Hello all, and welcome to the Epic World RPG. This thread serves as the record of all PC characters in the game. Here, you will post your character's profile and it will be approved by a moderator if it is okay.
Below is a suggested format for your character profile. While any format you can think of is acceptable, we strongly recommend that you make use of Bold and Underlined tags in order to improve readability.
Most characters should start off fairly weak, as they will build in power as they travel the game. You are allowed only one character.
Stats & Facts Name - Race - Age - Height - Weight -
Appearance - Apparel - Background -
Affiliations - Allies - Enemies - Accomplishments
> This is optional, a list of what great things your character has done
Skills and Abilities Weapons Class - (Affinity Points: #) Spells Art (Affinity Points: #)
Level # - Spell Name
Weapons Armor
Magical Items Non-magical Items
Containers Currency - All starting characters begin with 200 gold
Where The Items Are Kept
> This is an optional, and in-depth part of your character, defining where on their person various items are kept.
You may note that in the profile example there is a reference to Affinity Points. The next post contains a description of what these are and why they are important.
Affinity Points - Key points have been underlined.
Affinity Points are a measure of a character's familiarity with the greater forms of combat; weapons and spells. In order to use the spells of an art, or wield a weapon, a character must have an Affinity to it.
A starting character may have up to 3 Affinity Points (4 for humans). Affinity points can be assigned to a Spell art, or a Weapons class. This allocation does not have to occur at the time of your character being posted; you may define as many or as few as you wish when you post your profile, and assign the remainder when it becomes neccessary. Unused Affinity Points can only be used to open a new Weapons Class, open a new Spell art, or improve your current spell art.
All characters have a basic affinity to the elemental magic. This allows them to cast level 1-4 spells of those arts. However, there are exceptions. Elves, for example, have no affinity to Fire spells, and require an Affinity Point to be assigned to the Fire art in order to cast level 1-4 Fire spells.
In order to cast the level 5-7 spells of a particular art, or level 8-10 spells, a character must "level up" their affinity to a particular art. This "levelling up" is done by assigning an Affinity Point to that particular art.
For weapons, an Affinity Point allows the character to wield the weapon at Amateur level (see below), and opens up the potential for them to grow in skill by either paid training, or use of the weapon in combat. All characters start with a natural affinity to Unarmed combat, unless otherwise stated in the racial profile. On weapons classes that are not unarmed, you may spend up to 3 Affinity Points on them when starting, thereby having your character be level 2, proficient. For unarmed you may spend up to 2 points, which brings you up to level 2, profocient.
Additional Affinity Points can be gained by a character when they achieve level 10 of a particular Spell art, or become an experienced veteran (level 3) with a particular Weapons class. This new Affinity Point can only be used in the same field; an Affinity Point gained by "leveling up" in a Spell art cannot be used on a Weapon class, and vice-versa.
Options are; Unarmed, Knives, Swords, Staffs, Polearm, Blunt, Spiked/Chained. As your skill increases, so too does your prowess with your weapon. A battle post is a post in which your character engages in combat.
Lvl. 0 - Amateur - competent with the basic style.
Lvl. 1 - Novice - competent in the basic styles.
--- Required battle posts - 25 battle posts
Lvl. 2 - Proficient - seasoned with the basic styles.
--- Required battle posts - 90 battle posts
Lvl. 3 - Experienced - seasoned with the basic styles, competent in alternative styles.
--- Required battle posts - 180
Lvl. 4 - Expert - competant with all styles of the weapon
--- Required battle posts - 285
Lvl. 5 - Master - seasoned with all styles.
--- Required battle posts - 400
The eleven Spell arts are: Light, Plant, Water, Storm, Earth, Fire, Force, Mind, Dark, Summoning, and Spirit.
The eight Weapon classes are: Unarmed, Knives, Swords, Staffs, Polearm, Blunt, Spiked/Chained, and Ranged
Stats & Facts Name - Darren Barathon Race - Human (Elexian) Age - 26 Height - 5'8" Weight - 150lbs
Appearance - Standing a little over five and a half feet, Darren is not exactly a tower of a man. Nor is he a mountain in width, being slight of figure but not of strength. His muscle strength is discernable by a sharp eye, as can the few faint scars he posesses on his hands and cheeks. His muddle head of dark blonde hair is almost perpetually messy, falling in a clumsy parting above his sharply featured face and striking blue eyes. His tanned skin makes it evident he grew up in Elexia. Apparel - Darren's clothes are simple, a brown cotton shirt, brown pants of a tight weave and a dark green cloak. Background - Darren grew up in Elexia, choosing to move to Epicus for the lower crime rates. When he discovered things were not much better away from the port city, he decided to take things into his own hands. Darren arrived in Epicus shortly before the closure of the gates, and almost immediately began putting his decision into action.
Skills and Abilities Unarmed - Darren is slightly less than completely hopeless in unarmed combat. Staff - Darren is proficient in the use of quarterstaffs and their ilk. (Affinity Points: 2)
Hunter's Repute
You gain a reputation based on successfully bringing criminals to justice. (20 Posts) Level 0 - 5% increase in bounty payments (in addition to any other increases). Spells Plant (Affinity Points: 1 + 1 Natural)
Level 1 - Growth - Accelerate the growth of a living plant by a few months.
