[h2][b][i]Charachter Creation Guide[/i][/b][/h2] For this RP, I am using a fairly straight forward system. Origins. You pick your origin, that is where from you hail. These are as follows:[b]Islander (Pick one of the clans), Zeian, Vucc, Belini, Progrosti, Daen.[/b] Islander; Islander are generally fair of skin with dark hair and dark eyes. Men height average is about 5'7-5'8 Islanders are known for their adhearence to a strict code of conduct and such things as honor is extremely prevelent in your culture. People who stray outside these code of conduct are generally bandits and other outcasts. Islanders can be anything from artificers to monks to Samurai. Unique Archtype (Yokai-born); A person gifted with powers related to their clan. They also gain physical features such as fox eyes or dragon scale. [b]Progrost:[/b] The Progrost are known for their dedication to the sciences and their "Intellectual Elite". While they laud themselves as enlightened and beyond the savagery of other nations, their nation is one built on oppressive tactics not unlike that of the Shoguns. They are however, excellent military thinkers and tacticians. They also pioneered the Iron Thrower (Basicly a musket) which has helped turn the tide against the Shoguns forces as well as steamcontraptions that rely on coal rather then Lotus. Like with Belinian merchants, a number of Prograstians are all but stranded on the Isles for the duration of the war. There are more then one agent of the Progrostian Royal Intelligence within their ranks. A Progrostian stands around 5'9 tall, with brown to black hair. Favors types intelligence based: Former officer, Mechanics, Traders, Spies [b]Unique Archtype:[/b] Grenadier; [i](Part of the Progrost latest developments are simple, handheld bombs. These "grenades" take a certain kind of man to risk tossing around.)[/i], Knights [i](Being less and less common with the dawn of muskets, The Progrostian Knights still exist to some extent. Favoring heavy swords along with thick metal plate, they can prove to be a real problem.)[/i] [b]Belini[/b] Belini are as varied as the there are grains of sand on a beach, the average Belinian has a deep bronze like complexion and any number of haircolors on account on the mix of ethnecities. Belini believe everyone is equal. As long as there is coin to be had. Most Belini nationals on the Isles are smugglers, merchants and merchant bodyguards. While Belini officially support Zwei, many Belini merchants see the war as a chance to make a fortune in goods. These men and women brave the blockades at sea to continue commerce with primarily the Crane clan. Favors Mercantile types such as Merchants, sell swords, smugglers. [b]Unique Archtype; [/b]Belinian Buccaner [i](Belinians are exellent sailors, and more then a few engage in piracy)[/i], Belinian Duelist [b](Belinians believe that if violence is the solution, swords at dawn is generally the way to go.)[/b] [b]Daen National; [/b] The Daen are the wildest of the the three Alliance members. The Daen make their home among the broken and jagged lands of Greater Daen, a largely inhabitable area of constant thunderstorms. What isn't ravaged however, is extremely fertile soil. More then anything, they have been dragged into this conflict by their Allies. Before their involvement, many Daen faitfull visited the Isles as they believe Rajin and Fujin to be aspects of their Thundergod. Favors wandering, hardy types; Wandering Priests, Zealus Warriors, Rangers, [i]Unique Archtype;[/i] Thunder Rider [i](A Warrior that have tamed and rides one of the monstrous Thunderbirds.)[/i] [b]Zei National:[/b] The After years of occupation, some of the Zei have ended up on the Golden Isles. They are a little taller then the average Islander and posses slightly more tanned, less pale skin in general. Their culture sharing similarities with the Islanders make things easier as do their somewhat similair appearences. The Zei are far more accepted a presence then the gaijins. That is not say they are treated fairly. A Zei is considered lesser, and may not hold any land of their own on the Isles, but may be landowners back home. Favors Wandering types: Monks, Mercenaries, Martial Artists, Peddlers [i]Unique Archtypes;[/i] Fated One (A elite of the elite, the Fated ones are men and women who are meant to one day become admirals, generals and other military leaders. Fated Ones come from noble birth and are trained endlessly from birth. The Zei believes these men and women are chosen by Tien himself.) [b]Vuccan Clansman:[/b] Rarely seen on the isles, some of the Vuc has made it the isles as captives the Tora Clan. The Vuc are considered more barbaric then any other race, and generally end up fighting in the arenas or being used for hard labor. The Vuc who fight in the arena are able to win their freedom. Free, loyal Vuc are given far better treatment then the Zei, and the Shogun is known to have a Vuc Bodyguard. They are far darker in skintone then the Zei or Islanders and stand at 5'8 and tend to be built strong. Favors Warrior types; Raider, Berserkers, Pitfighter etc Unique Archtype; Wolfrider (Men nad women who tame and ride the giant steppewolves of Vucca.), Wolfblood; (Elite warriors who drink wolfblood to gain keener senses and stronger bodies but also more feral natures) ---- [h2]Archtypes.