Hello and welcome to the Shadowheart free-form RPG! Shadowheart is a rich and diverse fantasy world full of wonder and adventure based off my own personal writings and creativity. Due to requests and ideas, I've decided to make a free form RPG spin off to let people explore the world themselves.
Updates(newest updates in italics)
Spelling Errors have all been fixed. (knowing me, I probably missed some)
Demigod information updated under Ascendants
Viirina now has the proper information for Planar Knowledge.
Various little wordings made easier to understand More info for Virrina
Soulblade tab under People, Places, Things
Planar Luck tab under People, Places, things
Minor info added about the Tuan
Campaign Design
Freestyle: Free-form RP asks players to be responsible in their choices, and I will reward good ideas with success and bad ideas with failure. While there will be several base RPG elements, dice rolls, coin flips, and any "game confine" tie ins used in actual RPG games will be left out.
Combat Specifics: Given the nature of the setting and characters, there will be combat. Weapons ranging from spears to guns to spells, the various settings will incorporate a wide range of battle strategies ranging over a diverse mix of both fantasy and sci-fi weaponry. Given that is is a free-form RPG, I ask that you keep call combat actions open ended. For instance, if you wield a sword, don't just chop off your opponents head, make a detailed attack and let the GM (me) dictate the enemies' action and your hit (or miss). There will be instances and rules that will allow you to get in a "one shot kill" per say, but that will be explained later.
Adaptation and Evolution: Let's say your character finds a way to "superman" his way through things. The world will take a path against him in the same way, ensuring that everyone and everything gets a balancing act. Players need not stick together. If players A & B want to team up, but Player C wants to go on a completely different route, it will all be focused on and put in individually, to give everyone a chance to explore and fight how they wish.
Character Evolution: While there is no "level" system for the game itself, characters will get to choose if they wish to Ascend or not (explained later), and get a new set of skills to go with it. There will also be rewards and "bonus skills" given to players who think outside the box to get things done in any given situation. The only restraints on characters are the mandatory bonus skills each race comes with.
Have questions? ASK! I will add them to this tab when needed.
Character Design
Basics: Each player will get to choose from a wide variety of races from various planes and classes are based on the race and world of the character. Planes, races, and classes will be outlined farther down.
Skills: Players are given a set of skills of their choosing based on their race and class. For instance, a warrior will have the skills to wield a weapon of his/her choosing with ease, but lack in others. An example would be a sword fighter can wield a scimitar with skill, but can't hit anything with a gun or bow. While skills will be totally up to the player, a base set based on their character bios will be granted for limitations, and more will be granted as the story progresses.
Design Details: When submitting a character, the following is needed with as much detail as humanly possible. Physical description of your character including clothes, any jewelry, body markings, etc. Psychological profile, what makes him/her tick. Goals, fears, beliefs, everything. Preferred combat methods (this will restricted to what race, class, and plane you choose). Backstory, can't really get more up front then that. The more detail, the better. Images for your character are not required, but always adds more to the depth.
Approval: All characters must be approved by me before being added to the character roster. If you want, you can PM me with your information, or just post it here and see what happens
Storyline No-No's: Existing characters within the actual continuity are not allowed. No Sarah's or Torrie's or anyone else. After all, some of them might show up. If you don't know who or what I'm talking about, don't worry, I'll tell you if you hit a no-no, and explain how to make yourself a bit more original.
Have questions? ASK! I will add them to this tab when needed.
People, Places, Things
Ascendants: Think of Ascendants like a Neo Walker, only better. An Ascendant is someone who can traverse the Void of the Multiverse and explore all the planes it has to offer. While able to draw mana from nearby planes as well as the plane they are currently on, Ascendants can only specialize in one element, and an element can literally be almost anything. For instance, you can have an ascendant who is a master at Ice manipulation, but can't do anything with the rain, while another can do the opposite. One becomes an Ascendant when two things are met. One is that they have tuned their personal specialization to a point where it becomes first nature to them. And the second is a life change that shakes their soul to the very foundations. An example would be a child who happens to be a prodigy of Pyromancy and watches his family killed in front of him. Such a stir of emotion and power would cause said child to ascend. One major give away of an Ascendant is their change in body. Every ascendant has a human form and an Ascendant form, where their body has dramatic changes based on their inner desires. For instance, one might have wings, or a tail, one might have a change in eyes, or strange tattoos (it should be a fun description if you choose to ascend). While immortal (as in age only), Ascendants have two draw backs. One is their age. While they can never die, an Ascendant's body will never age past the day of the Ascension. An 8 year old who ascends will remain that age forever, as will a 100 year old man who ascends. The other is that an Ascendant can be killed by any conventional or magical means that can be used against them. When an Ascendant reaches a point where he or she pushes the limits of their power beyond their physical capabilities, they become a Demigod. Think of Demigods as old walkers. They can draw mana from any plane, anywhere. Demigods also gain total control of their element and any element that ties to it. So now that Ice based Ascendant can manipulate ice, water, steam, mist, etc. They are extremely hard to kill by anyone who is not an Ascendant or Demigod, however it is possible for a Demigod to be brought down by many very powerful non-Ascendant opponents. Outside the Dragons of Origin, there have only ever been six Demigods in all of the Multiverse.
Souldblades: Soulblades are an Ascendant's personal weapon. A Soulblade is a weapon that is derived straight from the soul of the user. Usually this soul inhabits a physical weapon carried by the Ascendant, and when summoned changes into it's true form. A personal pocket knife turning into a massive sword would be an example. Every Soulblade is summoned with a short mantra followed by the name of the sword (similar to the Zanpakto's from Bleach). It is important to note that a Soulblade can become any weapon when chosen, not just a blade. The only restriction is that it must be of the same type. For instance, you can't have a dagger turn into a gun, but you could have a bow turn into gun This is about the only limitation. Every Soulblade has a number of unique powers that reflect aspects of the user's soul. Ascendants can have more then one Soulblade, though it is very rare.
Base Bonus Skills: Bonus Skills are traits that apply to the race as a whole. If you choose a race, the bonus skills apply to your character no matter how you design them. It can be subtle or obvious, but it is a must.
Planar Luck: Planar Luck (PL) is a game based mechanic used to reward players for thinking out of the box in all types of situations. PL can be used as a "free move" within the story. It can be used to one shot kill a non important NPC, or simply used to talk your way out of a bad situation.
Earth Races Human: Your average person from our home plane. Not much needs to be described. As an Earth Human you get no bonus skill
The year is 2011, Earth is just how you see it in the life you live outside the campaign. Your classes are only limited to what you can do on the planet, and your skills are yours to choose. You could be a school teacher with a knack for picking locks, or an astronaut who loves guns, anything goes provided it's realistic enough. The storm hits on May 21st, 2011. It's not got anything to do with the Rapture or the Christian religion, just a freak coincidence, though some survivors on a whole new world might not see it so logically. There is no mana or magic on the planet or the whole plane that is "Our Universe" so your options are limited until you get off world. You know nothing of Ascendants or other races or worlds outside your own universe.
Octovaria Races Merfolk: Four legged humanoids covered from head to toe in fishy scales and webbed appendages. If you want a reference, take any MTG merfolk, and simply make them bipedal instead of having a fishy lower body. The merfolk of Ocotvaria don't believe in a higher power, rather, they believe their world is a living creature that allows them to live upon her. They're generally very caring of the world and frown upon her misuse. Merfolk live in underwater cities and surface to the islands for trade. If you choose this race you get the following bonus skills: Swift Swimming (you swim faster then non Swift Swimmers), Underwater Breathing (You can breath underwater). Tuan: Tuans are a race of slimy bipedal frog humanoids that live on the southern islands of the plane. Real world references include the Kuo-Toa from D&D. Tuans are extremely smart by normal standards and generally keep to themselves when outside their islands. They have no belief system and prefer to think that they can explain everything through their warped scientific views. In any situation that are likely to try and dismantle it scientifically and leave the fighting to other races, whom they often hire as muscle. Special notice. It just occurred to me that the Tuan are a lot like primitive versions of Mass Effect's Selarians. As a Tuan you get the following base Bonus Skills: Long Breath (you can hold your breath underwater longer then non Long Breathers), Science Is Fact (when discussing the nature of a situation, you are likely to disagree with anything that does not coincide with what you think to be true) Air Hunters: Air Hunters are the humans of Octovaria, living on the the northern islands of the plane. Outcast and though of as 'unclean' by the other races for their appearance and demeanor, the Air Hunters lack any vestigial fins or gills, but their skin has an almost shark-like make up, allowing them to easily glide through the water. Air Hunters believe that Octovaria was once covered in land until a great rain drowned the plane. Ranging between dim witted and genius, most are content with the life of traders, creating markets for all races to trade goods between. Some take up arms for the Tuan, but as a society they are peaceful. As an Air Hunter you get the following base Bonus Skills: Swift Swimming (You can swim faster then non Swift Swimmers), Trader (You can haggle your way to a lower price or better trade when dealing with merchants).