Level 2 - Trellis - Summon a network of intertwined vines and branches up a vertical surface, creating a makeshift ladder for the caster to use.
Level 3 - Snare - Release a pair of grasping vines from your hands which you can control. They dissipate at end of post.
Weapons Branch - A gnarled looking oak wood staff, sturdily built and reinforced with bands of steel at each end. Armor
Magical Items Non-magical Items
Containers Pouches - Attatched to his belt, most of these contain metal slugs that serve to remind pick pockets that they are stupid.
Stats & Facts Name - Yethro A'vant Race - Human (Epican) Age - Mid Twenties Height - 5'11" Weight - 189 lbs Appearance - Somewhat a shabby appearance, Yethro is a common sight in the streets of Epic. Like others of the nature, the man developed a rugged figure, capable of enduring the hardships of hunger and weather, and the occasional beating over the remains of a discarded whiskey bottle. Although there is no beauty parlor for people of such a crowd, Yethro manages to keep his dark mahogany hair trimmed and his nails short and clean. Highs eyes are a light brown, and sometimes appear to be glaring beyond what they see, lost in the space ahead. He is much a smiler, as though he were at the peek of life, and not lost without a fireplace to rest by. Apparel - A loose-fitting white tunic and a pair of brashly torn gray trousers, bare at the kneecaps and supported by a makeshift belt: his whip, wrapped around his waist several times over. A ring carrying the symbol of Constable Harek worn on the right index finger. Background - What is publicly known about Yetho is little, almost nothing beyond his being a street rat. This is unsurprising, as the man has been known to go through extreme measures to keep his past and personal life hidden in secrecy. Allies - None Enemies - None Affiliations
> Harek's Deputy Accomplishments
> None as of yet.
Skills and Abilities Weapon Classes
Unarmed (Affinity: 0) (Amateur, 0 BP's)
Spiked/Chained (Affinity: 2) (Novice; 0 BP's) Dynamo The fury of a storm is within you, and by harnessing it, you grow more powerful. Level 0 - Increased sense of smell and hearing. Level 1 - Release an electric shock into anything that breaks your skin.. Level 2 - Able to shape and manipulate the flow of electricty. Your eyes glow.
Spells Storm(Affinity: 2) Level 1 Mists - Fill the area 10 feet around you with thick fog. Level 2 Thunderclap - Create a loud deafening boom.
Weapons
A 6 foot long leather whip, with coils of iron embedded in the hide, coiling from the handle to the tip. Worn around the waist. Armor
None.
Magical Items
None. Non-magical Items Harek's Signet
A ring carrying Harek's symbol. Worn on the right index finger.
Stats & Facts Name - Rone Hilm Race - Elf Age - 20 Height - 6'2" Weight - 167 lbs
Appearance - Average sized Elf. Has all the standard features, but keeps his dark brown hair in a mohawk. His eyes are ice-blue, and he has been told sometimes that he has the thousand mile stare. He has brown facial hair, which he lets grow out other than the mustache, although it is neatly trimmed. Apparel - He wears a pair of pants that he thought looked cool. They are regular pant, but are a little big for him in the legs, so they have a sort of baggy look. He feels it makes him look shorter, although it really doesn't. His shirt is dark green and fits his body tightly. The sleeves go down to his bicep. If not in a fight, he wears a white button up style shirt over it, unbuttoned. He wears a pair of black boots, and a pair of black fingerless gloves. Background - He set out on his own because at the age of twenty, he realized that he had more features than your standard elf. Not believing his mother's story of his father being dead, he set out on a quest to find his father. He has a belief that he is actually only a half elf, and that his father is a human. Although, this could just be his imagination getting the best of him. He doesn't know exactly how he will find his father, but he figures at the very least it will help his understanding of the world he lives in.
Affiliations - Allies - Enemies - Accomplishments
Once jumped off of the highest branch of a tree nearby his home. He used a vine tied to his leg to keep from hitting the ground. It became a trend, but only lasted a month.
Skills and Abilities Weapons Class - Unarmed-0,
Staff-1 Spells Art -
Level # - Spell Name
Weapons- A six foot staff. Armor -
Magical Items Non-magical Items
Containers Currency - All starting characters begin with 200 gold
Where The Items Are Kept- He keeps his staff slung on his back.
Private Mod Note
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I live in the United States of Texas-and-those-other-49-lesser-states of America.
Most of my posts are from the wonderful Pro Wrestling Thread in the entertainment section. Check it out.
Stats & Facts Name: Draz'zan Sex: Male Race: Elf Age/Height/Weight: 80/6'/160 lbs. Appearance: Extremely pale, ghostly skin that has perhaps gone too long without the sun. Keen eyes that are forever unforgiving, they glow a deep violet purple and are lined with black arcane tattoos along the outter edges. Long hair a shade of violent red, with bangs parted along his forehead while the rest is kept in an ornate ponytail tied at the very end, and hanging over his left shoulder. Both of his long elven ears are pierced with the same identical earring of jade, depicting the ancient symbol of a snake eating it's own tail. Lastly are his black painted finger nails and a silver ring on his left ring finger, that bears a burning flame. Apparel: A black cloak with a large, almost shroud like hood drapes his shoulders. On his upper body is a high collared black coat with the silver embroidery of two crescent moons facing each other, underneath of this is a simple woolen longsleeved shirt. Simple cloth pants are held by a black leather belt and end with boots so lined with silver that you can hardly tell they're black. Background: There is little known about elves, and even less so about the elves that have ventured out of the forests. For Draz'zan this couldn't be more true, and he sees his business as his own, unless you're looking for an early grave you'd be wise to leave it at that.
