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Alrighty, here's my character

Ah, thanks for answering. One final question though, about the character sheet itself. Is the 'Three Words that Describe' part of the personality necessary? I might want to put in more information than just three words, and I know people that would possibly prefer to just leave the personality hidden until the RP actually starts
Ooh, this sounds interesting, I might join this, though I do have a few questions.
1. What kind of Species are allowed? I'm assuming creatures of god-like strength are banned, but are there other rules?
2. What is generally the relationship between non-humans and humans? Do Humans go out of their way to avoid non-humans, or do they treat non-humans like normal and just try not to get on their bad side?
3. Can Humans learn magic and, if so, are humans that dabble in magic seen as threats to other humans?
Name: Ateya, the Travelling Witch

Height: Roughly 5'6" (or 1.67m)

Weight:

Age: 18

Race/Species: Human

Group: ?

Appearance:
Ateya has short, silver hair and blue eyes. She stands at roughly 5'6" (or 1.67m) tall and wears a simple, almost stereotypical black-white dress, mostly to scare off would-be bandits who would rather not deal with Witches that could curse them (even though Ateya doesn't know curses, bandits tend to assume she does so they mostly leave her alone).

Personality:
Ateya is a friendly and curious person once you get to know her, but she's a bit shy, worried that her inability to remember names makes people angry

Statistics:

-Strength: 2
-Perception: 5
-Endurance: 6
-Charisma: 6
-Intelligence: 8
-Agility: 4
-Luck: 4

History:
Ateya is a travelling Witch/Magician, specialising in Animal-Related Magic and (Mainly Animal) Summoning magic.
Ateya grew up in a small forest town, her father was a hunter while her mother died while Ateya was young. Ateya spent most of her youth in the forest, helping her father with hunting while also befriending/playing with forest animals while she wasn't. One day, while on a hunting trip, Ateya and her father were attacked by a wild animal, which killed her father. Ateya managed to save herself however, using magic she didn't yet know she had to subdue the wild animal, which then left her alone. Since then, Ateya has spent most of her life travelling from town to town, working on learning to master her abilities. Somewhere along the line, she got a familiar; a cat named Keo, who has accompanied her ever since.

Ateya suffers from a type of Nominal Aphasia (at least I think that's the correct term, please don't stab me if I'm wrong), and has a hard time remembering people's names. She often forgets Keo's name, for example.

Ateya decided to join the mission together with Keo partially because she likes exploring, but mainly because she's a bit low on cash right now.

Abilities, Talents, Traits, Powers:
Ateya is good with animals and has several spells both memorised and written in her book (see the Items/History sections for more info on that). She's also a skilled hunter, and is proficient with a bow.

Items:
Ateya carries a book with her in which she writes her spells, but she hasn't memorised them all; the weaker spells she can cast from memory, but the more powerful ones she needs to look up in her book. The book also functions as a notebook and a diary however, so sometimes she has trouble finding the spell she's looking for.
As a traveller, Ateya carries with her a large backpack in which she keeps her items. Her most valuable items however she keeps in a messenger bag that is sealed with a lock, in it she keeps her purse, book and other important items. Having hunted wild animals for a large part of her life, she also carries a bow and some arrows with her, as she is quite proficient in using it, she also knows how to set simple traps and skin animals for eating.

Spells:
All spells drain some of Ateya's energy when cast, meaning that casting too many spells will cause her to fall asleep or lose consciousness. If this happens while she's casting a spell, it can be dangerous.
(Note: When I say 'Wild Animal', I generally mean unintelligent creatures like wolves or bears. Stuff like dragons and other 'intelligent' creatures aren't affected by such spells.)
(Some info is left open for the GM to decide)

Memorised:
- Calm Animal: Temporarily calms a single wild animal per cast (How long a creature is calmed depends on the creature, the more aggressive the creature normally is, the shorter it'll last. Angering the creature is certain to break the spell).
- Subdue Animal: Render a wild animal motionless as long as Ateya keeps eye contact with the creature and both Ateya and the creature can see eachother (so if it's dark or either is blind, it won't work).
- Pacify Animal: Temporarily causes a single wild animal to not fear Ateya. Great for hunting, terrible for keeping off predators since they'll not see Ateya as a threat then.
- Bramble Barrier: One of Ateya's few non-animal spells, this creates a small obstacles of prickly Brambles at a location of Ateya's choosing, as long as she can see the location and it's within 10 meters of her. The obstacle can take on several shapes, like a bush or a small wall. It's not a permanent barrier though, but it can buy her a little bit of time.