Octovaria is a plane covered almost entirely in water, with the only land masses being varying tropical island chains. Far beneath the waves lies the Merfolk Empire with their neutral system that believes everyone has a right to live on the plane as long as they do not interfere with it. They openly trade with the Air Hunters and despise the Tuan. To the south lie the Tuan with their need to advance and understand the whole plane, often inciting violence with the merfolk, who believe them to be "doomed" with their attempts to change the plane. To the North are the Air Hunters, simply trying to stake out a life on what land they can find by creating "trade zones" where the three races can interact without violence. The planes technology is not every advanced, even with the science of the Tuan. The merfolk only have base tools made from rock and coral, but are very powerful water based mages. The Tuan have a very basic technological system, creating an almost steam punk look to their islands and tools. While their magic is weak, they have mastered the art of "steam based weaponry" which are basically short range flamethrowers that fire superheated steam instead of napalm. The Air Hunters make most of their homes and equipment from trades with the other two races, creating an odd mix of coral and metal. Most all of the Air Hunters prefer a life of trade over war, though some turn to the Tuan for hire as mercenaries. The only Octovarians to truly believe in Ascendants are the Air Hunters, having traded with them for unique planar goods. Most of the other races think they are mere fairy tales or tricks. With all the planes races, if they remain far from water for long, they get weak and tire easily.
Sherahl
Races Goblin: Goblins of Sherahl are black like charcoal and only stand at about five feet tall. Their long pointed ears give them excellent hearing, but their wrinkled skin and lack of noses make them almost like crippled old humans with deformed faces. The Sherahl Goblins are akin to your average 16 year old Earth human. They act irrationally, often focus on the stupid trivializations over the important matters at hand, and have distinct hatred of being told what to do. This has lead their society to be pretty much an anarchy of a very "let's do this for the hell of it" mentality. Given the unstable nature of the plane, the goblins that survive to old age are considered some of the wisest in the Multiverse, if only to be undermined by their general lack of caring for such wisdom. With zero technology, the Goblins of Sherahl fight with whatever they can find, A flaming stick, a rock tied to a stick, just a stick. The only real reason that they are still around is their extremely fast and rapid reproductive and growth rates. As a Goblin of Sherahl, you get the following Base Bonus Skills: Frenzy (When angered, you're physical strength and speed increase, but you lack any kind of strategic movement and tend to hit whatever is in your way), Pyrohemic (You can resist heat much better then non Pyrohemic players.)
Sherahl was once a beautiful plane of forests and oceans until a raving mad Ascendant burnt the entire plane to ash. Now it is dominated by Volcanoes and constant deadly seismic activity. The only sentient species on the plane are the Sherahl Goblins, only surviving due to their truly ridiculous birth and growth rates. The rest of the plane is inhabited by strange volcanic creatures of every shape and size, from mosquitoes that inject lava into their victims, to mighty fire breathing dragons that lack any sentience past the decision of their next meal. While classes here are limited, get creative with what you've got. Make it work, convince me that your goblin can be smart enough to do something. If any Goblin or creature has seen an Ascendant on the plane, they have not lived long enough to create a belief system on it.
Viirina Races Anthropomorphic Animal Humanoids (Furries for those that go with social trends). Special Race, use at your discretion. Think of any Earth animal, humanize it, and make a character around it. Base Bonus Skills are based on what animal you choose. I'll get with you on this if you go this route.
Viirina is a plane that mirrors Earth in a very scary way. While the time flow between the two planes is different, both are roughly the same in technological advancements and world diversity. The two major differences that can be drawn are very clear. Viirina has no actual human beings, only bipedal humanoid creatures that resemble many of the creatures from Earth. The other is that Viirina has a mana line flowing through it, granting magic to the users. It's unknown how or why Viirina developed so similarly to earth. The most interesting aspect of the plane is the industrial evolution the plane took with both aspects of technology and magic. This is due to the general open minded nature of the people and the mana lines. Viirina's mana lines flow in a reverse pattern through the plane, making spells harder to cast, but still viable. It is speculated that Viirina's population wanted to use the magic only when needed, allowing them to advance through the ages technologically, with minor magic influence. While not 100% in either direction, many of Viirina's technology uses bits of magic here and there. The people of Viirina know of Ascendants, but only is small pockets over the plane.
Evangelia Races Human (Four Sects): The humans of Evangelia have spread across the plane and developed many, many different cultures.
On the Great Desert reside the humans of White Gate, a group who believes that the White Dragon of Origin is a god to be worshiped. They tend to deny the other four Dragons of origin and are very devout in their beliefs. As a White Gate Human you get these base Bonus Skills: Zealotry (You act irrationally anytime someone states a belief in a deity that isn't the White Dragon), Devotion (When you put your heart into something, you do not waver, whether it be agreeing with someone, or fighting for your life).
The humans of Spellsnare are some of the most potent mages in the Multiverse. While secluded on an island in the middle of the norther seas, Spellsnare mages learn every school of magic from anywhere they can. You'll find those that throw fire, those that grow life, and those that end it. high magical energy surrounds the island, causing many gargantuan sea monsters to make home near it. Very methodical in their ways, they try to explain everything through their magic, believing that the Blue Dragon of Origin granted them the island of enchanted magical energy where they reside. As a Spellsnare Human you get the following base Bonus Skills: Magical aptitude (if you're a mage, your spells are more potent then those without Magical Aptitude. This does NOT affect your soul blade spells.), On the Edge (You do not feel fear when bested by magic.)
The Humans of Dreadspire are primitive and Shamanistic, but intelligent enough to understand high technology and other cultures. They often resort to violence and fire before any other humans on the plane and are very strict in their rituals and daily life activities. They love to summon elemental of fire and rage, and believe that the Red Dragon of Origin granted them the power to take what they desire. As a Dreadspire Human you get the following base Bonus Skills: Enrage (You are quick to anger when not given proper leeway in situations and like to solve all problems with violence), Ritualistic (You stick to patterns in your day to day life and combat.)
In the forests the Silverleaf, tribes of almost elf like humans tame beasts and defend the forest with their lives. They are peaceful until provoked and have a very high affinity for nature magic and the creatures around them. Most do not like to stray from their forests and very, very few enjoy the hustle and bustle of advanced civilization. As a Silverleaf Human you get the following base Bonus Skills: Beastmaster (You tune your soul to that of the beast, allowing a bond to form. In a fight, it will not attack you, outside of a fight you gain temporary special skills based on the beast and the situation), Tree Hugger (When not in the company of fresh vegetation, you agitate easily and become rather ornery.)
Vampires: The Vampires of Evangelia are all thanks to Relic and his schemes. Sentient bloodsuckers that prefer the Darkheart Forest, the vampires are solitary hunters that rarely interact with each other outside of a few small communities. While they do not sizzle and die in direct sunlight, they do find themselves weaker and much hungrier. While still vampires and must drink blood to survive, Darkheart vampires can survive a good while off any number of meaty food and drink. When encountering a vampire in Darkheart, it is likely to strike up a conversation about anything before quickly draining you of blood. While they believe that the Black Origin Dragon is nothing more then a figurehead, they see her as a creature to be respected. As a Darkheart Vampire, you get the following base Bonus Skills: Palewalker (When in direct sunlight you feel weak and desire to feed off any living creature twice as often.), Shadowstalker (When in low light, enemies are less likely to detect you, giving you a chance for a quick and easy kill).
