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Everyday RPG II


Fishystick

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Alrighty, so it's back, but with major changes. It's no longer Morrowind-setting. New world, new races, yadda yadda, you know the drill. I won't be accepting a huge amount of people either, but a few will be needed to make it interesting. I'm not planning to actually play along, but unless i get enough applicants, I'll go to. Sometimes, some races or classes will get an opportunity to act the hero and save the day. Basically, if it succeds, it'll be one post of powerposing, slaying 40 orcs or tearing down a wall, saving a friend from certain death or such. Pets are also allowed, a thief might have a raven that knows how to steal stuff for him, a druid might have a bear or whatever. Horses don't count as pets, so you can have a horse and a pet.

 

 

Setting

 

The rp is set in the countries of Ventiloth and Talathras of the humans, Nílath and Manthras of the elves, Drûnin of the dwarves, Lesser Drûnin of the gnomes, Latora of the catfolk, Hroll of the orcs and Munála of the centaurs. They are surrounded by the Nowhere sea and the island they rest on is called Feledinne. The story will start in a forrest in Ventiloth, it won’t have a main character, so everyone will play an important part. I will decide when you enter the rp and I’ll post your basic entrance(like falling from a tree or whatever), but you will be allowed to develop it further. Your character may have his/her own point of view on the main plot, but eventually everyone will have to fight for the same goal. If you want to join, please do read the attached file with common knowledge. The whole plot thing will be explained in-game.

 

 

Rules

So, the rules are simple.

Don’t powerpose unless I tell you to.

Don’t control other people’s characters.

Keep your character within his or her limits. Don’t be a mage and kill a dragon with a slap to the face.

Don’t flame.

If something ain’t ok, it ain’t ok.

 

 

Joining

So if you want to join, send me a pm with the following: Name, age, gender, race, class, equipment, skills, appearance, personality and background. If it’s good I’ll accept it and you can post it here.

 

 

Races and classes

 

*Note: Classes are dependant upon race, so don't expect a dwarf mage or an elf heavy infantry.* Magic is only available to races who are.. well magical. A human can't play mage, an elf can. I'll include lists of various magical effects and posibilities to play mage with every race that has them. I would also like to say that "weak" classes such as bards will get their lack of battle skills repaid in some way, just because you're a smith doesn't mean you'll never help people. Races are divided into good and evil, both are playable.

 

Human-Humans are good for any task, except magic as they own no magical talents. Humans vary greatly in appearance, some are huge and some are tiny, some have black hair, some have pure white hair. Humans live in cities and villages all across the world. Humans can be very brave sometimes and they can be very cowardly sometimes. Many humans are greedy and therefore easy to bribe. Humans can be both good and evil.

 

Forest elf-Forest elves are human-height, have light green skin, long pointy ears and often light green or brown hair. Forest elves are very good bards and rangers and only centaurs match their skill with bows. Some eves even go as far as becoming druids. Forest elves are fast, agile and honourable. Forest elves live in cities placed high above the trees, just under the leaves. Forest elves are extremely accurate with bows and they have marvelous tracking skills, this combined with their great hearing makes them expert hunters. Any forest elf will notice if anything has passed over a grass field anytime during the last two days. Forest elves also have great knowledge of what plants are safe to eat and what's not. Since forest elves aren't very used to combat, their bodies are not as resistant as others, therefore taking more damage in melee combat. The druid part of an elf lies in his extreme knowledge of the forest which allows him to control several different animals and know his way around judging by the trees and plants. Forrest elves are good.

 

Sea elf-Sea elves are a little longer than humans, have tanned skin and brown or white hair. Sea elves don't acctually live in the sea, they're only called that because they came from across the seas hundreds of years ago. They live in grand cities and villages all along their coastline as their country is nothing but a long strip of land by the sea. Sea elves make marvelous light and medium infantry and good horsemen. The typical sea elf is tall, strong and fast. Many sea elves are part of the army protecting their borders and therefore very skilled with swords and short spears. Sea elves have incredible sight, being able to tell a person's eyecolor from a hundred feet away. Sea elves suffer from a weakness to controlling magic and their minds are more open to mindreaders and such than others. Sea elves are evil.

