count towards starting skill slots.
-Dwarves: +2 to STR and CON, Mining and Inventing do not count towards starting skill slots.
Centaurs of Kob Steppe- The centaurs are a peaceful yet warlike race who specialize in weapons and agriculture. They only recently joined the ranks of the other races having shown that they are capable of civility.
- Forest Centaurs: +2 to MIND and DEX, Archery and Fletching do not count towards starting skill slots.
- White centaurs: +2 Mind and STR, Alchemy and Herbolore do not count towards starting skill slots.
- Dryad: + 2 to MIND and MAG, Spellcraft and Rituals do not count towards starting skill slots.
Lizardfolk of Sala Waste- The lizardfolk are a surprisingly efficent and peacful race of mages and warriors. They inhabit swamps and badlands, using their naturl talents to stay alive. All lizardfolk lay eggs.
- Feathery Lizardfolk: +2 to DEX and STR, Hunting and Trapping do not count towards starting skill slots.
- Serpent Lizardfolk: +2 to DEX and MAG, Fishing and Stealth do not count towards starting skill slots.
- Volcanic Lizardfolk: +2 to STR and CON, Mining and Blacksmithing do not count towards starting skill slots.
Verdis of Rotted Wood- An insectiod race of worshiper of the Cycles of life, death and rebirth. They uphold the rules of nature.
-Mantid Verdis: +2 to STR and DEX, Swordplay and Tactics do not count towards starting skill slots
-Arachne Verdis: +2 to MIND and DEX, Tailoring and Trapping do not count towards starting skill slots
-Vespid Verdis: + 2 to MAG and DEX, Construction and Spellcraft do not count towards starting skill count.
Any race may take any profession. You may only have one profession, but that doesn't mean you can't do other things. I will not limit what your character is or isn't good at. That's up to you.
Freelancer- The jack-of-all-trades, Freelancers gain no bonuses, but can pick up new skills more easily.
Herbalist- Masters of plants and potions, Herbalists are better at finding plants and reagents and making new potions and poisons.
Geomancer- Masters of all elements, Geomancers are well verse in making and maintaining golems and other constructs.
Monk- Strong and pious devouts, Monks are well trained in combat and healing.
Cleric- Medics of the battlefields, Clerics's are the best when it comes to mending wounds, healing the body and mind, and defeating the undead.
Mage- Masters of magic and spellcraft, Mages provide the support the melee combatants need to win battles.
Knight- The protectors of the weak and the feeble, Knights are well verse with the blade and will defend those in need with their lives.
Warrior- From the typical mercenary to the wandering sellsword, Warrior's will fight any battle, so long as the money is good.
Merchant- Tradesmen and peddlers, Merchants can get the best deals, and always come out with the most money.
Spellsword- Wanderers who are armed with weapon magic, Spellswords enchant their blades with the elements to always have an advantage.
Ranger- Well versed with the bow and capable on taking out ranged enemies, Rangers are able to keep away from enemies while leading them in circles.
Scout- The typical pointman of any army, the Scout can find hidden locations and enemy positions while keeping themselves hidden.
Summoner- Though not many have been seen lately, Summoners are the only ones able to find and use spellstones, binding the beings that inhabit them into their service.
Lancer- Masters of the spear and quick to battle, Lancers can attack from both melee and range, all the while keeping the battle in their favor.
Archanist- Mages who want the most of their magic, Archanists channel raw energy throughout their body, enabling the use of full powered spells.
Bard- When motivation and morale are low, the Bard is usually there to give everyone a boost to confidence with their magical performance.
Ninja- Stealth units not to often employed, Ninjas are the best when a spy, thief, or an assasign is needed.
Swordmaster- Masters of the blade, Swordmasters can use any weapon to disable or eliminate their enemies.
Survivalist- The most capable of finding suitable land to survive in, a Survivalist can find fertile soil, clean water, and food to last until needed.
Craftsman- Those not fit for fighting, Craftsmen are the lifeblood of any township. From buildings to tools, a craftsman is necessary to day to day life.
Hunter- From keeping animals away from crops to keeping food on the table, a Hunter can make masterwork traps and take down even the biggest of pray.