Plane Bounus: When playing as any race from Evangelia, you can choose to be a City Dweller. City Dwellers choose to forsake their home to live in the metropolis of Evangelia City, a wide iron age city that takes up a third of the plane. As a city dweller, you can choose to do a few things with your bonus skills. You can drop one or both entirely, or drop one and replace it with the following: Streetwise (When dealing with non plot sensitive NPC's, you tend to be able to talk your way into any needed information or out of a bad situation
Evangelia is the plane at the center of the Multiverse, which is also home to the five Origin Dragons, the first beings to become Ascendants and then become Demigods. The plane has many odd magical quirks between it's varying regions, with one large ocean sliding right into an immense desert centered by a massive mountain, with the Church of the White Dragon at it's peak. The Wyvern infested Silverleaf Forest takes many into her arms for those who long for nature, only to run jaggedly against the Dreadspire peaks. Up to the north lies the Spellsnare islands, a massive school coveted by some of the most powerful mages in the Multiverse. Down to the Forests of Darkheart lie some of the planes deadliest secrets that are guarded by Relic's forgotten kin, vampires that make their homes in the rotted trees and bogs. In the center of the plane stretches the largest city in all the Multiverse, Evangelia city. On Evangelia, Ascendants are a normal thing, like rain or sun. Anyone on Evangelia could tell you a dozen stories of Ascendants, especially those of Seth and the Eva Souls who saved the plane and most of the Multiverse from Relic and his Vampire army.
Have questions? ASK! I will add them to this tab when needed.
Campaign Plot
~In the depths of the Void, a Temporal Storm rips across the Multiverse, affecting a number of planes and creating an entirely new one. The planes caught within this Storm are forever altered as entire cities crumble, people go missing, and some are are just straight up wiped clean. You (the players) have all been thrown across the Multiverse onto the new born plane created by the Storm. You're knowledge of your home plane remains intact, even though some may never see their home the same way again. You must explore this new world and find a way to get home and see for yourself what has become of the planes you once called home. But be weary, many others have arrived across this new world, and not everyone is ready to accept what has happened.~
Have questions? ASK! I will add them to this tab when needed.
LET THE SIGN UPS BEGIN! Need at least three people (other then me) to have approved Characters for this to get off the ground.
Seth I'm so in. I'll make this my place holder for my character, so the thread doesn't get cluttered.
I have two question's, possibly 3.
I would love to be able to play a Genasi Swordmage(4E style), however if Genasi aren't available, is it possible to be a human who was "Marked" at birth and can manipulate storm magic?
And would you allow a swordmage class?
4E designed it best in my opinion, I can find you the book that its in(forgotten realms)
Hey Seth, I would like to join... but is it ok if I am absent from the RPG for stretches? I'll try to keep up, but sometimes school/life interferes...
If thats ok, should I just PM you a character?
Also, are Viriinians allowed magic?
Yes, just let me know when you plan to leave and I can set up a storyline absence for you. Upon your return, let me know and I'll get you back into the story.
Yes, all the races are allowed magic once they land on the new plane where the story takes place. I updated the Viirinian information.
Seth I'm so in. I'll make this my place holder for my character, so the thread doesn't get cluttered.
I have two question's, possibly 3.
I would love to be able to play a Genasi Swordmage(4E style), however if Genasi aren't available, is it possible to be a human who was "Marked" at birth and can manipulate storm magic?
And would you allow a swordmage class?
4E designed it best in my opinion, I can find you the book that its in(forgotten realms)
Heh, I love 4th edition D&D and my main is a Dragonborn Swordmage. So with an resounding YES, you can have a sword mage. Do keep in mind that if you choose to ascend, you'll get a Soul Blade (which will get explained in a little bit) which is pretty much a weapon that is unique to you and has many special skills and abilities. However, if you want to be a sword mage beforehand, that is definitely possible. if you choose to be an Earth Human your spells and magic won't come to you until after you've spent a some time on the new plane. So pretty much you'd be a master swordsman that gets to learn some sword based spells. But that's if you go Earth human.
So if I wanted to be a Genasi Swordmage Novice, to balance out the power level, and when I ascend I become a full blown planes walking swordmage?
Weapon would be a katana named Neko, a stormsoul based blade.
My Genasi would be a Stormsoul based character, who can add some extra damage if I use lightning spells
In essence, yes. Keep in mind it won't be exactly like the DnD version, but the basics of casting spells with and through your sword will remain the main focus of your abilities. Also, when you write it all up in your character sheet, be very descriptive with what you want and avoid using many DnD based terms.
Name: Terry Byrne Age: 15 Sex: Male Hair: Brown, medium length Eyes: Brown Height: 5'2" Weight: 110 lbs Race: Human Plane: Earth
Appearance: Terry is a frail young man. At the time of the Storm, he's wearing a dark blue t-shirt that says "++ungood" in white letters and faded blue jeans. He's also wearing half rim glasses with a silver frame, and black sneakers.
Background: For as long as he can remember, Terry has always been around books. When he was little, his parents would read to him daily. Eventually, it had gotten to the point that every day after dinner ended, Terry would promptly leave the table and return to his parents with a book in his hands, expecting a story. It wasn't surprising that when he learned to read, he'd bring home books from school daily, eager for more stories. Unfortunately, seeing how absorbed he was in his books, his classmates kept their distance, not wanting to disturb him. Noticing his peers shy away from him, Terry wrongly thought he was disliked and withdrew deeper into his books, isolating himself even further. He continued his childhood and entered his adolesence that way, having no companion but the written word. As a result, Terry has read a vast collection of literature. He has arguably read more than the average adult, and his comprehension of literature is remarkably developed. He has also read multiple books about history, philosophy, and theoretical science. His understanding of science and mathematics is no greater than any other average high schooler, and although he receives good grades in those subjects, he claims he's no more competent at it than any other person his age. However, because of his isolation from his peers, Terry is socially awkward and has no experience in forming new relationships (despite reading multiple books on the subject).
Personality: Painfully shy and withdrawn, Terry doesn't talk much. About anything. To anyone. Ever. When he does speak, he's so soft-spoken that people never hear what he says, and when asked to repeat himself, he's far too bashful to do so. His paralyzing shyness often makes him too afraid to initiate a conversation or encounter, so he's often content to simply observe. He's spooked easily and once he's scared, it becomes even harder to make him talk, causing him to only be able to respond with trembling head shaking motions. He often thinks in metaphors and allegories, and has an appreciation for irony. Also, whenever he feels comfortable enough while alone, he will start commenting on the area around him in a stream of consciousness, his soft voice weaving words together in a style influenced by a multitude of writers. These are his most intimate moments, and so far, no one has ever witnessed it. Terry doesn't think much of himself, and is as convinced of his insignifigance as he is of his lack of wisdom. His paramount values are knowledge and freedom of expression.
Items:
Pocketbook - Ever since he started high school, Terry has started carrying around a waterproof pocketbook in his pocket. Whenever inspiration strikes him, he writes his thoughts down before they escape him so he can look them over later. The pocketbook is reserved only for this. Anything practical like reminders will not be found inside it. For those matters, Terry relies on his memory.
Cell Phone - Standard cell phone. Now defunct.
Base Skills:
Knowledge is Power - This character is quick to grasp information and area layouts, able to retain it perfectly for future situations.
Overwhelming Fear - When the character is scared he often cannot act against the enemy.
Detachment - This character's abilities are heightened when alone.
Concept is an Air Hunter mercenary with 'net and trident' (water magic and some kind of spearlike weapon, or a Hookshot if that would be acceptable).
Update with full wall o' text:
Character Name: Icthys 'the Freelancer'
Gender: Female
Race: Air Hunter
Home Plane: Octovaria
Hair: Short, dark blue, slicked back in short spikes
Eyes: Bright green
Skin: Default for the race
Age: 21
Height: 5'4"
Weight: 110 lb
Clothing: Icthys wears a vest, belt, and tights made of tough animal hide, dyed in the deep greens of the tropical forest floor. Her arms and feet are bare for maximum ability in running and climbing over surfaces. Her left ear is pierced with a small loop of coral.
Belt: Icthys carries a three-inch, slightly curved knife at her belt, used for close combat and butchering food. She also wears half a dozen hip flasks and canteens, both for sustenance and for fueling her magical abilities.
Weapon: Icthys carries a wooden spear on her back with an obsidian arrowhead-shaped tip. The body of the spear is hollow; when steam pressure is applied to a small slit near the tip, a magical enchantment resembling a portable hole activates and shoots the spearhead - attached to a 20-foot rope - forward at formidable speed. The head is retracted with similar magic. In addition to impaling enemies from a safe distance (even underwater), the spear can be used as a grappling hook if lodged in something sufficiently solid, or a means of retrieving distant small objects.
Abilities: Icthys has the magical ability to manipulate nearby sources of water with her mind. She can use "bullets" or waves to stun opponents, form water into ropes and nets, as well as create small whirlpools and waterspouts. While not unskilled in hand-to-hand combat, her true abilities lie in scouting, decoying, smuggling, and trap-slipping. She is also adept in swimming, even in her armor. However, she works best in humid, wet environments and becomes quickly fatigued when it is hot or dry.
