[indent][sub]Note: This roleplay is set in an alternative universe of Dragon Age, inspired primarily by Dragon Age: Origins. This roleplay does not contain canon characters, and instead takes use of its lore essential to the Dragon Age world itself. [i][b]I.e[/b] [/i] [u]You do not have to be a fan of Dragon Age to join, as we have hit the reset button, but it does help.[/u][/sub][/indent] [center][img]https://i.imgur.com/5PPPTXs.jpeg[/img] [color=39b54a][I]“The Wardens were supposed to be our salvation. Now, some whisper they are its heralds.”[/I][/color][/center] Across Thedas, signs of The Sixth Blight fester like old wounds: blight-touched beasts stir in lands untouched by past Blights, crops rot overnight in fertile soil, and dreams carry the scent of decay. Strange plagues bloom where none should, and in the far reaches of the Anderfels, Weisshaupt Fortress has gone silent. Travelers speak of gaunt knights in tarnished silver, their eyes hollow, their presence withering. [I]”The Blooming Rot!”[/I] They chant. This is not the Blight as we remember it. This is something else. Whether you are a mage marked by troubling visions, a Warden with questions no one dares answer, or a soldier who survived what should have killed you, your path leads you to The Rethari Blades. A mercenary band led by a Qunari named Delilah, battling the blight alongside a lone Grey Warden, named Dean. Regardless of your sole motivations, The Rethari Blades goal is to find the missing Wardens and help fight against the Blight. [center][img]https://i.imgur.com/iJ4VtFA.jpeg[/img][/center] Welcome to [color=39b54a]Dragon Age: Dark Scion![/color] This game will utilize a mission based system to progress the main story, and advance your character. In-between missions, you can spend time freely interacting with other player characters and NPCs alike. This gives you a chance to build relationships, alliances for The Rethari Blades, and further pursue personal goals or gains of power. This roleplay will feature a mixture of both combat and politics, and as such, every action you take impacts the story. A failed mission will dampen relations with the kingdom who requested it, a broken promise will be remembered, and blatantly using blood magic in front of Templars will give probable cause to put you down. In turn, positive relationships will benefit you down the road. Honorable actions will be remembered, and information from your backstory alone will be used, etc. You get the gist. This is to make the world feel as alive as possible. This is a Dark Fantasy Roleplay, and as such contains violent and sexual themes. The rules of the site still apply, so nothing explicit, but this is fully intended to be a mature game. If that gives you pause or makes you uncomfortable, I would highly suggest turning away now. I do not hold hands in my games, and such, death of your character is a possibility otherwise the threat of the Blight has no validity. I’m not looking to slaughter the entire cast, but as stated before, this world is alive and consequences do exist. I implore you to play smart both in combat and in political situations, while I also suggest not being afraid to take risks in both situations. We’re here to have fun, and create a compelling narrative influenced by character’s actions regardless of the outcome. The maximum number of players I’m seeking is (5) Five. However, if more interest is shown and we (My Co-Gm [@Shu]) determine that a character is too good to pass up or would help the narrative, we can make the exception for one or two more players. There is no first come first serve, as we will judge every applicant at once in order to give a fair shot to everyone in case we exceed the maximum number of interests. If this interests you, then check out the Class and Stats systems below! I would prefer you thoroughly read over these before I finalize, and hand out, the character sheet. [hr] Classes are taken primarily from Origins and Dragon Age: 2. They offer both a passive ability used to all those in Thedas, as well as social and political aspects that come with said specializations. Players and NPCs alike adhere to these policies. [hider=Warrior:] [i][b]“Warriors are the front-line fighters, the backbone of any party under assault. They rely on melee and ranged weapons. They can withstand and deliver a great deal of punishment, and have a strong understanding of tactics.”[/b][/i] [b]Templar -[/b] “Templars are the ideal foils for mages, having been trained specifically to counter and deny magic. This is done by a unique method of reinforcing the reality and immutability of the world. Templar abilities to dispel magic and inhibit spellcasting, as well as develop a considerable immunity to magic, come primarily through ingesting lyrium.” ([b]Passive:[/b] Those who choose this specialization naturally receive resistance to magical effects, both beneficial and harmful) | (NPCs are generally in favor of this, though if you aren’t apart of the Chantry/Templar Order then your access to lyrium may come into question) [b]Champion -[/b] “Champions call upon the legacy of the greatest champions in history. These powerful defenders protect their allies from harm, standing strong against devastating blows with expert training and fierce determination.” ([b]Passive:[/b] Champions can automatically save those nearby from one fatal blow. They also have a Last Stand, being able to survive one fatal blow per mission) | (NPCs are in high favor of this specialization, with little to no social disadvantages) [b]Reaver -[/b] “Reavers are warriors who unlock powerful abilities through the ritual drinking of draconic blood. It is believed that like blood magic, humanity learned how to harness this ability through Demons.” ([b]Passive:[/b] Reavers may self-heal wounds by absorbing the energy of the dead. Reavers become more resistant to damage the more hurt they become) | ([b]Rare specialization[/b], most knowledge regarding Reavers are old stories and rumors passed down from centuries ago, before dragons were driven to near extinction. NPCs will be cautious, or even akin it to blood magic)[/hider] [hider=Rogue:] [i][b]“Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger.”