Skills / Attributes Elven Traits - Increased sensory acuity, innate half-strength Awareness Daggers - Draz is proficient in the use of daggers and the like. (AP - 2) Linguist - Known languages; Elven, Common, and Garrish Unlight Mastery Unlight is the antithesis of light. It is in every shadow, it pervades night. It grants clarity without illumination. Unlight is where ever light is not, and is produced also by Dark spells. To master this cold power is to strengthen yourself. Level 0 - Absorb the unlight from shadows and darkness for a magical Empower.
Spells Dark (AP - 1)
Weapons Mundane
> Long Knives - Two identical silver handled daggers, with long thin blades. Kept on either side of Draz's hips.
Non-Weapon Items Mundane
> Trappings - Tools such as compasses and simple maps of the cities and surrounding areas, water skins and a short supply of food. Currency
200 gold
Stats & Facts Name - Keslar Torga-Leen Race - Half Garr / Half Dryad Age - Far old than the mid-20s he appears to be. Height/Weight - 6'3" / 203 Lbs Appearance - Rough skin of a distinctly greyish green cast. Mussed looking hair of garrish thickness and blackness, but with a dryadic smoothness and luster. Narrow features, finer than any pure-blood garr, but framed with the typical bone ridges. Eyes are set deep beneath his brow, with amber irises and a slightly bulging look. X shaped scars on his chest and side. Large hands. Apparel - Most often goes barechested, with a pair of gold-colored articulated spaulders held in place with leather straps bout the upper arms. A pair of dark green leather pants tucked into steel banded brown boots. A single spiked iron gauntlet on his right hand. Background - A strange and rare halfbreed Keslar found no true home in the world of either of his parents. His father, Kerghlarin, chief of his tribe of garr, his mother Chasara, ever connected to the forest, his heart is ever torn between the two and never at rest with only one. But his garr heritage of strength and resiliancy combined with this dryadic agility and inner peace have made him a natural warrior.
Skills & Abilities Unarmed Combat - Novice Level Ranged Combat - Amateur Level Blood of the Garr - Skin as tough as boiled leather, a natural empower of 1.5. Monolith - You are connected with the earth upon which you stand, and you feet off of its power.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Stats & Facts Name - Dodger Race - Human Age - 25 Height - 5'8" Weight - 180
Appearance - Dodger's pentrating blue eyes come secondary to his unusual chin length blonde hair. It that has been lime washed white. He is all smiles, and enjoys the sound of his own laughter. His smirk gets him in more trouble than he is worth, even though he does not think it arrogant. Apparel - A worn tan hooded cloak, light brown tunic with a long sleeved white undershirt. For protection he wears gloves made from a thick hide of an unknown animal. His trousers are loose fitting and colored dark grey. He wears a pair of leather boots, the cloak rests between the top of the boots and his knees. Across his waist is a simple leather belt with a small pouch on either side. Background - For as long as he can remember Dodger has made it on his own. Boucing from tavern to tavern, town to town he has never had trouble making ends meet. He only finds work when his money runs low. His money comes from those around him, he is a theif. But he refers to himself as a professional racketeer.
King of Thieves Great deeds bring great reputation, and criminals are not exempt. Your infamy through theft brings great, terrible things. Level 0 - You are a grifter, granting you a boost in charisma.
Requirement - 0 gold
Level 1 - Your activities give you experience in Lockpicking.
Requirement - 100 gold Level 2 - Shopkeepers give you a 5% discount (in addition to other discounts).
Requirement - 300 gold Level 3 - Your activities give you Increased dexterity; better pickpocketing abilities.
Requirement - 600 gold Level 4 - Your activites give you the skill of Evasion (allows you to more easily evade capture, not be followed).
Requirement - 1000 gold Level 5 - 25% reduction in bounty payments (in addition to other discounts). Double charisma. Your activities allow you to better spot traps and disable them.
Requirement - 1500 gold Level 6 - Shopkeepers give you an additional 10% discount (in addition to other discounts). You gain access to all non-spell Theives' items and trainings.
Requirement - 2100 gold Level 7 - May create a Master of Disguise persona for yourself, in addition to any other disguises.
Requirement - 2800 gold Level 8 - Your activites give you exceptional pickpocketing abilities, increasing the changes of you lifting larger objects from a person.
Requirement - 3600 gold Level 9 - Your activites make you a perfect liar; spells cannot force you to tell the truth, and Truthstones cannot tell when you are lying. You can tell when you are being lied to.
Requirement - 4500 gold Level 10 - May not take bounties. Quadruple charisma. Shopkeeps give you an additional 15% discount at shops (in addition to other discounts). You can take on an apprentice theif, who starts with 100 gold, and one of your King of Theives skills. Does not recieve loot in quest.
Requirement - 5500 gold
Total gold (23)
Three gold - Taken from gamblers after there money fell on the ground. Twenty gold - Using Lucky Number Dice
Weapons Class - (Affinity Points: +1 Natural, +1 Unarmed) Unarmed
Lvl. 0 - Amateur - competent with the basic style.