Personality and bio: "Everyone has a price. What's yours?"
Icthys grew up in a relatively prosperous family that sold jewelry for a living. Her life was shattered when, at the age of eight, a great wave swept over the beach where she was gathering coral with her mother. Icthys survived by clinging to a stand of coral; her mother was washed out to sea. When she limped back to the town that night, her hands and shins dripping with blood, she discovered that her family blamed her for her mother's death, and relatives had already descended upon the estate to fight over the inheritance.
Over the course of the next few years, Icthys watched as her despairing father drowned in gambling debts, eventually selling his own children as servants to other families while Icthys learned to catch and eat raw fish. When she was twelve, she overheard him in a negotiation with another family. The price he offered for her was disgusting - far lower than any of her brothers or sisters.
She ran.
Taken in by a mercenary company, Icthys was often assigned the most dangerous, less prestigious jobs, even as her skills with blade and spell increased. "Send the small unclean one. It is expendable." With each task she survived, her ability to command her own price grew. At the age of seventeen she left the company to strike out on her own.
Icthys lives as a simple wanderer with bare-bones survival as her overriding goal. Good and evil are largely irrelevant to her, and she conducts herself with flat emotional affect, especially in battle. One of her few principles is 'fair trade'; despite being a mercenary, she still prefers to negotiate in dealings rather than use force, going so far as to extend this offer to captured bounties. "Pay goods unto goods, and evils unto evils. Just as filling the bucket makes the well a little emptier, that is Equivalent Exchange."
Skills:
* Swift Swimming(You can swim faster then non Swift Swimmers)
* Trader(You can haggle your way to a lower price or better trade when dealing with merchants)
* Weapon Focus(This character is good with her preferred weapon, but lacks in others)
* Passive Water Manipulation(This character can manipulate water for use of tools, sustenance and varying noncombat needs.)
* Water Strike:(Using a small amount of mana this, character can form water into a lance to strike at foes with)
There's always room, so welcome aboard! The character concept is fine, as is the hook shot-esque weapon. We'll discuss everything over all when character development gets going.
I'm interested in playing an Earthling Human swordsman. I'll get the bare bones down in the morning when I'm well rested.
Edit: Character
Name: Jack Dream
Race: Human
Plane: Earth
Hair: Raven Black
Eyes: Hazel
Skin: White, but with a farmers tan from traveling.
Special skills: None due to it being ☺☺☺☺ing earth!
Profession: self made swordsman after traveling from his home when his parents had died when he was of the age of 17. After a living with his grandmother and graduating afterwards, Jack decided he would travel the world. Taking the heritance left to him from his parents, he set out with the dream of becoming a world’s greatest swordsman on the mindset that the world needed a new legend. After purchasing a katana from one of the last true sword smiths in Japan, he challenges every self proclaimed “Master” of the blade. Fencing, Italian stick fighting, Bushido, everything he could learn, he practiced.
Gear
Black “White” Beater
Black workout pants
Black Fedora
Red Trench coat
Red socks
Samurai Sandals
Circular lens glasses
Gold Pocket Watch (nothing special on it) with a picture of his parents and grandparents
Sword Play (The character is adept in using a wide variety of swords)
Cultural (The character adjusts easily varying cultures of the Multiverse)
Legendary (This character fights better when he is known as the best in his field)
Name: Graka Tho'ak
Race: Taun
Plane: Octovaria
Height: 4'3"
Weight: 100lb.
Skin: Slightly slimey and reddish brown
Eyes: orange and large, but not Amazonian Treefrog large. Garden frog large. Horizontal slits for pupils
Age: 13 years of age (Human equivalent is 26)
Personality: Graka is very eccentric, as is the custom of the Taun. Chooses to find answers in science and reason...or at least science and reason as the Taun see it. A skilled engineer and infinitely curious, she enjoys making and adapting new things out of essentially scraps.
Skills:
Long Breath (you can hold your breath underwater longer then non Long Breathers)
Science Is Fact (when discussing the nature of a situation, you are likely to disagree with anything that does not coincide with what you think to be true)
Ranged Finesse (This character can wield a variety of ranged weapons with ease)
Craft Junkie (This character can make a wide variety of items with her tools, as well as repair many mechanical items)
Leap (This character can jump farther and higher then other characters and is also quite agile when jumping)
Equipment:
Steam gun: Like a flame thrower, but with steam. Start it up watch faces melt.
Toolbelt: Spanner, hammer, screwdriver with different heads, handful of screws, handful of nails, hand drill, ratchet
Character Biography
Name: Sy Larnin
Race: Viirinan (resembling a Pembroke Welsh Corgi of Earth)
Appearence: See attached image. Age: 21
Height: 3 foot, 6 inches Weight: 78 lbs Personality: Sy is the equivalent of a Japanese ronin. He hails from a lesser known region of the plane, heavily taught that sword combat is more noble than others. He makes a living offering his service as an escort with other hired hands as guardians of nobles and higher ranking citizens of this Viirina region. Despite his young age, Sy is a capable warrior. What he lacks in brute strength, he makes up for in agility. He has family elsewhere on Viirina, often writing to them and sending them some of his reward money. This hints at a lack of social prestige for the Larnin family. His only living family, in fact, is his mother and three siblings. His father, a warrior like him, died in the line of duty. His armor was handmade by his ancestor, a master blacksmith in the days of old, and is passed down through the generations as a sign of bravery through blood. He enjoys being outdoors, often sleeping underneath the stars and clear skies rather than in the confines of a building. He is rather relaxed around new faces, and has a respectful attitude towards women. When the Storm hit, Sy was ripped from Viirina and tossed into a new world, and new dangers, with several unlikely allies. Now, he must cast aside any despair and doubt in order to find a way to return home. Weaponry: Sy carries a short sword, crafted by his ancestors. Armor: He wears a suit of armor consisting of a headpiece, shoulder and arm guards, and leg guards. (See picture)
Skills --- Bonus Skills
Heightened Scent (Your sense of smell is greater then those without Heightened Scent) Size Matters (The characters shortness often leaves him untargeted by larger beasts unless provoked)
--- Base Skills Sword Play (The character is adept in using a wide variety of swords) Reflexive Instinct (The character is agile and able to dodge a great many strikes with ease) Noble Guardian:(This character is likely to be asked to join a cause due to friendly nature and obvious skill)
Character Biography
Name: Helix Stormweaver
Race: Human
Appearence: See attached image.
Age: 22
Height: 5' 11"
Weight: 218 lbs
Personality: Helix was raised on the streets in Evangelia, not knowing much of his "family" nor what life can be like, he was a criminal, and a bully. With hate in his heart he forged a life just waiting to be shut down. After a failed attempt to steal from an old man, Helix was beaten to the brink of death, only to be nurtured back to life by the old man, who teaches him a life of honor, and morals, and the way of the Sword. However, even the now, honor bound Helix has a very cold and cruel side, and is very sadistic when angry. In a fit of rage Helix killed his teacher, an accident but still awful, claiming his blade Neko(a Katana), he vows to build the bonds between man and blade even further. Helix is often viewed as insane, because he talks to himself, but is really speaking to his blade. It is never known if the blade really does speak, but if you listen to him enough, you just may believe it has its own voice.
Weaponry: Helix wields a Katana like blade named Neko, sometimes talking to or with the blade as if it has a voice of its own. Often making him seem crazy.
Armor: See attached picture
The Skillz:
Streetwise(When dealing with non plot sensitive NPC's, you tend to be able to talk your way into any needed information or out of a bad situation)
Sword Focus(This character is skilled in using his own sword, other weapons feel awkward when handling)
Channel Lightning(Using a spell focused into his blade, this character can choose between coating his sword in electricity or shooting a small short range bolt of lightning from its tip)
Weather Sense(When the weather turns to rain or storms, any abilities that deal with lightning, water, or sound are heightened.)
Tormented Soul (This character's mood affects the strength of his abilities)
Hello and welcome to the Shadowheart free-form RPG! Shadowheart is a rich and diverse fantasy world full of wonder and adventure based off my own personal writings and creativity. Due to requests and ideas, I've decided to make a free form RPG spin off to let people explore the world themselves.