 

Sacred elf-Blessed by an angel, these elves have marvelous magical talents, and many serve as priests of either the forrest or the sea. All sacred elves are born with basic knowledge of healing and divine magic, but with years of training they can become true masters of their trade. The healing elves make marvelous healers and the ones that think more of divine magic are well educated priests and basically anti-necromancers. The divine magic they posess can be used to stop anything necromantic. A sacred elf often supports his magic with the help of a staff or sword. Sacred elves have almost white skin and white eyes, almost being the height of humans, many elves dress discreet to avoid any unnecessary attention. Because of their intense use of magic, these elves lack any real strength and tire rather quickly. Sacred elves live in cities built of pure white stone, everywhere you look you find wonderfully constructed houses and buildings. Sacred elves are good.

 

Gnome-Cousins of the dwarves, this people is small and peaceful. The very few gnome adventurers that have left their homes are mostly bards and storytellers, although their natural speed and sneaking talent makes them good thieves to. Gnomes are small human-like people with big, hairy feet. Gnomes aren't really made for adventure as most of them would rather spend their days at home than out on adventure. Gnomes live in small villages, often situated near the coast. Gnomes are better craftsmen and traders than most others, but they aren't the strongest alive. Gnomes are fast and pay much attention, especially thieves, so they have good chances of discovering traps and such. Gnomes are good.

 

Catfolk-The catfolk look like a mix of a human and a cat with their long ears and fur-covered bodies. Catfolk make good assassins, thieves, rangers, bards and light infantry. Because of their natural speed and sneaking talents, a cat that does not want to be spotted doesn’t get spotted. Many catfolk assassins work without any real weapons, using their razor sharp claws is more than enough. Catfolk have very good eyesight, especially at night, and a marvelous sense of smell, but this is nothing compared to their climbing skills. The bad parts about catfolk are that they can change their minds about anything, because of anything. A catfolk hired to do a specific task may do it in a matter of hours, days, or he may never do it at all. Catfolk are also very suspicious about anyone unknown and it may take some time to earn their trust. Catfolk are also very curious and many thieves get to anxious when working, and this is the main reason of catfolk’s death. Catfolk are pretty different depending on what climate they live in. White cats live in cold terrain and have high resistance to cold elements, black cats live in the forrests and brown cats live in cities and on the plains. Catfolk can be both good and evil.

 

Dhravaal-The dhravaal are a strange kind. With blue or grey human bodies, these people look very strange indeed. Their trick to avoid detection is a very rare racial trait, they can transform their bodies and voices into whatever they want. This talent makes them great thieves and assassins as their prey will never know what hit them. The dhravaal are both sneaky and cunning, being able to cut the throat of many heavily guarded men. Not all is good with the dhravaal however, their bodies are very fragile and their minds very weak. Mindreaders and controllers have almost no problems at all controlling these persons and even a simple fistfight against a strong opponent may be deadly. Most dhravaal live in other race's cities, disguised as something else to avoid the hatred most other races feel against them. Dhravaal are evil.

 

Dwarf-The dwarves are great fighters, great, but short. The normal height of a dwarf lies somewhere around 4-5 feet and all dwarves have long beards, it's something they're very proud of and not one dwarf would ever dream of shaving it off. Dwarves are a proud people, and with right. A 20 dwarves could easily fight two or three times their numbers of humans and win, unless they're all drunk. Dwarves make incredible heavy infantry and miners, a dwarven smith is something that most people would only dream of hiring as these men are often very greedy, but very good. Dwarves live in huge cities crafted within the mountains itself, but a two or three cities have been reported outside their mines during the past few years. Dwarves are incredibly strong and enduring, but lack any real speed and magical talents as many dwarf fights are over before they even started. Dwarves can be both good and evil.