Lvl. 1 - Novice - competent in the basic styles.
Spells: (Affinity Points: Natural Mind Affinity)
Plant Level 1 - Growth - Accelerate the growth of a living plant by a few months. Level 2 - Trellis - Summon a network of intertwined vines and branches up a vertical surface, creating a makeshift ladder for the caster to use.
Mind Level 1 - Numb - Deadens a target's sense of touch.
Weapons Armor
Magical Items Lucky Number Dice- Two identical dice. Before rolling them if Dodger says a number they will come up that number. (Before he rolls two dice if he says "I need an 11" or something similar, the dice will come up 11.)
Non-magical Items
Containers- Two pouches, one for gold and the other for small personal items.
Currency - 66 gold
Where The Items Are Kept
> Dice are on his right side pouch, his coin purse is on his opposite side.
Garr are usually between six and eight feet tall (2 to 2.5 meters), and weigh between 200 and 350 pounds (100 to 160 kilos?).
if for example i have racial affinity to earth spell then can i cast any spell i want from levels 1 to 7 EG: entomb?
Only if you have bought that spell first. You buy spells at the Spellshops, which allows you to cast them. But, in order to buy, say, a level 7 spell, you'd need to know the level 6 spell, and to know the level 6 you need the level 5, etc.
Stats & Facts Name: Gamble Highgrove Sex: Male Race: Human Age: 29 Height: 6'0" Weight: 175 Appearance: Thick, inky black hair, usually slicked back with something so strong it might very well be shavir slobber, though a few strands always manage to escape the hold to fall before Gamble's eyes. Electric blue eyes, sometimes a bit haggard due to lack of sleep and Poor Choices but always alert. A face that staddles the line between handsome and pretty, though this is usually tilted to one side by a day's growth of beard, with a smallish nose, arched brow and a single dimple that manages to look on the youngish side and weathered all at once. A frame that would have probably been slender if not for a rough and tumble life, now more along the lines of a leanly muscled stick. A small runic tattoo behind either ear. An oddly epic scent of cologne mixed with yesterday's mistakes. Apparel: A simple hat of some dark material with a flat, wide brim. A black velvet nobleman's frockcoat, its droopy epaulets and round buttons in gold with a elegantly tooled upturned cuffs. A clean blue shirt, held together at the neck by a length of cord. A sturdy, plain belt of thick leather, holding on it Gamble's sheath and buckled with steel. Simple dark brown pants, suitable for anyone who plans on doing a lot of travelling or a lot of fighting, or perhaps travelling around to fight a lot. Calf-high boots of what appear to be actual dragon scale, glinting lightly without any need for polish. A silver ring set with an eagle-embossed eagle. A simple chain around his neck, tucked under his shirt along with the blue poker chip that is looped through it. Background: Gamble Highgrove has been bumming around Epic City for nearly six months now, sustaining himself on simple muscle or grunt work and then drinking whatever money he managed to make. His manner and accent speak of an Elexian past, but beyond that Gamble's background is unknown.
Skills Attributes Me-lee Plus You-lee Equals We-lee
Whatever transpired in Gamble Highgrove's past, it obviously involved a lot of fighting for the man already seems rather familiar with clashing steel. Gamble is unlikely to panic while engaged in combat. In addition, he has the following weapon class proficiencies.
- Unarmed: Amatuer (0 BPs)
- Swords: Proficient (90 BPs Fickle Fortune
Gamble Highgrove does not exactly live a charmed life, but the important thig to remember is that despite that, he has continued to go on living his decidedly uncharmed life against all odds. To represent his odd luck, Gamble Highgrove has a good luck effect. However, he is unable to use spells of any level. Curse the luck of it all. Duelist's Legacy(Lvl: 1; BPs: 0)
- Battle Intimiation
- +.5 Empower
- Willbond
Weapons Mundane
>Longsword - A simple weapon with a plain, unamarked blade and unremarkable leather-wrapped grip, carried within a nondescript black sheath. 1. Steel
Non-Weapon Items Magical
>Curious Orb - A mysterious crystal orb, filled with a sea of blue. Gamble likes to shake it and ask it questions, then nod knowledgably at the answers it apparantly gives. 1. Doesn't really seem to actually do anything. Mundane
>Cup Runneth Over - A beautiful steel flask, its stopper shaped into the head of a dragon with tiny sapphires for eyes. Gamble has considered pawning the flask for some quick gold more than once, but never does. Good flasks are hard to find. 1. Usually filled with either whiskey or blackberry teasine, though hopefully not one after the other without washing inbetween or both at once.
>Good Fortune Capsules - Small blue pill-shaped things with white happy faces marked on them 1. Are simple powder-candies wrapped in dissolving shells.
>Playing Cards - Nearly a dozen decks of playing cards that seem to have come from all over the East, some simple rough-cut placcard with rough symbols blotted on while others are beautifully rendered masterpieces covered in illuminated text and gorgeous artwork.
Below is a suggested format for your character profile. While any format you can think of is acceptable, we strongly recommend that you make use of Bold and Underlined tags in order to improve readability.
Most characters should start off fairly weak, as they will build in power as they travel the game. You are allowed only one character.