Updates(newest updates in italics)
Spelling Errors have all been fixed. (knowing me, I probably missed some)
Demigod information updated under Ascendants
Viirina now has the proper information for Planar Knowledge.
Various little wordings made easier to understand
More info for Virrina
Soulblade tab under People, Places, Things
Planar Luck tab under People, Places, things
Minor info added about the Tuan
Campaign Design
Freestyle: Free-form RP asks players to be responsible in their choices, and I will reward good ideas with success and bad ideas with failure. While there will be several base RPG elements, dice rolls, coin flips, and any "game confine" tie ins used in actual RPG games will be left out.
Combat Specifics: Given the nature of the setting and characters, there will be combat. Weapons ranging from spears to guns to spells, the various settings will incorporate a wide range of battle strategies ranging over a diverse mix of both fantasy and sci-fi weaponry. Given that is is a free-form RPG, I ask that you keep call combat actions open ended. For instance, if you wield a sword, don't just chop off your opponents head, make a detailed attack and let the GM (me) dictate the enemies' action and your hit (or miss). There will be instances and rules that will allow you to get in a "one shot kill" per say, but that will be explained later.
Adaptation and Evolution: Let's say your character finds a way to "superman" his way through things. The world will take a path against him in the same way, ensuring that everyone and everything gets a balancing act. Players need not stick together. If players A & B want to team up, but Player C wants to go on a completely different route, it will all be focused on and put in individually, to give everyone a chance to explore and fight how they wish.
Character Evolution: While there is no "level" system for the game itself, characters will get to choose if they wish to Ascend or not (explained later), and get a new set of skills to go with it. There will also be rewards and "bonus skills" given to players who think outside the box to get things done in any given situation. The only restraints on characters are the mandatory bonus skills each race comes with.
Have questions? ASK! I will add them to this tab when needed.
Character Design
Basics: Each player will get to choose from a wide variety of races from various planes and classes are based on the race and world of the character. Planes, races, and classes will be outlined farther down.
Skills: Players are given a set of skills of their choosing based on their race and class. For instance, a warrior will have the skills to wield a weapon of his/her choosing with ease, but lack in others. An example would be a sword fighter can wield a scimitar with skill, but can't hit anything with a gun or bow. While skills will be totally up to the player, a base set based on their character bios will be granted for limitations, and more will be granted as the story progresses.
Design Details: When submitting a character, the following is needed with as much detail as humanly possible. Physical description of your character including clothes, any jewelry, body markings, etc. Psychological profile, what makes him/her tick. Goals, fears, beliefs, everything. Preferred combat methods (this will restricted to what race, class, and plane you choose). Backstory, can't really get more up front then that. The more detail, the better. Images for your character are not required, but always adds more to the depth.
Approval: All characters must be approved by me before being added to the character roster. If you want, you can PM me with your information, or just post it here and see what happens
Storyline No-No's: Existing characters within the actual continuity are not allowed. No Sarah's or Torrie's or anyone else. After all, some of them might show up. If you don't know who or what I'm talking about, don't worry, I'll tell you if you hit a no-no, and explain how to make yourself a bit more original.
Have questions? ASK! I will add them to this tab when needed.
People, Places, Things
Ascendants: Think of Ascendants like a Neo Walker, only better. An Ascendant is someone who can traverse the Void of the Multiverse and explore all the planes it has to offer. While able to draw mana from nearby planes as well as the plane they are currently on, Ascendants can only specialize in one element, and an element can literally be almost anything. For instance, you can have an ascendant who is a master at Ice manipulation, but can't do anything with the rain, while another can do the opposite. One becomes an Ascendant when two things are met. One is that they have tuned their personal specialization to a point where it becomes first nature to them. And the second is a life change that shakes their soul to the very foundations. An example would be a child who happens to be a prodigy of Pyromancy and watches his family killed in front of him. Such a stir of emotion and power would cause said child to ascend. One major give away of an Ascendant is their change in body. Every ascendant has a human form and an Ascendant form, where their body has dramatic changes based on their inner desires. For instance, one might have wings, or a tail, one might have a change in eyes, or strange tattoos (it should be a fun description if you choose to ascend). While immortal (as in age only), Ascendants have two draw backs. One is their age. While they can never die, an Ascendant's body will never age past the day of the Ascension. An 8 year old who ascends will remain that age forever, as will a 100 year old man who ascends. The other is that an Ascendant can be killed by any conventional or magical means that can be used against them. When an Ascendant reaches a point where he or she pushes the limits of their power beyond their physical capabilities, they become a Demigod. Think of Demigods as old walkers. They can draw mana from any plane, anywhere. Demigods also gain total control of their element and any element that ties to it. So now that Ice based Ascendant can manipulate ice, water, steam, mist, etc. They are extremely hard to kill by anyone who is not an Ascendant or Demigod, however it is possible for a Demigod to be brought down by many very powerful non-Ascendant opponents. Outside the Dragons of Origin, there have only ever been six Demigods in all of the Multiverse.
Souldblades: Soulblades are an Ascendant's personal weapon. A Soulblade is a weapon that is derived straight from the soul of the user. Usually this soul inhabits a physical weapon carried by the Ascendant, and when summoned changes into it's true form. A personal pocket knife turning into a massive sword would be an example. Every Soulblade is summoned with a short mantra followed by the name of the sword (similar to the Zanpakto's from Bleach). It is important to note that a Soulblade can become any weapon when chosen, not just a blade. The only restriction is that it must be of the same type. For instance, you can't have a dagger turn into a gun, but you could have a bow turn into gun This is about the only limitation. Every Soulblade has a number of unique powers that reflect aspects of the user's soul. Ascendants can have more then one Soulblade, though it is very rare.
Base Bonus Skills: Bonus Skills are traits that apply to the race as a whole. If you choose a race, the bonus skills apply to your character no matter how you design them. It can be subtle or obvious, but it is a must.
Planar Luck: Planar Luck (PL) is a game based mechanic used to reward players for thinking out of the box in all types of situations. PL can be used as a "free move" within the story. It can be used to one shot kill a non important NPC, or simply used to talk your way out of a bad situation.
Earth
Races
Human: Your average person from our home plane. Not much needs to be described. As an Earth Human you get no bonus skill
The year is 2011, Earth is just how you see it in the life you live outside the campaign. Your classes are only limited to what you can do on the planet, and your skills are yours to choose. You could be a school teacher with a knack for picking locks, or an astronaut who loves guns, anything goes provided it's realistic enough. The storm hits on May 21st, 2011. It's not got anything to do with the Rapture or the Christian religion, just a freak coincidence, though some survivors on a whole new world might not see it so logically. There is no mana or magic on the planet or the whole plane that is "Our Universe" so your options are limited until you get off world. You know nothing of Ascendants or other races or worlds outside your own universe.
Octovaria
Races
Merfolk: Four legged humanoids covered from head to toe in fishy scales and webbed appendages. If you want a reference, take any MTG merfolk, and simply make them bipedal instead of having a fishy lower body. The merfolk of Ocotvaria don't believe in a higher power, rather, they believe their world is a living creature that allows them to live upon her. They're generally very caring of the world and frown upon her misuse. Merfolk live in underwater cities and surface to the islands for trade. If you choose this race you get the following bonus skills: Swift Swimming (you swim faster then non Swift Swimmers), Underwater Breathing (You can breath underwater).
Tuan: Tuans are a race of slimy bipedal frog humanoids that live on the southern islands of the plane. Real world references include the Kuo-Toa from D&D. Tuans are extremely smart by normal standards and generally keep to themselves when outside their islands. They have no belief system and prefer to think that they can explain everything through their warped scientific views. In any situation that are likely to try and dismantle it scientifically and leave the fighting to other races, whom they often hire as muscle. Special notice. It just occurred to me that the Tuan are a lot like primitive versions of Mass Effect's Selarians. As a Tuan you get the following base Bonus Skills: Long Breath (you can hold your breath underwater longer then non Long Breathers), Science Is Fact (when discussing the nature of a situation, you are likely to disagree with anything that does not coincide with what you think to be true)
Air Hunters: Air Hunters are the humans of Octovaria, living on the the northern islands of the plane. Outcast and though of as 'unclean' by the other races for their appearance and demeanor, the Air Hunters lack any vestigial fins or gills, but their skin has an almost shark-like make up, allowing them to easily glide through the water. Air Hunters believe that Octovaria was once covered in land until a great rain drowned the plane. Ranging between dim witted and genius, most are content with the life of traders, creating markets for all races to trade goods between. Some take up arms for the Tuan, but as a society they are peaceful. As an Air Hunter you get the following base Bonus Skills: Swift Swimming (You can swim faster then non Swift Swimmers), Trader (You can haggle your way to a lower price or better trade when dealing with merchants).
