- Joined
- Dec 26, 2009
- Messages
- 823
After roleplaying here on the Hive, I think I am ready to give my own roleplay a shot. A warning, however: the speed of this roleplay will wax and wane from day to day. Sometimes, I will only post once or twice a day; others, I can spend the entire day monitoring the roleplay. The first will most probably be the norm, so don’t expect the roleplay to go very fast.
Please use common sense, the OOC/IC system, and follow the Unwritten Roleplaying Rules while in this thread.
This roleplay is going to center around action and adventure more than anything else. There will be some sort of overarching plot, but for the most part you will go and fight monsters, plain and simple.
Every character here is going to sign up to become one of Jeerax’s Mercenaries, a mercenary group that will hire out to do everything from protect some prince to slay a dragon. At the end of each mission, you will get paid and you can go get yourself some new trinkets and spells for the next mission.
Combat is, of course, the central idea for this roleplay. When in combat, you describe your character’s actions; what attack he uses, what spell he casts, or how he blocks the incoming attack. I will describe the result of your actions and then the actions of the NPC’s around you.
Most of the things you do will be based on dice rolls. The rolls will be hidden from you; the only thing you will know is the end result. I will, however, describe all positive and negative effects to your actions for your benefit.
When you make a character, you will first choose a race. Each of the races below has positive and negative aspects; Lycans, for example, tend to be better at punching stuff than casting spells. You will then choose a class, based on what you like; each class is, in some way, unique, so just choose one that sounds fun to you.
Humans
Humans are the most common race. Every other humanoid race in existence stems from humans in some way or another.
Humans have no positive or negative aspects.
Lycans
Lycanthropes are humans with a touch of something else in their blood. Lycans are a hybrid of human and some kind of animal (such as a wolf or bear), but unlike lycans in other universes have no form other than their hybrid one. Your lycan can be any animal, but if it is something obscure (half-fish, for example) try to dig up a picture for the benefit of everyone else.
Lycans tend to be stronger than normal humans, and so succeed at things requiring physical strength more than other races. However, they also have a harder time grasping most magic than other races, due to their closer bond to nature. When something requires knowledge or use of magic, lycans tend to do worse than other races.
Elves
Elves are humans with a touch of godly blood in them. They are slimmer than humans, with pointed ears and oddly colored hair, skin, and eyes.
Elves are more agile than humans, succeeding more often at tasks requiring speed or grace, but aren’t as physically strong as the average human can be.
Chaostouched
Chaostouched are humans whose blood has been given a considerable dose of magical energy. Their skin is dark and their faces are oddly flat, with no lips and slits instead of a nose. Their eyes are more catlike than anything else.
Chaostouched are exceedingly good at all kinds of magic, but their magical bodies have less grace than a normal human’s. As such, they exceed at tasks magical in nature but fail more often when speed or balance are needed.
Archon
An Archon is a human that has completely given him/herself over to one of the four elements. Their bodies are made partly of that pure element, and partly of armor made of said solidified element. The four elements are air, water, fire and earth.
Archons gain a slight bonus to all rolls when near their respective element; a water archon near a lake will receive this bonus. Any archon can also learn elemental spells of its element alongside its normal class abilities. However, an archon near its opposite element will receive negative penalties to its rolls. An air archon in a canyon, for example, would be penalized. No archon can use any kind of armor, although any weapon, shield or trinket can be used.
Fighter
The classic run-up-and-bash-them-with-a-stick class is here. Warriors use melee weapons and can often use them in ways other classes cannot.
Scout
The Scout is the guy with the bow. He shoots things from afar, and when threatened he can use various tricks to get away.
Blood Priest
Blood magic is not for the weak of heart (quite literally, in fact). In order to cast their spells, they must use the power of living flesh or blood to do so, usually their own. No blood magic comes without a price, but the effects of their spells are more powerful than those of any other class
Necromancer
A combination of alchemy and blood magic, Necromancers are sworn to cheat death by whatever means necessary. The key component to any Necromancer’s spells is a substance known as pseudo-blood. This alchemic concoction mimics the properties of blood almost perfectly, and is used for both casting spells and creating undead minions.