Pertinent information to a character's design can be found in these threads: Races and Leveled Skills and Common Skills. Information which will become useful to your character after he, she, or it is approved can be found in these threads Spell Index, Ways to Earn Gold, and Maps and Travelling.
Name -
Race -
Age -
Height -
Weight -
Appearance -
Apparel -
Background -
Affiliations -
Allies -
Enemies -
Accomplishments
> This is optional, a list of what great things your character has done
Skills and Abilities
Weapons Class - (Affinity Points: #)
Spells
Art (Affinity Points: #)
Level # - Spell Name
Weapons
Armor
Magical Items
Non-magical Items
Containers
Currency - All starting characters begin with 200 gold
Where The Items Are Kept
> This is an optional, and in-depth part of your character, defining where on their person various items are kept.
You may note that in the profile example there is a reference to Affinity Points. The next post contains a description of what these are and why they are important.
We will approve using a *STAMP*
Affinity Points are a measure of a character's familiarity with the greater forms of combat; weapons and spells. In order to use the spells of an art, or wield a weapon, a character must have an Affinity to it.
A starting character may have up to 3 Affinity Points (4 for humans). Affinity points can be assigned to a Spell art, or a Weapons class. This allocation does not have to occur at the time of your character being posted; you may define as many or as few as you wish when you post your profile, and assign the remainder when it becomes neccessary. Unused Affinity Points can only be used to open a new Weapons Class, open a new Spell art, or improve your current spell art.
All characters have a basic affinity to the elemental magic. This allows them to cast level 1-4 spells of those arts. However, there are exceptions. Elves, for example, have no affinity to Fire spells, and require an Affinity Point to be assigned to the Fire art in order to cast level 1-4 Fire spells.
In order to cast the level 5-7 spells of a particular art, or level 8-10 spells, a character must "level up" their affinity to a particular art. This "levelling up" is done by assigning an Affinity Point to that particular art.
For weapons, an Affinity Point allows the character to wield the weapon at Amateur level (see below), and opens up the potential for them to grow in skill by either paid training, or use of the weapon in combat. All characters start with a natural affinity to Unarmed combat, unless otherwise stated in the racial profile. On weapons classes that are not unarmed, you may spend up to 3 Affinity Points on them when starting, thereby having your character be level 2, proficient. For unarmed you may spend up to 2 points, which brings you up to level 2, profocient.
Additional Affinity Points can be gained by a character when they achieve level 10 of a particular Spell art, or become an experienced veteran (level 3) with a particular Weapons class. This new Affinity Point can only be used in the same field; an Affinity Point gained by "leveling up" in a Spell art cannot be used on a Weapon class, and vice-versa.
Lvl. 0 - Amateur - competent with the basic style.
Lvl. 1 - Novice - competent in the basic styles.
--- Required battle posts - 25 battle posts
Lvl. 2 - Proficient - seasoned with the basic styles.
--- Required battle posts - 90 battle posts
Lvl. 3 - Experienced - seasoned with the basic styles, competent in alternative styles.
--- Required battle posts - 180
Lvl. 4 - Expert - competant with all styles of the weapon
--- Required battle posts - 285
Lvl. 5 - Master - seasoned with all styles.
--- Required battle posts - 400
The eleven Spell arts are: Light, Plant, Water, Storm, Earth, Fire, Force, Mind, Dark, Summoning, and Spirit.
The eight Weapon classes are: Unarmed, Knives, Swords, Staffs, Polearm, Blunt, Spiked/Chained, and Ranged
Name - Darren Barathon
Race - Human (Elexian)
Age - 26
Height - 5'8"
Weight - 150lbs
Appearance - Standing a little over five and a half feet, Darren is not exactly a tower of a man. Nor is he a mountain in width, being slight of figure but not of strength. His muscle strength is discernable by a sharp eye, as can the few faint scars he posesses on his hands and cheeks. His muddle head of dark blonde hair is almost perpetually messy, falling in a clumsy parting above his sharply featured face and striking blue eyes. His tanned skin makes it evident he grew up in Elexia.
Apparel - Darren's clothes are simple, a brown cotton shirt, brown pants of a tight weave and a dark green cloak.
Background - Darren grew up in Elexia, choosing to move to Epicus for the lower crime rates. When he discovered things were not much better away from the port city, he decided to take things into his own hands. Darren arrived in Epicus shortly before the closure of the gates, and almost immediately began putting his decision into action.
Affiliations -
Allies -
Enemies -
Accomplishments
>
Skills and Abilities
Unarmed - Darren is slightly less than completely hopeless in unarmed combat.
Staff - Darren is proficient in the use of quarterstaffs and their ilk. (Affinity Points: 2)
Hunter's Repute
You gain a reputation based on successfully bringing criminals to justice. (20 Posts)
Level 0 - 5% increase in bounty payments (in addition to any other increases).
Spells
Plant (Affinity Points: 1 + 1 Natural)
Level 1 - Growth - Accelerate the growth of a living plant by a few months.
Level 2 - Trellis - Summon a network of intertwined vines and branches up a vertical surface, creating a makeshift ladder for the caster to use.
Level 3 - Snare - Release a pair of grasping vines from your hands which you can control. They dissipate at end of post.
Weapons
Branch - A gnarled looking oak wood staff, sturdily built and reinforced with bands of steel at each end.