Octovaria is a plane covered almost entirely in water, with the only land masses being varying tropical island chains. Far beneath the waves lies the Merfolk Empire with their neutral system that believes everyone has a right to live on the plane as long as they do not interfere with it. They openly trade with the Air Hunters and despise the Tuan. To the south lie the Tuan with their need to advance and understand the whole plane, often inciting violence with the merfolk, who believe them to be "doomed" with their attempts to change the plane. To the North are the Air Hunters, simply trying to stake out a life on what land they can find by creating "trade zones" where the three races can interact without violence. The planes technology is not every advanced, even with the science of the Tuan. The merfolk only have base tools made from rock and coral, but are very powerful water based mages. The Tuan have a very basic technological system, creating an almost steam punk look to their islands and tools. While their magic is weak, they have mastered the art of "steam based weaponry" which are basically short range flamethrowers that fire superheated steam instead of napalm. The Air Hunters make most of their homes and equipment from trades with the other two races, creating an odd mix of coral and metal. Most all of the Air Hunters prefer a life of trade over war, though some turn to the Tuan for hire as mercenaries. The only Octovarians to truly believe in Ascendants are the Air Hunters, having traded with them for unique planar goods. Most of the other races think they are mere fairy tales or tricks. With all the planes races, if they remain far from water for long, they get weak and tire easily.
Sherahl
Races
Goblin: Goblins of Sherahl are black like charcoal and only stand at about five feet tall. Their long pointed ears give them excellent hearing, but their wrinkled skin and lack of noses make them almost like crippled old humans with deformed faces. The Sherahl Goblins are akin to your average 16 year old Earth human. They act irrationally, often focus on the stupid trivializations over the important matters at hand, and have distinct hatred of being told what to do. This has lead their society to be pretty much an anarchy of a very "let's do this for the hell of it" mentality. Given the unstable nature of the plane, the goblins that survive to old age are considered some of the wisest in the Multiverse, if only to be undermined by their general lack of caring for such wisdom. With zero technology, the Goblins of Sherahl fight with whatever they can find, A flaming stick, a rock tied to a stick, just a stick. The only real reason that they are still around is their extremely fast and rapid reproductive and growth rates. As a Goblin of Sherahl, you get the following Base Bonus Skills: Frenzy (When angered, you're physical strength and speed increase, but you lack any kind of strategic movement and tend to hit whatever is in your way), Pyrohemic (You can resist heat much better then non Pyrohemic players.)
Sherahl was once a beautiful plane of forests and oceans until a raving mad Ascendant burnt the entire plane to ash. Now it is dominated by Volcanoes and constant deadly seismic activity. The only sentient species on the plane are the Sherahl Goblins, only surviving due to their truly ridiculous birth and growth rates. The rest of the plane is inhabited by strange volcanic creatures of every shape and size, from mosquitoes that inject lava into their victims, to mighty fire breathing dragons that lack any sentience past the decision of their next meal. While classes here are limited, get creative with what you've got. Make it work, convince me that your goblin can be smart enough to do something. If any Goblin or creature has seen an Ascendant on the plane, they have not lived long enough to create a belief system on it.
Viirina
Races
Anthropomorphic Animal Humanoids (Furries for those that go with social trends). Special Race, use at your discretion. Think of any Earth animal, humanize it, and make a character around it. Base Bonus Skills are based on what animal you choose. I'll get with you on this if you go this route.
Viirina is a plane that mirrors Earth in a very scary way. While the time flow between the two planes is different, both are roughly the same in technological advancements and world diversity. The two major differences that can be drawn are very clear. Viirina has no actual human beings, only bipedal humanoid creatures that resemble many of the creatures from Earth. The other is that Viirina has a mana line flowing through it, granting magic to the users. It's unknown how or why Viirina developed so similarly to earth. The most interesting aspect of the plane is the industrial evolution the plane took with both aspects of technology and magic. This is due to the general open minded nature of the people and the mana lines. Viirina's mana lines flow in a reverse pattern through the plane, making spells harder to cast, but still viable. It is speculated that Viirina's population wanted to use the magic only when needed, allowing them to advance through the ages technologically, with minor magic influence. While not 100% in either direction, many of Viirina's technology uses bits of magic here and there. The people of Viirina know of Ascendants, but only is small pockets over the plane.
Evangelia
Races
Human (Four Sects): The humans of Evangelia have spread across the plane and developed many, many different cultures.
On the Great Desert reside the humans of White Gate, a group who believes that the White Dragon of Origin is a god to be worshiped. They tend to deny the other four Dragons of origin and are very devout in their beliefs. As a White Gate Human you get these base Bonus Skills: Zealotry (You act irrationally anytime someone states a belief in a deity that isn't the White Dragon), Devotion (When you put your heart into something, you do not waver, whether it be agreeing with someone, or fighting for your life).
The humans of Spellsnare are some of the most potent mages in the Multiverse. While secluded on an island in the middle of the norther seas, Spellsnare mages learn every school of magic from anywhere they can. You'll find those that throw fire, those that grow life, and those that end it. high magical energy surrounds the island, causing many gargantuan sea monsters to make home near it. Very methodical in their ways, they try to explain everything through their magic, believing that the Blue Dragon of Origin granted them the island of enchanted magical energy where they reside. As a Spellsnare Human you get the following base Bonus Skills: Magical aptitude (if you're a mage, your spells are more potent then those without Magical Aptitude. This does NOT affect your soul blade spells.), On the Edge (You do not feel fear when bested by magic.)
The Humans of Dreadspire are primitive and Shamanistic, but intelligent enough to understand high technology and other cultures. They often resort to violence and fire before any other humans on the plane and are very strict in their rituals and daily life activities. They love to summon elemental of fire and rage, and believe that the Red Dragon of Origin granted them the power to take what they desire. As a Dreadspire Human you get the following base Bonus Skills: Enrage (You are quick to anger when not given proper leeway in situations and like to solve all problems with violence), Ritualistic (You stick to patterns in your day to day life and combat.)
In the forests the Silverleaf, tribes of almost elf like humans tame beasts and defend the forest with their lives. They are peaceful until provoked and have a very high affinity for nature magic and the creatures around them. Most do not like to stray from their forests and very, very few enjoy the hustle and bustle of advanced civilization. As a Silverleaf Human you get the following base Bonus Skills: Beastmaster (You tune your soul to that of the beast, allowing a bond to form. In a fight, it will not attack you, outside of a fight you gain temporary special skills based on the beast and the situation), Tree Hugger (When not in the company of fresh vegetation, you agitate easily and become rather ornery.)
Vampires: The Vampires of Evangelia are all thanks to Relic and his schemes. Sentient bloodsuckers that prefer the Darkheart Forest, the vampires are solitary hunters that rarely interact with each other outside of a few small communities. While they do not sizzle and die in direct sunlight, they do find themselves weaker and much hungrier. While still vampires and must drink blood to survive, Darkheart vampires can survive a good while off any number of meaty food and drink. When encountering a vampire in Darkheart, it is likely to strike up a conversation about anything before quickly draining you of blood. While they believe that the Black Origin Dragon is nothing more then a figurehead, they see her as a creature to be respected. As a Darkheart Vampire, you get the following base Bonus Skills: Palewalker (When in direct sunlight you feel weak and desire to feed off any living creature twice as often.), Shadowstalker (When in low light, enemies are less likely to detect you, giving you a chance for a quick and easy kill).
Plane Bounus: When playing as any race from Evangelia, you can choose to be a City Dweller. City Dwellers choose to forsake their home to live in the metropolis of Evangelia City, a wide iron age city that takes up a third of the plane. As a city dweller, you can choose to do a few things with your bonus skills. You can drop one or both entirely, or drop one and replace it with the following: Streetwise (When dealing with non plot sensitive NPC's, you tend to be able to talk your way into any needed information or out of a bad situation
Evangelia is the plane at the center of the Multiverse, which is also home to the five Origin Dragons, the first beings to become Ascendants and then become Demigods. The plane has many odd magical quirks between it's varying regions, with one large ocean sliding right into an immense desert centered by a massive mountain, with the Church of the White Dragon at it's peak. The Wyvern infested Silverleaf Forest takes many into her arms for those who long for nature, only to run jaggedly against the Dreadspire peaks. Up to the north lies the Spellsnare islands, a massive school coveted by some of the most powerful mages in the Multiverse. Down to the Forests of Darkheart lie some of the planes deadliest secrets that are guarded by Relic's forgotten kin, vampires that make their homes in the rotted trees and bogs. In the center of the plane stretches the largest city in all the Multiverse, Evangelia city. On Evangelia, Ascendants are a normal thing, like rain or sun. Anyone on Evangelia could tell you a dozen stories of Ascendants, especially those of Seth and the Eva Souls who saved the plane and most of the Multiverse from Relic and his Vampire army.