In book:
- Summon Familiar: This small ritual allows Ateya to either teleport Keo to Ateya's location if Keo is alive, or revives him at Ateya's location if he isn't.
- Call Creature: Causes the nearest wild animal (it has a limited range, however. So no summoning rare dragons fromt he other side of the country) of the chosen type (Ateya must know what the creature is called and what it looks like) to try and get to Ateya as quickly as it can unless there's no 'direct' way to get to her (as in, doesn't require the creature to break through walls to get to her). The affected creature will treat Ateya like a dog treats it's master, but not permanently. At most, it'll keep it's effect for 24 hours before the creature reverts back to it's original, 'untamed' state, potentially attacking Ateya if she's close by if it's a hostile creature.
- Wall of Thorns: An 'upgraded' version of Bramble Barrier, it has increased range (25 meters), along with other benefits. The thorns are tougher and spikier, making them harder to get through, and the barrier can be bigger.
- Summon Creature: Ateya's most complex spell, it allows her to summon a creature of choice to her location, though it has it's limits.
- The creature cannot be 'intelligent'. Ateya can summon wild animals with it, but nothing too intelligent. (Theoretically, she could summon things like undead too, but she doesn't know how).
- The creature won't stay forever, after at most 24 hours it'll turn to ash.
- Summoning a creature costs a lot of energy, how much generally varies per creature. Summoning a bunny costs far less energy than summoning a bear, for example.
- Ateya has to have killed one of the creature's species and know it's name in order to be able to summon it.
- The summoning process takes time, leaving Ateya vulnerable. How much time varies per creature.
- Ateya feels a small portion of the pain the summoned creature takes, not much, but something like the creature losing a limb would be quite painful to Ateya.
- Summoned creatures are not immune to things like mind control, meaning that they could be used against Ateya. De-Summoning creatures before they 'naturally' vanish takes time too.
I changed the order in which things appear on this sheet just so it makes a bit more sense when reading, hope you don't mind.
Also, I worked together with a friend of mine, who'll be playing Ateya's familiar. He should post here shortly.

Name: Ateya, the Travelling Witch

Height: Roughly 5'6" (or 1.67m)

Weight:

Age: 18

Race/Species: Human

Group: ?

Appearance:
Ateya has short, silver hair and blue eyes. She stands at roughly 5'6" (or 1.67m) tall and wears a simple, almost stereotypical black-white dress, mostly to scare off would-be bandits who would rather not deal with Witches that could curse them (even though Ateya doesn't know curses, bandits tend to assume she does so they mostly leave her alone).

Personality:
Ateya is a friendly and curious person once you get to know her, but she's a bit shy, worried that her inability to remember names makes people angry

Statistics:

-Strength: 2
-Perception: 5
-Endurance: 6
-Charisma: 6
-Intelligence: 8
-Agility: 4
-Luck: 4

History:
Ateya is a travelling Witch/Magician, specialising in Animal-Related Magic and (Mainly Animal) Summoning magic.
Ateya grew up in a small forest town, her father was a hunter while her mother died while Ateya was young. Ateya spent most of her youth in the forest, helping her father with hunting while also befriending/playing with forest animals while she wasn't. One day, while on a hunting trip, Ateya and her father were attacked by a wild animal, which killed her father. Ateya managed to save herself however, using magic she didn't yet know she had to subdue the wild animal, which then left her alone. Since then, Ateya has spent most of her life travelling from town to town, working on learning to master her abilities. Somewhere along the line, she got a familiar; a cat named Keo, who has accompanied her ever since.

Ateya suffers from a type of Nominal Aphasia (at least I think that's the correct term, please don't stab me if I'm wrong), and has a hard time remembering people's names. She often forgets Keo's name, for example.

Ateya decided to join the mission together with Keo partially because she likes exploring, but mainly because she's a bit low on cash right now.

Abilities, Talents, Traits, Powers:
Ateya is good with animals and has several spells both memorised and written in her book (see the Items/History sections for more info on that). She's also a skilled hunter, and is proficient with a bow.

Items:
Ateya carries a book with her in which she writes her spells, but she hasn't memorised them all; the weaker spells she can cast from memory, but the more powerful ones she needs to look up in her book. The book also functions as a notebook and a diary however, so sometimes she has trouble finding the spell she's looking for.
As a traveller, Ateya carries with her a large backpack in which she keeps her items. Her most valuable items however she keeps in a messenger bag that is sealed with a lock, in it she keeps her purse, book and other important items. Having hunted wild animals for a large part of her life, she also carries a bow and some arrows with her, as she is quite proficient in using it, she also knows how to set simple traps and skin animals for eating.

Spells:
All spells drain some of Ateya's energy when cast, meaning that casting too many spells will cause her to fall asleep or lose consciousness. If this happens while she's casting a spell, it can be dangerous.
(Note: When I say 'Wild Animal', I generally mean unintelligent creatures like wolves or bears. Stuff like dragons and other 'intelligent' creatures aren't affected by such spells.)
(Some info is left open for the GM to decide)

Memorised:
- Calm Animal: Temporarily calms a single wild animal per cast (How long a creature is calmed depends on the creature, the more aggressive the creature normally is, the shorter it'll last. Angering the creature is certain to break the spell).
- Subdue Animal: Render a wild animal motionless as long as Ateya keeps eye contact with the creature and both Ateya and the creature can see eachother (so if it's dark or either is blind, it won't work).
- Pacify Animal: Temporarily causes a single wild animal to not fear Ateya. Great for hunting, terrible for keeping off predators since they'll not see Ateya as a threat then.
- Bramble Barrier: One of Ateya's few non-animal spells, this creates a small obstacles of prickly Brambles at a location of Ateya's choosing, as long as she can see the location and it's within 10 meters of her. The obstacle can take on several shapes, like a bush or a small wall. It's not a permanent barrier though, but it can buy her a little bit of time.