Armor
Magical Items
Non-magical Items
Containers
Pouches - Attatched to his belt, most of these contain metal slugs that serve to remind pick pockets that they are stupid.
Currency - 68 Gold
Name - Yethro A'vant
Race - Human (Epican)
Age - Mid Twenties
Height - 5'11"
Weight - 189 lbs
Appearance - Somewhat a shabby appearance, Yethro is a common sight in the streets of Epic. Like others of the nature, the man developed a rugged figure, capable of enduring the hardships of hunger and weather, and the occasional beating over the remains of a discarded whiskey bottle. Although there is no beauty parlor for people of such a crowd, Yethro manages to keep his dark mahogany hair trimmed and his nails short and clean. Highs eyes are a light brown, and sometimes appear to be glaring beyond what they see, lost in the space ahead. He is much a smiler, as though he were at the peek of life, and not lost without a fireplace to rest by.
Apparel - A loose-fitting white tunic and a pair of brashly torn gray trousers, bare at the kneecaps and supported by a makeshift belt: his whip, wrapped around his waist several times over. A ring carrying the symbol of Constable Harek worn on the right index finger.
Background - What is publicly known about Yetho is little, almost nothing beyond his being a street rat. This is unsurprising, as the man has been known to go through extreme measures to keep his past and personal life hidden in secrecy.
Allies - None
Enemies - None
Affiliations
> Harek's Deputy
Accomplishments
> None as of yet.
Skills and Abilities
Weapon Classes
Unarmed (Affinity: 0) (Amateur, 0 BP's)
Spiked/Chained (Affinity: 2) (Novice; 0 BP's)
Dynamo
The fury of a storm is within you, and by harnessing it, you grow more powerful.
Level 0 - Increased sense of smell and hearing.
Level 1 - Release an electric shock into anything that breaks your skin..
Level 2 - Able to shape and manipulate the flow of electricty. Your eyes glow.
Spells
Storm (Affinity: 2)
Level 1
Mists - Fill the area 10 feet around you with thick fog.
Level 2
Thunderclap - Create a loud deafening boom.
Weapons
A 6 foot long leather whip, with coils of iron embedded in the hide, coiling from the handle to the tip.
Worn around the waist.
Armor
None.
Magical Items
None.
Non-magical Items
Harek's Signet
A ring carrying Harek's symbol.
Worn on the right index finger.
Containers
None.
Currency
Gold -95
Name - Rone Hilm
Race - Elf
Age - 20
Height - 6'2"
Weight - 167 lbs
Appearance - Average sized Elf. Has all the standard features, but keeps his dark brown hair in a mohawk. His eyes are ice-blue, and he has been told sometimes that he has the thousand mile stare. He has brown facial hair, which he lets grow out other than the mustache, although it is neatly trimmed.
Apparel - He wears a pair of pants that he thought looked cool. They are regular pant, but are a little big for him in the legs, so they have a sort of baggy look. He feels it makes him look shorter, although it really doesn't. His shirt is dark green and fits his body tightly. The sleeves go down to his bicep. If not in a fight, he wears a white button up style shirt over it, unbuttoned. He wears a pair of black boots, and a pair of black fingerless gloves.
Background - He set out on his own because at the age of twenty, he realized that he had more features than your standard elf. Not believing his mother's story of his father being dead, he set out on a quest to find his father. He has a belief that he is actually only a half elf, and that his father is a human. Although, this could just be his imagination getting the best of him. He doesn't know exactly how he will find his father, but he figures at the very least it will help his understanding of the world he lives in.
Affiliations -
Allies -
Enemies -
Accomplishments
Once jumped off of the highest branch of a tree nearby his home. He used a vine tied to his leg to keep from hitting the ground. It became a trend, but only lasted a month.
Skills and Abilities
Weapons Class - Unarmed-0,
Staff-1
Spells
Art -
Level # - Spell Name
Weapons- A six foot staff.
Armor -
Magical Items
Non-magical Items
Containers
Currency - All starting characters begin with 200 gold
Where The Items Are Kept-
He keeps his staff slung on his back.
Most of my posts are from the wonderful Pro Wrestling Thread in the entertainment section. Check it out.
Welcome to Epic World. Good luck finding your father, Rone.
*Stamp!*
Name: Draz'zan
Sex: Male
Race: Elf
Age/Height/Weight: 80/6'/160 lbs.
Appearance: Extremely pale, ghostly skin that has perhaps gone too long without the sun. Keen eyes that are forever unforgiving, they glow a deep violet purple and are lined with black arcane tattoos along the outter edges. Long hair a shade of violent red, with bangs parted along his forehead while the rest is kept in an ornate ponytail tied at the very end, and hanging over his left shoulder. Both of his long elven ears are pierced with the same identical earring of jade, depicting the ancient symbol of a snake eating it's own tail. Lastly are his black painted finger nails and a silver ring on his left ring finger, that bears a burning flame.
Apparel: A black cloak with a large, almost shroud like hood drapes his shoulders. On his upper body is a high collared black coat with the silver embroidery of two crescent moons facing each other, underneath of this is a simple woolen longsleeved shirt. Simple cloth pants are held by a black leather belt and end with boots so lined with silver that you can hardly tell they're black.
Background: There is little known about elves, and even less so about the elves that have ventured out of the forests. For Draz'zan this couldn't be more true, and he sees his business as his own, unless you're looking for an early grave you'd be wise to leave it at that.