Have questions? ASK! I will add them to this tab when needed.
Campaign Plot
~In the depths of the Void, a Temporal Storm rips across the Multiverse, affecting a number of planes and creating an entirely new one. The planes caught within this Storm are forever altered as entire cities crumble, people go missing, and some are are just straight up wiped clean. You (the players) have all been thrown across the Multiverse onto the new born plane created by the Storm. You're knowledge of your home plane remains intact, even though some may never see their home the same way again. You must explore this new world and find a way to get home and see for yourself what has become of the planes you once called home. But be weary, many others have arrived across this new world, and not everyone is ready to accept what has happened.~
Have questions? ASK! I will add them to this tab when needed.
LET THE SIGN UPS BEGIN! Need at least three people (other then me) to have approved Characters for this to get off the ground.
Sience_ Dais
Weaver
Trusted Wave
StormBlade
Raikou_Rider
RozalinaDracovitch
Jenesis
SlimDante
TheDarkSyde86
Monkey_Playing_MTG
Unapproved Players
Anubis_Ravenheart
Chris R.
If thats ok, should I just PM you a character?
Also, are Viriinians allowed magic?
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
I have two question's, possibly 3.
I would love to be able to play a Genasi Swordmage(4E style), however if Genasi aren't available, is it possible to be a human who was "Marked" at birth and can manipulate storm magic?
And would you allow a swordmage class?
4E designed it best in my opinion, I can find you the book that its in(forgotten realms)
Yes, just let me know when you plan to leave and I can set up a storyline absence for you. Upon your return, let me know and I'll get you back into the story.
Yes, all the races are allowed magic once they land on the new plane where the story takes place. I updated the Viirinian information.
Heh, I love 4th edition D&D and my main is a Dragonborn Swordmage. So with an resounding YES, you can have a sword mage. Do keep in mind that if you choose to ascend, you'll get a Soul Blade (which will get explained in a little bit) which is pretty much a weapon that is unique to you and has many special skills and abilities. However, if you want to be a sword mage beforehand, that is definitely possible. if you choose to be an Earth Human your spells and magic won't come to you until after you've spent a some time on the new plane. So pretty much you'd be a master swordsman that gets to learn some sword based spells. But that's if you go Earth human.
Weapon would be a katana named Neko, a stormsoul based blade.
My Genasi would be a Stormsoul based character, who can add some extra damage if I use lightning spells
In essence, yes. Keep in mind it won't be exactly like the DnD version, but the basics of casting spells with and through your sword will remain the main focus of your abilities. Also, when you write it all up in your character sheet, be very descriptive with what you want and avoid using many DnD based terms.
Working on: BRG Next Level Jund - Read this thread on why it's so awesome.
Prowlin' with the Pack, rawr! | DMing a Freeform Pulp Campaign - [Stranded in the Rift]
Check these out: [Haiku Contest] - #4 Bonehoard | <3 Clan [Soundtrack] | Story: Rising Sword
Age: 15
Sex: Male
Hair: Brown, medium length
Eyes: Brown
Height: 5'2"
Weight: 110 lbs
Race: Human
Plane: Earth
Appearance: Terry is a frail young man. At the time of the Storm, he's wearing a dark blue t-shirt that says "++ungood" in white letters and faded blue jeans. He's also wearing half rim glasses with a silver frame, and black sneakers.
Background: For as long as he can remember, Terry has always been around books. When he was little, his parents would read to him daily. Eventually, it had gotten to the point that every day after dinner ended, Terry would promptly leave the table and return to his parents with a book in his hands, expecting a story. It wasn't surprising that when he learned to read, he'd bring home books from school daily, eager for more stories. Unfortunately, seeing how absorbed he was in his books, his classmates kept their distance, not wanting to disturb him. Noticing his peers shy away from him, Terry wrongly thought he was disliked and withdrew deeper into his books, isolating himself even further. He continued his childhood and entered his adolesence that way, having no companion but the written word. As a result, Terry has read a vast collection of literature. He has arguably read more than the average adult, and his comprehension of literature is remarkably developed. He has also read multiple books about history, philosophy, and theoretical science. His understanding of science and mathematics is no greater than any other average high schooler, and although he receives good grades in those subjects, he claims he's no more competent at it than any other person his age. However, because of his isolation from his peers, Terry is socially awkward and has no experience in forming new relationships (despite reading multiple books on the subject).
Personality: Painfully shy and withdrawn, Terry doesn't talk much. About anything. To anyone. Ever. When he does speak, he's so soft-spoken that people never hear what he says, and when asked to repeat himself, he's far too bashful to do so. His paralyzing shyness often makes him too afraid to initiate a conversation or encounter, so he's often content to simply observe. He's spooked easily and once he's scared, it becomes even harder to make him talk, causing him to only be able to respond with trembling head shaking motions. He often thinks in metaphors and allegories, and has an appreciation for irony. Also, whenever he feels comfortable enough while alone, he will start commenting on the area around him in a stream of consciousness, his soft voice weaving words together in a style influenced by a multitude of writers. These are his most intimate moments, and so far, no one has ever witnessed it. Terry doesn't think much of himself, and is as convinced of his insignifigance as he is of his lack of wisdom. His paramount values are knowledge and freedom of expression.
Items:
Pocketbook - Ever since he started high school, Terry has started carrying around a waterproof pocketbook in his pocket. Whenever inspiration strikes him, he writes his thoughts down before they escape him so he can look them over later. The pocketbook is reserved only for this. Anything practical like reminders will not be found inside it. For those matters, Terry relies on his memory.
Cell Phone - Standard cell phone. Now defunct.
Base Skills:
Knowledge is Power - This character is quick to grasp information and area layouts, able to retain it perfectly for future situations.
Overwhelming Fear - When the character is scared he often cannot act against the enemy.
Detachment - This character's abilities are heightened when alone.
WReya DawnbringerWGBounteous KirinGRUrabrask the HiddenR
Sure ya can. I've already got plot points for characters that need to come and go as needed.
It sure is, welcome to the fun!
Concept is an Air Hunter mercenary with 'net and trident' (water magic and some kind of spearlike weapon, or a Hookshot if that would be acceptable).
Update with full wall o' text:
Gender: Female
Race: Air Hunter
Home Plane: Octovaria
Hair: Short, dark blue, slicked back in short spikes
Eyes: Bright green
Skin: Default for the race
Age: 21
Height: 5'4"
Weight: 110 lb
Clothing: Icthys wears a vest, belt, and tights made of tough animal hide, dyed in the deep greens of the tropical forest floor. Her arms and feet are bare for maximum ability in running and climbing over surfaces. Her left ear is pierced with a small loop of coral.
Belt: Icthys carries a three-inch, slightly curved knife at her belt, used for close combat and butchering food. She also wears half a dozen hip flasks and canteens, both for sustenance and for fueling her magical abilities.
Weapon: Icthys carries a wooden spear on her back with an obsidian arrowhead-shaped tip. The body of the spear is hollow; when steam pressure is applied to a small slit near the tip, a magical enchantment resembling a portable hole activates and shoots the spearhead - attached to a 20-foot rope - forward at formidable speed. The head is retracted with similar magic. In addition to impaling enemies from a safe distance (even underwater), the spear can be used as a grappling hook if lodged in something sufficiently solid, or a means of retrieving distant small objects.
Abilities: Icthys has the magical ability to manipulate nearby sources of water with her mind. She can use "bullets" or waves to stun opponents, form water into ropes and nets, as well as create small whirlpools and waterspouts. While not unskilled in hand-to-hand combat, her true abilities lie in scouting, decoying, smuggling, and trap-slipping. She is also adept in swimming, even in her armor. However, she works best in humid, wet environments and becomes quickly fatigued when it is hot or dry.
Personality and bio: "Everyone has a price. What's yours?"