Druid
Druids communicate with the natural world and work with it to protect the natural world. Druids cast their spells by asking favors of the world around them; unless the Druid intends to do something evil, the favors are usually granted. Druid spells usually disable or hinder opponents or summon temporary companions.
Priest
Priests focus on aiding allies more than anything else. While their spells aren't nearly as powerful as those of a Blood Priest, you don't need to chop off a finger to cast them. Priests will use mostly healing and supporting spells.
Elementalist
This person has studied one of the four natural elements to the point that they have complete mastery over said element. Each element has a different function:
Fire magic deals raw damage to multiple targets.
Air magic mostly hinders and disables opponents.
Earth magic supports allies with defensive spells.
Water magic does a mix of all three.
Elemental magic is strengthened by the presence of more of its element and weakened by the presence of its opposite. A water spell cast near or in a lake will have much greater effect than in a volcano.
To create your character, fill in the fields below.
NAME: What you are called (not those nasty street names, but your real one).
RACE: What subtype of humanity are you?
CLASS: How do you choose to smite your enemies?
GENDER: Male, Female, or Undefined?
PHYSICAL DESCRIPTION: Height, weight, eye color, hair color, skin color, hairstyle, any physical deformations (scars) and any other details about your character's appearance.
HISTORY: Where were you born? Why are you here? Why have you chosen your particular profession? Answer any of these questions or more to give your character a bit of life.
Alchemist
The Alchemist sells various poisons, potions and herbs.
Minor Health Potion: Stops most wounds from bleeding, preserving your health that much longer. Slightly heals you and stops any bleeding effects. 5g per potion
Lesser Poison: Coats your weapon with poison. Each time your attack hits, you have a chance of poisoning the target for light damage every few seconds. After six attempts are made, regardless of success, the poison wears off. 5g per potion
Lesser Stoneskin Potion: Turns your skin into stone. Opponents will have a harder time harming you while the potion is active. 5g per potion
Blacksmith
The Blacksmith sells armor and weapons.
Well-Made Weapon: This weapon works slightly better than the default ones. It includes a bow for Scouts. 10g per weapon
Well-Made Leather Armor: A simple set of armor that decreases the chance an attack will hurt you. 35g for a set
Well-Made Chainmail Armor: A good set of armor that decreases the chance an attack will hurt you. 75g for a set
Magic Library
At the Magic Library, you can purchase magical items.
Wand of Air: When used, it casts a random starting Air spell. Contains three charges. 15g per wand
Wand of Light: When used, casts a random starting Priest spell. Contains three charges. 15g per wand
Mercenary Guild House
Jeerax provides all of his mercenaries with free weapons. Come here if you have lost or sold your weapons and want a default one.
Pawn Shop
The Pawn Shop is filled with random trinkets and doodads that have accumulated over the years, some even valuable. Anything that is sold by someone will go here.
Nothing of value
Pet Shop
A visit to this shop and a quick bonding ritual will give you your very own familiar.
Battle Wasp: A large (for a wasp), flying insect. It is fast but lacks offensive power. 40g
Guard Drake: A hybrid between dog and dragon, this creature is fairly balanced in attack and defense. It will sometimes cause Gaping Wounds (slows and deals light damage over time). 75g
Tavern
The tavern is the place to get healed. Spend the night and eat a big meal; the bill is on Jeerax. You can also attempt a few challenges if you are feeling lucky.
Drinking Challenge: Drink three of the most potent drinks in the known world. If you stay on your feet, you earn ten times as much as you spent.
Reselling Policy: You can sell any object in your possession to a shopkeeper for two thirds of its original value. In other words, that wand that cost you thirty gold can be sold back for twenty. You can, however, trade objects between characters if you want. You cannot resell or trade pets.