[/h2] Your archtype is up to you to make, but for convience sake, I am providing some guidlelines here as well. Mystic Archtypes; If your character is one who communes with spirits such as a Shaman, or a devotee to a particular god, you might want to consider skills related to it. Examples; Shrine Maiden, Sun Priestess, Daen Priest of Thunder, Traits to consider; Lore: Traditions, Exorcism, Knowledge: Prayers, Ritual Magic, Spiritualism. Yokai-Kin Archtype: Unique to the Islanders, this archtype means you spirit has been poluted by the netherworld and as a result started to change. Your body will act like a magnet for Yokai and spirits, and your appearance will gradually become less human. Each clan is deeply connected with their animal or beast, and this connection is what gives you your power. [hider=Traits by Clan] [b]Fox:[/b] [i]Animal Empathy[/i]: Allows the wielder to form links with animals and direct and affect their actions directly. [i]Fox's Luck.[/i] Dice roll in your favor, falling things miss you and Swords drawn at you get stuck in their sheathes. [b]Dragon:[/b] [i]Dominating words:[/i] Your words hold power, even a simple suggestion can make a weak mind obey. [i]Dragon Scales:[/i] YOur body have started to grow scales, hard layers of dragon like armor. It is capable of deflecting blades if angled right. These scales only grows in patches so far. [b]Pheonix:[/b] [i]Burning touch:[/i] Your skin can heat up to the point where your touch will burn others, and even catch fabrics on fire from prolonged contact. This heat does not hurt you any and fire does not seem to burn you. [i]Purifying Flames:[/i] You can conjure a white, spiritual flame. Rather then burning the flesh, it affects ones soul. Does of wicked souls are affected the worse. Demons and possessing spirits are burned out of their hosts. [b]Badger: [/b] [i]Badgers Resiliance:[/i] Your body can take beatings no humans should be able to withstand, pain is nothing to you. [i]Badgers Bite:[/i] Your teeth are like diamonds, your grip can warp steel with its pressure. LIke the badger, you won't let go until something breaks. [b]Bear:[/b] [i]Roar:[/i] Your voice is like a wardrum, its sheer volume and ferocity rattles heads and minds and instill a primal fear in men and animal alike. [i]Bears Strength:[/i] A single swipe of your hand can send a grown man tumbling. [b]Snake:[/b] [i]Venomous saliva.[/i] Your saliva is a potent venom, usefull to coat things like needles and dagger or to simply spit into someones eye. [i]Slippery[/i]: Your able to escape most chains, rope and other bindings on account of your slippery sking and double joints. [b]Turtle: [/b] [i]Resilient Mind[/i]: Things such spiritual possesion and Dragons domination powers have less of an effect on you. [i]Longevity:[/i] Those with this power simply age slower, approximately at one half that of a human. [b]Crane:[/b] [i]Feather Fall[/i]: ALmost regardless of the height you fall from, you can land with the grace of the Crane, minimizing the impact. [i]Gracefull Aura:[/i] Your every moves attract attention, people forget what they were doing or saying when you enter a room. [b]Tiger[/b] [i]Claws[/i]: Your fingernails extend and grow thicker and sharper, easily capable of rending flesh and leather. [i]Predator Aura:[/i] You exude dominance and agression, your very nature scares lesser beings and men. [/hider] Martial Archtypes; Really any kind of heavily combat focused Archtype. Samurai, Knights, Rifleman, Warriormonk, Ronin etc. Traits to consider; Weaponskills of different kinds, martial art styles. Social/Agile Archtypes; The nobles and spies, merchants and silver tongued scoundrels. These rely on wit and knowing the intricacies of ethics and diplomacy over that of using a sword to settle their disputes. Traits to consider: Knowledge (Ethics, Prices or similair), Silvertongue, Connections (I will create or connect you to usefull NPCs), Sneaking, etc [b]Profile Skeleton;[/b] [b]Name[/b] [b]Origin:[/b] [b]Archtype:[/b] [b]Age[/b] [b]Appearance:[/b] [b]Biography:[/b] [b]Weapons:[/b] [b]Misc Equipment:[/b] [b]Traits: Six things, skills, physical aspect or social connection. (Yokai-born or Mystics would swap one trait for a power of their choosing) [/b]