Skills / Attributes
Elven Traits - Increased sensory acuity, innate half-strength Awareness
Daggers - Draz is proficient in the use of daggers and the like. (AP - 2)
Linguist - Known languages; Elven, Common, and Garrish
Unlight Mastery
Unlight is the antithesis of light. It is in every shadow, it pervades night. It grants clarity without illumination. Unlight is where ever light is not, and is produced also by Dark spells. To master this cold power is to strengthen yourself.
Level 0 - Absorb the unlight from shadows and darkness for a magical Empower.
Spells
Dark (AP - 1)
Weapons
Mundane
> Long Knives - Two identical silver handled daggers, with long thin blades. Kept on either side of Draz's hips.
Non-Weapon Items
Mundane
> Trappings - Tools such as compasses and simple maps of the cities and surrounding areas, water skins and a short supply of food.
Currency
200 gold
*STAMP!*
Name - Keslar Torga-Leen
Race - Half Garr / Half Dryad
Age - Far old than the mid-20s he appears to be.
Height/Weight - 6'3" / 203 Lbs
Appearance - Rough skin of a distinctly greyish green cast. Mussed looking hair of garrish thickness and blackness, but with a dryadic smoothness and luster. Narrow features, finer than any pure-blood garr, but framed with the typical bone ridges. Eyes are set deep beneath his brow, with amber irises and a slightly bulging look. X shaped scars on his chest and side. Large hands.
Apparel - Most often goes barechested, with a pair of gold-colored articulated spaulders held in place with leather straps bout the upper arms. A pair of dark green leather pants tucked into steel banded brown boots. A single spiked iron gauntlet on his right hand.
Background - A strange and rare halfbreed Keslar found no true home in the world of either of his parents. His father, Kerghlarin, chief of his tribe of garr, his mother Chasara, ever connected to the forest, his heart is ever torn between the two and never at rest with only one. But his garr heritage of strength and resiliancy combined with this dryadic agility and inner peace have made him a natural warrior.
Skills & Abilities
Unarmed Combat - Novice Level
Ranged Combat - Amateur Level
Blood of the Garr - Skin as tough as boiled leather, a natural empower of 1.5.
Monolith - You are connected with the earth upon which you stand, and you feet off of its power.
Spells
Plant - Raised Affinity
Earth - Racial Affinity
Force - Racial Affinity
Weapons
Ironleaves - A pair of iron throwing axes, the blades etched to resemble leaves, the hilts wrapped in black leather.
Armor
A single spiked iron gauntlet on his right hand.
NonWeapon Items
Box of Matches
A few bottles of garrish whiskey
Currency
200 Gold
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
*STAMP!*
1 Affinity on Plant
1 To Raise Hand to Hand to Novice
1 Give Ameteur Ranged
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Name - Dodger
Race - Human
Age - 25
Height - 5'8"
Weight - 180
Appearance - Dodger's pentrating blue eyes come secondary to his unusual chin length blonde hair. It that has been lime washed white. He is all smiles, and enjoys the sound of his own laughter. His smirk gets him in more trouble than he is worth, even though he does not think it arrogant.
Apparel - A worn tan hooded cloak, light brown tunic with a long sleeved white undershirt. For protection he wears gloves made from a thick hide of an unknown animal. His trousers are loose fitting and colored dark grey. He wears a pair of leather boots, the cloak rests between the top of the boots and his knees. Across his waist is a simple leather belt with a small pouch on either side.
Background - For as long as he can remember Dodger has made it on his own. Boucing from tavern to tavern, town to town he has never had trouble making ends meet. He only finds work when his money runs low. His money comes from those around him, he is a theif. But he refers to himself as a professional racketeer.
Affiliations -
Allies -
Enemies -
Accomplishments
>
Skills and Abilities-
King of Thieves
Great deeds bring great reputation, and criminals are not exempt. Your infamy through theft brings great, terrible things.
Level 0 - You are a grifter, granting you a boost in charisma.
Requirement - 0 gold
Level 1 - Your activities give you experience in Lockpicking.
Requirement - 100 gold
Level 2 - Shopkeepers give you a 5% discount (in addition to other discounts).
Requirement - 300 gold
Level 3 - Your activities give you Increased dexterity; better pickpocketing abilities.
Requirement - 600 gold
Level 4 - Your activites give you the skill of Evasion (allows you to more easily evade capture, not be followed).
Requirement - 1000 gold
Level 5 - 25% reduction in bounty payments (in addition to other discounts). Double charisma. Your activities allow you to better spot traps and disable them.
Requirement - 1500 gold
Level 6 - Shopkeepers give you an additional 10% discount (in addition to other discounts). You gain access to all non-spell Theives' items and trainings.
Requirement - 2100 gold
Level 7 - May create a Master of Disguise persona for yourself, in addition to any other disguises.
Requirement - 2800 gold
Level 8 - Your activites give you exceptional pickpocketing abilities, increasing the changes of you lifting larger objects from a person.
Requirement - 3600 gold
Level 9 - Your activites make you a perfect liar; spells cannot force you to tell the truth, and Truthstones cannot tell when you are lying. You can tell when you are being lied to.