There will no doubt be people wanting to join later on in the roleplay. You can join any time the adventuring group is not on a mission.
After your character has been accepted, you can begin playing by making an in-character post that has your character enter the city and enter the Jeerax's Mercenaries building looking for work.
Please use common sense, the OOC/IC system, and follow the Unwritten Roleplaying Rules while in this thread.
This roleplay is going to center around action and adventure more than anything else. There will be some sort of overarching plot, but for the most part you will go and fight monsters, plain and simple.
Every character here is going to sign up to become one of Jeerax’s Mercenaries, a mercenary group that will hire out to do everything from protect some prince to slay a dragon. At the end of each mission, you will get paid and you can go get yourself some new trinkets and spells for the next mission.
Combat is, of course, the central idea for this roleplay. When in combat, you describe your character’s actions; what attack he uses, what spell he casts, or how he blocks the incoming attack. I will describe the result of your actions and then the actions of the NPC’s around you.
Most of the things you do will be based on dice rolls. The rolls will be hidden from you; the only thing you will know is the end result. I will, however, describe all positive and negative effects to your actions for your benefit.
When you make a character, you will first choose a race. Each of the races below has positive and negative aspects; Lycans, for example, tend to be better at punching stuff than casting spells. You will then choose a class, based on what you like; each class is, in some way, unique, so just choose one that sounds fun to you.
Humans
Humans are the most common race. Every other humanoid race in existence stems from humans in some way or another.
Humans have no positive or negative aspects.
Lycans
Lycanthropes are humans with a touch of something else in their blood. Lycans are a hybrid of human and some kind of animal (such as a wolf or bear), but unlike lycans in other universes have no form other than their hybrid one. Your lycan can be any animal, but if it is something obscure (half-fish, for example) try to dig up a picture for the benefit of everyone else.
Lycans tend to be stronger than normal humans, and so succeed at things requiring physical strength more than other races. However, they also have a harder time grasping most magic than other races, due to their closer bond to nature. When something requires knowledge or use of magic, lycans tend to do worse than other races.
Elves
Elves are humans with a touch of godly blood in them. They are slimmer than humans, with pointed ears and oddly colored hair, skin, and eyes.
Elves are more agile than humans, succeeding more often at tasks requiring speed or grace, but aren’t as physically strong as the average human can be.
Chaostouched
Chaostouched are humans whose blood has been given a considerable dose of magical energy. Their skin is dark and their faces are oddly flat, with no lips and slits instead of a nose. Their eyes are more catlike than anything else.
Chaostouched are exceedingly good at all kinds of magic, but their magical bodies have less grace than a normal human’s. As such, they exceed at tasks magical in nature but fail more often when speed or balance are needed.
Archon
An Archon is a human that has completely given him/herself over to one of the four elements. Their bodies are made partly of that pure element, and partly of armor made of said solidified element. The four elements are air, water, fire and earth.
Archons gain a slight bonus to all rolls when near their respective element; a water archon near a lake will receive this bonus. Any archon can also learn elemental spells of its element alongside its normal class abilities. However, an archon near its opposite element will receive negative penalties to its rolls. An air archon in a canyon, for example, would be penalized. No archon can use any kind of armor, although any weapon, shield or trinket can be used.
Fighter
The classic run-up-and-bash-them-with-a-stick class is here. Warriors use melee weapons and can often use them in ways other classes cannot.
Scout
The Scout is the guy with the bow. He shoots things from afar, and when threatened he can use various tricks to get away.
Blood Priest
Blood magic is not for the weak of heart (quite literally, in fact). In order to cast their spells, they must use the power of living flesh or blood to do so, usually their own. No blood magic comes without a price, but the effects of their spells are more powerful than those of any other class
Necromancer
A combination of alchemy and blood magic, Necromancers are sworn to cheat death by whatever means necessary. The key component to any Necromancer’s spells is a substance known as pseudo-blood. This alchemic concoction mimics the properties of blood almost perfectly, and is used for both casting spells and creating undead minions.
