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Fantasy RP: Dealing with the Dark


Umbra

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On the wide plains of Renguine to the north lies a dark temple, a temple which only brings madness and destruction. That temple is known as The Fiend Sanctuary, since it holds one of the greatest beings to ever exist; Forlore. Forlore is a dark-elven mage that once turned to the path of a warlock; but made a pact with the devil and sacrificed his elven powers to gain a dark soul. He now houses in the Fiend Sanctuary, gathering up an army of demons and ghosts to defend him from any enemies that might enter.

 

Outside the temple, only a few miles from it and clearly visible from it, lies the city of Kagraman. Kagraman used to be a human city, but now houses folk of any race, from the fierce orcs to the agile elves and the corrupt dark-elves.

 

Today, a normal day in Kagraman is passing by. Everyone carry on with their daily lives, unaware that in a short while their lives will be changed forever.

 

This is where the true story begins...

 

Rules:

6 players maximum. Any forms sent in after 6 players have been accepted will be ignored.

No godmoding, powerplaying or in any other way disturbing or inappropriate behaviour. Ignorance of this rule will lead to two warnings, then a kick from the RP.

Be serious.

 

Ok, this is how it works. Anyone who wishes to join fills out the form at the bottom of this post. Select a race, primary class and secondary class from the Race/Class List, and come up with a good name. Primary Classes alter your abilities, while Secondary Classes provide certain powers. Mages and other magic-using characters (Templars and Spellarrows) will recieve a number of spells when their form is returned. Charisma is used to cast spells.

 

Abilities:

Abilities are numbers that are used to determine your character’s looks and playstyle. There are four abilities: Strength, Agility, Physique, and Charisma. Every character begins with 10 in each of these abilities, but these numbers will be changed by chosen Race and Classes.

 

Races:

Human. Normal humans that are commonly versatile with any weapons or magic. +2 Agility, -2 Physique.

Elf. Agile people that normally used ranged weapons or magic. +4 Agility, -2 Physique, -2 Strength.

Orc. Bulky warriors that wear extremely tough and hurtful weapons. +2 Strength, +2 Physique, -4 Charisma.

Dark elf. Slightly more sinister than their elven cousins, the Dark Elves use Wicked Magic to their bidding. +4 Charisma, -2 Strength, -2 Physique.

Psielf. The third variety of elves, the Psielf use mind powers to manipulate the world. They normally don’t use weapons. -2 Strength, -2 Physique, +2 Agility, +2 Charisma.

Naga. Snake-men that can swim and breath freely underwater. +4 Charisma, -4 Strength.

 

Primary Classes:

Fighter. A normally skilled warrior that can use a variety of weapons. +1 Strength, +1 Physique, -2 Charisma.

Mage. Magic-using people that cast powerful spells. -2 Physique, + 2 Charisma.

Archer. People that use bow and arrow in their battle. +2 Agility, -1 Physique, -1 Charisma.

Barbarian. Fierce warriors that can take much damage. +2 Physique, -1 Charisma, - 1 Agility.

 

Secondary Classes:

Templar. A magic-using warrior that is driven by a personal cause. Must have Fighter or Mage as Primary Class. Power: Bind. Templars can bind an enemy to a solid object.

Spellarrow. A ranger that uses magic to enchance her arrows. Must have Mage or Archer as Primary Class. Power: Enchant Arrow. Spellarrows can apply different magical enchantments to an arrow that they are about to fire.

Berserk. A raging warrior that rushes into battle with a howl. Must have Fighter or Barbarian as Primary Class. Power: Rage. A Berserk can go into a furious rage that deals extra damage.

Ranger. A naturalistic archer that shoots fierce. Must have Archer or Barbarian as Primary Class. Power: Arrowswarm. A ranger can shoot three arrows at a time.

 

 

Form: Send this in a PM to me. Any form posted in the thread will be ignored.

Name:

Gender:

Age:

Race:

Class, Primary:

Class, Secondary:

Description:

Biography:

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