Pirate- Scourges of the oceans and plunderers of the rich, Pirates are the most capable at sailing and fighting on the roughest of waters.
Valkyrie- A spear-user who has forgone ranged combat, a Valkyrie uses jumps and fluid movements to keep out of reach of enemies while keeping them under constant damage.
Enchanter- Mages who specialize in crafting, Enchanters make the most out of gems and items to provide their clients with incredible objects.
Most professions are pretty simple when figuring out what they are good at, but if any questions arise, do not hesitate to pm me. I will give you any information you need.
Name-
Race-
Age-
Profession-
Appearance-
Description-
Personality-
Stats
[Starting points of 15]
STR:
CON:
DEX:
MAG:
MIND:
Vitals
HP:
SP:
MP:
RP:
Skills
[Starting skills slots are 1-4. You may not go past these when making your character.]
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
[If a race has a skill that does not count towards starting skill slots, then put those skills on 5 and 6. each race will have no more than 2 bonus skills.]
Equiped Items
Head:
Neck:
Chest:
Back:
Shoulders:
Arms:
Hands:
Ring 1:
Ring 2:
Belt:
Legs:
Feet:
Additional slots may open depending on equipment.
Money
Inventory
Other
Some of you may be wondering about skills. I listed a few on the race's descriptions, but for the most part, the skills are chosen by you. Keep them lore friendly and if you have any questions, Pm me with them.
Also, do not worry about starting equipment. If you are chosen, I will post what gear each player starts with. If your character wants to bring anything with them, then add it to the Inventory. I will go through and approve the items that I deem allowable or otherwise what your character will be getting anyways.
I borrowed the stat rules from IamanElfCollaborator. He uses the system in RotMGv2. You should totally go check it out. Its a lot of fun :3
Health Points[HP]=((CONx5)+(STRx2))x3
Stamina Points[SP]=(50+((CON+DEX)x3))
Mana Points[MP]=(50+MAG)x5
Rage Points[RP]=((STRx3)+(MINDx4))x2
Perc check=[MIND]+d20
Dodge check=[DEX+((MIND)/2)]+d20
Resist check=[(CON+MIND)/2]+d20
will check=[(MAG+MIND)/2]+d20
Check Difficulty
Easy-5
medium-10
medium hard-15
hard-20
immpossible-25+
Damage is calculated by D20+relevant stat. A resist check is used to mitigate damage or outright prevent it.
Mana has a unique set of rules to go along with it.
1. Mana is not used outside of battle. Abuse this and it will.
2. During battle Mana regens at a rate of 15 mana per turn.
3. Keeping a summon maintained halves mana regen. So it become 7 from 15. Each additional maintained summon further halves it.
-Basically: 15<7<3<1<0 Summons are limited to your level with summoning. A level 1 summoner can have 1 summon and a level 5 can have 5.
4. If necessary, a person can drink a mana potion to recover mana based on the quality of the potion. Same with Health potions.
5. Zombies and golems do not require a maintenance cost to keep them alive. Abuse it and it will.
Making golems and zombies require a few procedures to do effectivly.
Steps to making a Golem:
1. Choose material. Each golem needs to be made out of a material. This includes the stone, gem, and any other added items.
2. Once the materials are acquired, a ritual circle needs to be drawn using chalk equal to the golems needed affinity, (ex. An earth golem's ritual circle is drawn with earthen chalk.)
3. After the circle is drawn, place the materials inside the circle. and focus your mana. Animation requires 75 mana.
4. Finally, release the focused mana into the golem with the desired function in mind. The materials will automatically assume the desired form.
Steps to making Zombie minions:
1. Find materials. This can range from animals, to the recently deceased. Your a necromancer, anything dead will suffice.
2. Build the Minion's body. this can take any shape you want. You don't even need to sew them together.
3. Focus your mana into the body. Having a gem on standby can help when you want to attune the zombie to an affinity.
4. Release the mana into the body. If successful the minion should acknowledge you as its master, eagerly awaiting your orders.
5. Consider storage locations and ways to keep your minion's maintained. Most people don't like undead and will readily scream and run away. Consider using a wagon and coffins for transporting your minions.
All Setting details will be posted on the IC when Characters are created and chosen.