[/b][/i] [b]Bard -[/b] “Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles.” ([b]Passive:[/b] Bards have an advantage in deception, manipulation, and persuasive activities) (The Grand Game will find its way to you, or back to you, so be wary) [b]Duelist -[/b] “Unlike their stealthier counterparts, followers of this specialization will often announce their intent, inviting attention with bravado and insult.” ([b]Passive:[/b] Duelists are the most acrobatic rogues and as such can fight on uneven ground with zero penalty, as well as disengage freely from any close range engagements) | (NPCs are in high favor of this specialization, with little to no social disadvantages) [b]Assassin -[/b] “Assassins are professional killers who usually eliminate their targets for money.” ([b]Passive:[/b] Assassins have advantage in techniques relating to stealth) | (NPCs will generally distance themselves from known Assassins or keep a watchful eye on them, for their own safety and concern)[/hider] [hider=Mage:] [i][b]“Mages are able to use, control and interact with magic. Only elves, humans, or Qunari can be mages. Dwarves cannot be mages, as they are unable to connect with the Fade.”[/b][/i] [b]Blood Mage -[/b] “Every mage can feel the dark lure of blood magic. Known as "maleficarum," blood mages are feared not only for the incredible power of their spells, but also their ability to control minds.” ([b]Passive:[/b] Blood Mages can attempt to control others via blood) | (Templars hunt blood mages [i]relentlessly[/i], NPCs will generally regard with disdain or caution) [b]Force Mage -[/b] “Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes.” ([b]Passive:[/b] Force Mages can utilize telekinesis without weaving spells) | (NPCs are generally neutral to this specialization) [b]Shapeshifter:[/b] “Allows a person to transform their body into the form of an animal.” ([b]Passive:[/b] Shapeshifters may be able to use an aspect of their animal forms while in human form. I.e sight of an eagle) | (NPCs are generally neutral to this specialization)[/hider] [hr] This Roleplay will be using a behind-the-scenes dice system for combat purposes, in order to assure fair risk to players, enemies, and NPCs alike. This helps keep an air of randomness that mitigates railroading from the GM team, and adds more emphasis on playing smart and playing together. While stats aren’t the end all be all, they are important in establishing a character’s identity and ensuring continuity within combat. [B]I.e:[/B] A warrior that dumps 20 into all Heavy will not be consistently sneaking around successfully. As such, a mage that wants to min-max magic won't survive too many blows from an attack if they have 0 Perseverance and 0 Defender. While it can happen, chances are, they won't get lucky that amount of times. Once again, I implore you to read thoroughly and ask any questions if you don’t have a full understanding. There are [I]no[/I] dumb questions, as long as it helps you get a full understanding of the system. (Seriously, this is a lot of information you may want to go over more than once) [hider=Stats] Players start with 100 points to upgrade Stats. They are invested in increments of five, with five points equating to one point in the Parent Trait. For example, five points in Defender gives a (+1) in Heavy. Therefore, ten points in Defender gives a (+2) to Heavy. Points invested will be maxed out at 20 to begin with, to actually avoid min-maxing at the start and allow room for growth throughout the story-experience. Points will be awarded via level up after every mission, as well as good RP moments both in and out of missions. [color=ed1c24][b]Heavy:[/b][/color] [color=ed1c24][b]Defender: [0/20][/b][/color] The ability to take hits without sustaining wounds [b][color=ed1c24]Perseverance: [0/20][/color][/b] The ability to persevere after sustaining wounds [b][color=ed1c24]Hard Hitter: [0/20][/color][/b] The ability to dish out damage with physical weaponry (ranged weaponry included) [b][color=ed1c24]Combat Sense: [0/20][/color][/b] The efficiency of keeping track of multiple opponents (The higher this skill gets, the less enemies will benefit from engaging you in groups.) [b][color=39b54a]Physical:[/color][/b] [b][color=39b54a]Reflexes: [0/20][/color][/b] The ability to effectively react to situations around them (Dodging, avoiding traps, etc) [b][color=39b54a]Stealth: [0/20][/color][/b] The efficiency of stealth technique use (sneaking, sleight of hand, etc.) [b][color=39b54a]Rapid Blows: [0/20][/color][/b] How quickly your character can attack using melee weapons or reloading ranged weaponry [b][color=39b54a]Perception: [0/20][/color][/b] The ability to notice chinks in enemy defense, and notice things out of place. (Including conversations) [b][color=00aeef]Magic:[/color][/b] [b][color=00aeef]Power: [0/20][/color][/b] The ability to dish damage and be accurate with magic [b][color=00aeef]Pattern Weaving:[/color] [color=00aeef][0/20][/color][/b] How quickly you cast spells and recognize enemy spells before casted [b][color=00aeef]Mana Pool: [0/20][/color][/b] The ability to continue casting spells without becoming exhausted [b][color=00aeef]Fortitude: [0/20][/color][/b] Defense AGAINST magic (including friendly spells)[/hider] [center][youtube]https://www.youtube.com/watch?v=UUssSLjGxK8[/youtube][/center]