Druid
Druids communicate with the natural world and work with it to protect the natural world. Druids cast their spells by asking favors of the world around them; unless the Druid intends to do something evil, the favors are usually granted. Druid spells usually disable or hinder opponents or summon temporary companions.
Priest
Priests focus on aiding allies more than anything else. While their spells aren't nearly as powerful as those of a Blood Priest, you don't need to chop off a finger to cast them. Priests will use mostly healing and supporting spells.
Elementalist
This person has studied one of the four natural elements to the point that they have complete mastery over said element. Each element has a different function:
Fire magic deals raw damage to multiple targets.
Air magic mostly hinders and disables opponents.
Earth magic supports allies with defensive spells.
Water magic does a mix of all three.
Elemental magic is strengthened by the presence of more of its element and weakened by the presence of its opposite. A water spell cast near or in a lake will have much greater effect than in a volcano.
To create your character, fill in the fields below.
NAME: What you are called (not those nasty street names, but your real one).
RACE: What subtype of humanity are you?
CLASS: How do you choose to smite your enemies?
GENDER: Male, Female, or Undefined?
PHYSICAL DESCRIPTION: Height, weight, eye color, hair color, skin color, hairstyle, any physical deformations (scars) and any other details about your character's appearance.
HISTORY: Where were you born? Why are you here? Why have you chosen your particular profession? Answer any of these questions or more to give your character a bit of life.
Alchemist
The Alchemist sells various poisons, potions and herbs.
Minor Health Potion: Stops most wounds from bleeding, preserving your health that much longer. Slightly heals you and stops any bleeding effects. 5g per potion
Lesser Poison: Coats your weapon with poison. Each time your attack hits, you have a chance of poisoning the target for light damage every few seconds. After six attempts are made, regardless of success, the poison wears off. 5g per potion
Lesser Stoneskin Potion: Turns your skin into stone. Opponents will have a harder time harming you while the potion is active. 5g per potion
Blacksmith
The Blacksmith sells armor and weapons.
Well-Made Weapon: This weapon works slightly better than the default ones. It includes a bow for Scouts. 10g per weapon
Well-Made Leather Armor: A simple set of armor that decreases the chance an attack will hurt you. 35g for a set
Well-Made Chainmail Armor: A good set of armor that decreases the chance an attack will hurt you. 75g for a set
Magic Library
At the Magic Library, you can purchase magical items.
Wand of Air: When used, it casts a random starting Air spell. Contains three charges. 15g per wand
Wand of Light: When used, casts a random starting Priest spell. Contains three charges. 15g per wand
Mercenary Guild House
Jeerax provides all of his mercenaries with free weapons. Come here if you have lost or sold your weapons and want a default one.
Pawn Shop
The Pawn Shop is filled with random trinkets and doodads that have accumulated over the years, some even valuable. Anything that is sold by someone will go here.
Nothing of value
Pet Shop
A visit to this shop and a quick bonding ritual will give you your very own familiar.
Battle Wasp: A large (for a wasp), flying insect. It is fast but lacks offensive power. 40g
Guard Drake: A hybrid between dog and dragon, this creature is fairly balanced in attack and defense. It will sometimes cause Gaping Wounds (slows and deals light damage over time). 75g
Tavern
The tavern is the place to get healed. Spend the night and eat a big meal; the bill is on Jeerax. You can also attempt a few challenges if you are feeling lucky.
Drinking Challenge: Drink three of the most potent drinks in the known world. If you stay on your feet, you earn ten times as much as you spent.
Reselling Policy: You can sell any object in your possession to a shopkeeper for two thirds of its original value. In other words, that wand that cost you thirty gold can be sold back for twenty. You can, however, trade objects between characters if you want. You cannot resell or trade pets.
There will no doubt be people wanting to join later on in the roleplay. You can join any time the adventuring group is not on a mission.
After your character has been accepted, you can begin playing by making an in-character post that has your character enter the city and enter the Jeerax's Mercenaries building looking for work.
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