Journey to Greatness
The town of Al'Grad, kingdom of Nilas, was quite and stagnant, sliding constantly to it's own death as people just trudged through their pathetic lives never trying to become anything more. The year is currently 240 of the New Dawn era in the world of Ethien, and this year is when you have decided to become more then just another peasant. You've trained your whole life so far to start your journey, and be damned if you won't get what you strive to become.
Info on the world of Ethien:
Magic exists but is incredibly taxing on those who wield it, it is also illegal in all forms in the kingdom of Nilas.
When born everyone is designated a profession, status, and town to live in. Not doing as told by the monarchy is treason and people are routinely executed for trying to lead free lives.
Connections with the outside world was cut off over 200 years ago, and as such your knowledge past the kingdom's borders is non-existent.
The technology level is medieval.
Rules:
Everyone is Human.
All character sheets and actions must be pm'ed. You are allowed to say what you are planning in the thread, of course you are also allowed to lie.
Other then that, stay within reason, and have fun.
1d10 will be used for all actions, with 1 being incredible failure and 10 being over-shot. in-between rolls will have various effects depending on the action.
First 5 people will be accepted, others will be put on a waiting list.
Stats:
Strength-Affects damage, carrying ability, strength reliant actions, and crafting that denotes strength ex: Wood Cutting, Smithing
Constitution-Affects Health, carrying ability, and endurance.
Agility-Affects initive rolls, speed, and balance.
Dexterity-Affects aim, throwing, and certain delicate skills: ex:lock-picking, sewing
Willpower-Affects resistance to damage, influences, and concentration. Affects Magic Power
Intelligence-Affects Exp gain, magic power, certain magical skills, and a few non-magical skills ex: studying
Important Starting Skills:
Melee Combat- Modified by strength, constitution, agility, and dexterity in order from most important to least. Denotes general skill with all forms of melee weaponry including unarmed attacks. Can only become level 3 before being capped, after that training into weapon specializations is necessary.
Criminal Acts-This ranges from lying to guards, to picking locks, to hiding bodies. Represents a comfort with the darker side of life. Capped at level 3.
Ranged Combat-Modified by Dexterity, agility, and strength in order from most important to least. Denotes general hand-eye coordination when dealing with fighting at a distance, capped at level 3.
Magical Skills-Represents a general knowledge of magic, level 1 required to have any magical power. Modified equally by intelligence and willpower. Capped at level 3.
People Skills-Affects actions dealing with people from persuasion, to bartering, to just getting information from them. Capped at level 3.
Magic:
Devided into 5 categories, but they tend to overlap a bit at the edges. There is rumor of a 6th school of magic, but it is currently unavailable.
The Unseen:A school of magic devoted to powers of the mind, practitioners gain the abilities to read minds, see over large distances, influence people, and even create invisible weapons and barriers. Based in Willpower, secondary in intelligence.
The Ritualistic-A school of magic devoted to preparation, and powers of the spirit. Practitioners have huge fields of skills, but their magic requires planning, fore-thought and sometimes sacrifices. Magic in this field is cabible of summoning demons and spirits, and enchanting items, while also having secondary roots in alchemy and The Unseen, however unlike other schools they are not able to use magic without runes, magic-circles, or special items and books. Based in Intelligence, second in Willpower.
True Power-A school of magic devoted to primal forces. Practitioners are rarely subtle but require little to no preparation or strict training. Their Magic is restricted to the elements with the addition of bodily magics such as augmenting strength or healing. Based in Willpower and second in strength and constitution.
The Order-While not technically illegal or exactly magic, this school is devoted to the worship of higher powers, which may or may not actually exist. Their Magic varies upon their beliefs but is fundamentally in healing others, calling holy power to help them or harm their foes, and protecting themselves and others. Based equally in Intelligence and Willpower.
The Crafters-This school of magic is solely based in creating and destroying, whether it is potions, people or weapons, they can not work without raw materials. However with the materials they require, and planning and focus they are capable of nearly anything physical. Of course this broad range of specialization comes at a cost, whatever they do is usually weaker then what another mage would do. With the exception however with making non-magical objects, something only they are innately capable of.
Character Creation: Post in, and a character name in the thread and then pm the following form, filled out, to me.:
Name:
Gender:
Age:
Worldly Goal:
Designated Profession at Birth:
Trained Skills: pick one of the important starting skills for this, and then a secondary one based off of the first. Except for magical skills where you choose a class.
Special Item:
Biography:
Stats: Each starts at a base of 5, you then have 20 points to modify them to a max of 20
-Strength
-Constitution
-Agility
-Dexterity
-Willpower
-Intelligence
Characters:
Ahra
Pyrate
Dwarmin
Tersr
Cerapa
Waiting for Greatness:
Wolfchild
Adwarf