Requirement - 4500 gold
Level 10 - May not take bounties. Quadruple charisma. Shopkeeps give you an additional 15% discount at shops (in addition to other discounts). You can take on an apprentice theif, who starts with 100 gold, and one of your King of Theives skills. Does not recieve loot in quest.
Requirement - 5500 gold
Twenty gold - Using Lucky Number Dice
Weapons Class - (Affinity Points: +1 Natural, +1 Unarmed)
Unarmed
Lvl. 0 - Amateur - competent with the basic style.
Lvl. 1 - Novice - competent in the basic styles.
Spells: (Affinity Points: Natural Mind Affinity)
Plant
Level 1 - Growth - Accelerate the growth of a living plant by a few months.
Level 2 - Trellis - Summon a network of intertwined vines and branches up a vertical surface, creating a makeshift ladder for the caster to use.
Mind
Level 1 - Numb - Deadens a target's sense of touch.
Weapons
Armor
Magical Items
Lucky Number Dice- Two identical dice. Before rolling them if Dodger says a number they will come up that number. (Before he rolls two dice if he says "I need an 11" or something similar, the dice will come up 11.)
Non-magical Items
Containers- Two pouches, one for gold and the other for small personal items.
Currency - 66 gold
Where The Items Are Kept
> Dice are on his right side pouch, his coin purse is on his opposite side.
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
*STAMP!*
The Betrayer
(Guard Bounty - Epic City)
And you can't cast the spells without actually buying them first.
My helpdesk should you need me.
Only if you have bought that spell first. You buy spells at the Spellshops, which allows you to cast them. But, in order to buy, say, a level 7 spell, you'd need to know the level 6 spell, and to know the level 6 you need the level 5, etc.
Name: Gamble Highgrove
Sex: Male
Race: Human
Age: 29
Height: 6'0"
Weight: 175
Appearance: Thick, inky black hair, usually slicked back with something so strong it might very well be shavir slobber, though a few strands always manage to escape the hold to fall before Gamble's eyes. Electric blue eyes, sometimes a bit haggard due to lack of sleep and Poor Choices but always alert. A face that staddles the line between handsome and pretty, though this is usually tilted to one side by a day's growth of beard, with a smallish nose, arched brow and a single dimple that manages to look on the youngish side and weathered all at once. A frame that would have probably been slender if not for a rough and tumble life, now more along the lines of a leanly muscled stick. A small runic tattoo behind either ear. An oddly epic scent of cologne mixed with yesterday's mistakes.
Apparel: A simple hat of some dark material with a flat, wide brim. A black velvet nobleman's frockcoat, its droopy epaulets and round buttons in gold with a elegantly tooled upturned cuffs. A clean blue shirt, held together at the neck by a length of cord. A sturdy, plain belt of thick leather, holding on it Gamble's sheath and buckled with steel. Simple dark brown pants, suitable for anyone who plans on doing a lot of travelling or a lot of fighting, or perhaps travelling around to fight a lot. Calf-high boots of what appear to be actual dragon scale, glinting lightly without any need for polish. A silver ring set with an eagle-embossed eagle. A simple chain around his neck, tucked under his shirt along with the blue poker chip that is looped through it.
Background: Gamble Highgrove has been bumming around Epic City for nearly six months now, sustaining himself on simple muscle or grunt work and then drinking whatever money he managed to make. His manner and accent speak of an Elexian past, but beyond that Gamble's background is unknown.
Skills Attributes
Me-lee Plus You-lee Equals We-lee
Whatever transpired in Gamble Highgrove's past, it obviously involved a lot of fighting for the man already seems rather familiar with clashing steel. Gamble is unlikely to panic while engaged in combat. In addition, he has the following weapon class proficiencies.
- Unarmed: Amatuer (0 BPs)
- Swords: Proficient (90 BPs
Fickle Fortune
Gamble Highgrove does not exactly live a charmed life, but the important thig to remember is that despite that, he has continued to go on living his decidedly uncharmed life against all odds. To represent his odd luck, Gamble Highgrove has a good luck effect. However, he is unable to use spells of any level. Curse the luck of it all.
Duelist's Legacy (Lvl: 1; BPs: 0)
- Battle Intimiation
- +.5 Empower
- Willbond
Weapons
Mundane
>Longsword - A simple weapon with a plain, unamarked blade and unremarkable leather-wrapped grip, carried within a nondescript black sheath.
1. Steel
Non-Weapon Items
Magical
>Curious Orb - A mysterious crystal orb, filled with a sea of blue. Gamble likes to shake it and ask it questions, then nod knowledgably at the answers it apparantly gives.
1. Doesn't really seem to actually do anything.
Mundane
>Cup Runneth Over - A beautiful steel flask, its stopper shaped into the head of a dragon with tiny sapphires for eyes. Gamble has considered pawning the flask for some quick gold more than once, but never does. Good flasks are hard to find.
1. Usually filled with either whiskey or blackberry teasine, though hopefully not one after the other without washing inbetween or both at once.
>Good Fortune Capsules - Small blue pill-shaped things with white happy faces marked on them
1. Are simple powder-candies wrapped in dissolving shells.
>Playing Cards - Nearly a dozen decks of playing cards that seem to have come from all over the East, some simple rough-cut placcard with rough symbols blotted on while others are beautifully rendered masterpieces covered in illuminated text and gorgeous artwork.
Currency
200 gold