Icthys grew up in a relatively prosperous family that sold jewelry for a living. Her life was shattered when, at the age of eight, a great wave swept over the beach where she was gathering coral with her mother. Icthys survived by clinging to a stand of coral; her mother was washed out to sea. When she limped back to the town that night, her hands and shins dripping with blood, she discovered that her family blamed her for her mother's death, and relatives had already descended upon the estate to fight over the inheritance.
Over the course of the next few years, Icthys watched as her despairing father drowned in gambling debts, eventually selling his own children as servants to other families while Icthys learned to catch and eat raw fish. When she was twelve, she overheard him in a negotiation with another family. The price he offered for her was disgusting - far lower than any of her brothers or sisters.
She ran.
Taken in by a mercenary company, Icthys was often assigned the most dangerous, less prestigious jobs, even as her skills with blade and spell increased. "Send the small unclean one. It is expendable." With each task she survived, her ability to command her own price grew. At the age of seventeen she left the company to strike out on her own.
Icthys lives as a simple wanderer with bare-bones survival as her overriding goal. Good and evil are largely irrelevant to her, and she conducts herself with flat emotional affect, especially in battle. One of her few principles is 'fair trade'; despite being a mercenary, she still prefers to negotiate in dealings rather than use force, going so far as to extend this offer to captured bounties. "Pay goods unto goods, and evils unto evils. Just as filling the bucket makes the well a little emptier, that is Equivalent Exchange."
Skills:
* Swift Swimming (You can swim faster then non Swift Swimmers)
* Trader (You can haggle your way to a lower price or better trade when dealing with merchants)
* Weapon Focus (This character is good with her preferred weapon, but lacks in others)
* Passive Water Manipulation (This character can manipulate water for use of tools, sustenance and varying noncombat needs.)
* Water Strike: (Using a small amount of mana this, character can form water into a lance to strike at foes with)
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Edit: Character
Name: Jack Dream
Race: Human
Plane: Earth
Hair: Raven Black
Eyes: Hazel
Skin: White, but with a farmers tan from traveling.
Special skills: None due to it being ☺☺☺☺ing earth!
Profession: self made swordsman after traveling from his home when his parents had died when he was of the age of 17. After a living with his grandmother and graduating afterwards, Jack decided he would travel the world. Taking the heritance left to him from his parents, he set out with the dream of becoming a world’s greatest swordsman on the mindset that the world needed a new legend. After purchasing a katana from one of the last true sword smiths in Japan, he challenges every self proclaimed “Master” of the blade. Fencing, Italian stick fighting, Bushido, everything he could learn, he practiced.
Gear
Black “White” Beater
Black workout pants
Black Fedora
Red Trench coat
Red socks
Samurai Sandals
Circular lens glasses
Gold Pocket Watch (nothing special on it) with a picture of his parents and grandparents
Sword Play (The character is adept in using a wide variety of swords)
Cultural (The character adjusts easily varying cultures of the Multiverse)
Legendary (This character fights better when he is known as the best in his field)
There was once [The Pack], but no more.
I'll hammer out the details when I get home from work.
Working on: BRG Next Level Jund - Read this thread on why it's so awesome.
Prowlin' with the Pack, rawr! | DMing a Freeform Pulp Campaign - [Stranded in the Rift]
Check these out: [Haiku Contest] - #4 Bonehoard | <3 Clan [Soundtrack] | Story: Rising Sword
Race: Taun
Plane: Octovaria
Height: 4'3"
Weight: 100lb.
Skin: Slightly slimey and reddish brown
Eyes: orange and large, but not Amazonian Treefrog large. Garden frog large. Horizontal slits for pupils
Age: 13 years of age (Human equivalent is 26)
Personality: Graka is very eccentric, as is the custom of the Taun. Chooses to find answers in science and reason...or at least science and reason as the Taun see it. A skilled engineer and infinitely curious, she enjoys making and adapting new things out of essentially scraps.
Skills:
Long Breath (you can hold your breath underwater longer then non Long Breathers)
Science Is Fact (when discussing the nature of a situation, you are likely to disagree with anything that does not coincide with what you think to be true)
Ranged Finesse (This character can wield a variety of ranged weapons with ease)
Craft Junkie (This character can make a wide variety of items with her tools, as well as repair many mechanical items)
Leap (This character can jump farther and higher then other characters and is also quite agile when jumping)
Equipment:
Steam gun: Like a flame thrower, but with steam. Start it up watch faces melt.
Toolbelt: Spanner, hammer, screwdriver with different heads, handful of screws, handful of nails, hand drill, ratchet
GOGGLES!
Name: Sy Larnin
Race: Viirinan (resembling a Pembroke Welsh Corgi of Earth)
Appearence: See attached image.
Age: 21
Height: 3 foot, 6 inches
Weight: 78 lbs
Personality: Sy is the equivalent of a Japanese ronin. He hails from a lesser known region of the plane, heavily taught that sword combat is more noble than others. He makes a living offering his service as an escort with other hired hands as guardians of nobles and higher ranking citizens of this Viirina region. Despite his young age, Sy is a capable warrior. What he lacks in brute strength, he makes up for in agility. He has family elsewhere on Viirina, often writing to them and sending them some of his reward money. This hints at a lack of social prestige for the Larnin family. His only living family, in fact, is his mother and three siblings. His father, a warrior like him, died in the line of duty. His armor was handmade by his ancestor, a master blacksmith in the days of old, and is passed down through the generations as a sign of bravery through blood. He enjoys being outdoors, often sleeping underneath the stars and clear skies rather than in the confines of a building. He is rather relaxed around new faces, and has a respectful attitude towards women. When the Storm hit, Sy was ripped from Viirina and tossed into a new world, and new dangers, with several unlikely allies. Now, he must cast aside any despair and doubt in order to find a way to return home.
Weaponry: Sy carries a short sword, crafted by his ancestors.
Armor: He wears a suit of armor consisting of a headpiece, shoulder and arm guards, and leg guards. (See picture)
Skills
--- Bonus Skills
Heightened Scent (Your sense of smell is greater then those without Heightened Scent)
Size Matters (The characters shortness often leaves him untargeted by larger beasts unless provoked)
--- Base Skills
Sword Play (The character is adept in using a wide variety of swords)
Reflexive Instinct (The character is agile and able to dodge a great many strikes with ease)
Noble Guardian: (This character is likely to be asked to join a cause due to friendly nature and obvious skill)
Retired Player
Sweet! I was hoping someone would take up the challenge.
Keep in mind that it won't be exactly like that, but similar. We can work on adaptations when the time comes.
Added some info to the Viirna tab
Oh boy... this should be good.
Stormblade: I'll PM you with my thoughts and we'll work out the kinks and skills and what not.
Sounds like a plan.
Retired Player
Name: Helix Stormweaver
Race: Human
Appearence: See attached image.
Age: 22
Height: 5' 11"
Weight: 218 lbs
Personality: Helix was raised on the streets in Evangelia, not knowing much of his "family" nor what life can be like, he was a criminal, and a bully. With hate in his heart he forged a life just waiting to be shut down. After a failed attempt to steal from an old man, Helix was beaten to the brink of death, only to be nurtured back to life by the old man, who teaches him a life of honor, and morals, and the way of the Sword. However, even the now, honor bound Helix has a very cold and cruel side, and is very sadistic when angry. In a fit of rage Helix killed his teacher, an accident but still awful, claiming his blade Neko(a Katana), he vows to build the bonds between man and blade even further. Helix is often viewed as insane, because he talks to himself, but is really speaking to his blade. It is never known if the blade really does speak, but if you listen to him enough, you just may believe it has its own voice.
Weaponry: Helix wields a Katana like blade named Neko, sometimes talking to or with the blade as if it has a voice of its own. Often making him seem crazy.
Armor: See attached picture
The Skillz:
Streetwise(When dealing with non plot sensitive NPC's, you tend to be able to talk your way into any needed information or out of a bad situation)
Sword Focus (This character is skilled in using his own sword, other weapons feel awkward when handling)
Channel Lightning (Using a spell focused into his blade, this character can choose between coating his sword in electricity or shooting a small short range bolt of lightning from its tip)
Weather Sense (When the weather turns to rain or storms, any abilities that deal with lightning, water, or sound are heightened.)
Tormented Soul (This character's mood affects the strength of his abilities)
I posted my character in an edit, so please go ahead and pm me or post here what needs to be fixed or if's accepted. =3
There was once [The Pack], but no more.
Trusted Wave: Sent PM
There was once [The Pack], but no more.