In book:
- Summon Familiar: This small ritual allows Ateya to either teleport Keo to Ateya's location if Keo is alive, or revives him at Ateya's location if he isn't.
- Call Creature: Causes the nearest wild animal (it has a limited range, however. So no summoning rare dragons fromt he other side of the country) of the chosen type (Ateya must know what the creature is called and what it looks like) to try and get to Ateya as quickly as it can unless there's no 'direct' way to get to her (as in, doesn't require the creature to break through walls to get to her). The affected creature will treat Ateya like a dog treats it's master, but not permanently. At most, it'll keep it's effect for 24 hours before the creature reverts back to it's original, 'untamed' state, potentially attacking Ateya if she's close by if it's a hostile creature.
- Wall of Thorns: An 'upgraded' version of Bramble Barrier, it has increased range (25 meters), along with other benefits. The thorns are tougher and spikier, making them harder to get through, and the barrier can be bigger.
- Summon Creature: Ateya's most complex spell, it allows her to summon a creature of choice to her location, though it has it's limits.
- The creature cannot be 'intelligent'. Ateya can summon wild animals with it, but nothing too intelligent. (Theoretically, she could summon things like undead too, but she doesn't know how).
- The creature won't stay forever, after at most 24 hours it'll turn to ash.
- Summoning a creature costs a lot of energy, how much generally varies per creature. Summoning a bunny costs far less energy than summoning a bear, for example.
- Ateya has to have killed one of the creature's species and know it's name in order to be able to summon it.
- The summoning process takes time, leaving Ateya vulnerable. How much time varies per creature.
- Ateya feels a small portion of the pain the summoned creature takes, not much, but something like the creature losing a limb would be quite painful to Ateya.
- Summoned creatures are not immune to things like mind control, meaning that they could be used against Ateya. De-Summoning creatures before they 'naturally' vanish takes time too.
Ah, thanks for the explanation, Time for me to choose some stats then.
Oooh stats. Do they affect things in the way they would in Tabletop RPGs like D&D, or does it serve a different purpose, like simply illustrating how good a character is at certain things?

Also, I'm not used to applying to RPs on this forum (this is the first RP here that I plan on joining, I used to RP elsewhere), so I still don't know exactly where to post the application. Do I post it here, or do I post it as a reply to the character sheet?
Oooh, this looks interesting! When/Where do we submit character applications?
@Dirge
I considered putting it in Advanced, but I am not entirely sure I have enough time available to do that, but I'll keep it in mind
Valanis, a magical floating world, inhabited by several species who worship a Pantheon, led by the almighty Pantokrator. Long has this world known peace, but times are changing.
In the north, a dark Necromancer named Fomalsa is leading his undead hordes against the Lizardian Empire of Hsithi and the Human Empire of Arhab. Amphibious Fishmen Pirates from Paland, named Paladians, constantly raid trading routes through the seas, and the Infernals from the depths often carry out raids against the Human Empire of Verbourg and the Aerian Samarani Republic.

The Empire of Arhab has long had trade routes with it's neighours in the Hanionuayn Empire, but with the increase of Paladian Raids the trade routes are becoming less and less profitable. Diplomats sent to the Hanionuayn Empire to negotiate an alliance against the Paladians never return, and tensions with the Hsithi Empire are increasing. Something needs to be done to get aid from the Hanionuayns, and fast. But it's too risky to send diplomats.

That's where you come in. You're a citizen from Arhab, and you have been recruited by the Empire to go on a journey to Hanionuayn to find out what happened to the Diplomats and convince the Hanionuayn Empire to form an alliance with the Arhab Empire. If you fail, the Empires of Man will surely collapse. Your mission is a secret to all but those involved however, as it's too important to fail.









Hello! You might not know me, so let me introduce myself. I'm Darthrafael and I made this RP, and it's my first one on here! (I made other RPs on other forums before)

So, let's get down to business, and with that I mean character creation.

Let's start with the character sheet. Fill everything in unless it says optional, in which case it's optional.

Name:
Gender:
Age:
Home Province:
Province Perk:
Job:
Magic Paths:
Magic Schools:
Flaws:
Handedness:
Backstory (Optional):
Other (Optional):


Now let me explain the things in the sheet that might need some explaining:
Oh and by the way, the characters are Human.



Job:
http://pastebin.com/H05RLdUX
Basically what class your character is. There can be multiple characters with the same Job.

Handedness:
Left or Right handed, it's as simple as that. No being ambidextrous for balance purposes.

Flaws:
This can be various things ranging from being blind to being allergic to something.

Backstory:
If you do write a backstory, ensure that it matches with your character's job (and perhaps also perk).



So, that's pretty much all info unless I overlooked something. Feel free to ask any questions you have!
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