 

Centaur-The mystical horsepeople, half horse, half man. Centaurs are perhaps the strongest and proudest people alive. All centaurs are either rangers, warriors or mages. The ranger part is made up from mostly younger centaurs, being trained to use bows and crossbows with great accuracy and power. Not many people have survived a shot from a centaur's crossbow. The warriors are often a little older and more experienced than the rangers. Trained with bows and long wooden staffs or spears, these warriors make a scaring sight as they thunder across the battlefield, although not wearing any armor, these warriors often end their opponent before being forced to take any hits. The centaur magicians are well trained in their task, choosing either fire or natural magic. The fire part basically gives the magician the ability to start fires and put them out. The natural part is however a little less magical and a little more amazing, these magicians are called druids. It allows them to control animals and communicate with the nature itself. Centaurs speaking with trees and animals is not a rare sight. All centaurs are extremely fast, strong and enduring. Their amazing physical state is accompanied by their understanding off magic and their talent to tell the future by reading the stars. A centaur's only known weakness is that if they do get hit, it'll hurt alot. Centaurs don't actually live anywhere, they move around to new spots all the time. Centaurs are good.

 

Orc-Orcs are very different in appearance depending on where they’re from. Northern orcs are often tall and heavy with the faces of wild boars. Orcs that live in the north are rather uncivilized and often fight each other over food or whatever they want from each other. Northern orc soldiers make great heavy infantry with their clubs and heavy armor. Northern orcs lack any real intelligence and behavior as they are more likely to charge into battle without any tactics at all than to perform any special manouvers. Southern orcs are less fierce and more cunning than their northern cousins. These orcs are often smaller and lighter than the northern ones with almost human-like faces. Southern orcs make good light and medium infantry along with basic archers. Orcs are however skilled in using war machines such as catapults and battering rams, and an orc engineer is a good one. Southern orcs live together in cities and raiding bands all across their lands. Southern orcs use a little more tactics than their northern cousins as they are both smaller and faster but lack the huge strength of their cousins. Orcs are evil.

 

Vizskah-The vizskah are an evil breed of necromancers and mind controllers. At the age of 10, a male vizskah has to pick his trade, either a necromancer, which is basically a priest turned around, or a controller. The female vizskah does however not pick one side, they are instead trained in both areas, just not as much as the male. Necromancers have sworn to protect the underworld and they worship the undead demons and devils. Necromancers have powers to summon many creatures, among these you find skeletons, ghosts and lesser demons. Necromancers also have the powers to kill by swallowing people’s souls. This cannot be done unless the enemy is near dead though, as it is at the moment of death that the spirit leaves the body. The vizskah controllers have extraordinary powers of the mind. With the abilities to control people by mind control and to read people’s thoughts, these controllers make frightening enemies. A vizskah’s only weaknes is the fact that any holy magic will almost annihilate him. The vizskah often make their living by raiding cemeteries and catacombs in search of bodies and skeletons to train their summoning powers. The vizskah live just beneath the ground in long tunnel systems and underground cities that you find all over the world. Vizskah are evil.

 

Falconeer-With the upper of a human, the lower body and wings of a falcon, the falconeers make frightening enemies. Even though they have human bodies, falconeers are very clumsy on the ground, many do not even know how to walk, since the only thing they use their legs for is landing after a flight. In the air however, they posess incredible speed and control, making them hard to hit from the ground, even for an elf. Falconeers often bring blunt weapons or spears into battle, and it does hurt to get penetrated by a spear thrown from a hundred feet up in the air. Even when unarmed, falconeers kill py crushing their target with their powerful claws. Falconeers also posess great eyesight and hearing. Even if you face a blind Falconeer, it’ll hear your every movement and probably kill you. Falconeers build their nests high up in the mountains, hidden by the clouds. Flaconeers can be both good and evil.

 

 

Special conditions

 

Spiritualist-A spiritualist is half living, half ghost. Having been infected with a parasite made out of a dead person's soul, thereby earning his personality, his strengths and his weaknesses. A dwarf might have been infected with an elf's soul and earned his skill with a bow and his weakness to melee damage. A spiritualist does however look like what he was originaly, and he has earned the ability to shift between his normal form and a ghostly creature which cannot be touched by normal people, and cannot touch them. He can however fight other ghosts and spiritualists just as he normally would.

 

Werewolf-A werewolf has been infected with this state after being bitten by another werewolf. There are two different kinds of werewolves, there are the ones that turn into a horrible beast at full moon, attacking anyone nearby, and there are the ones that can turn into a werewolf on command and still remain within full control of their minds. A werewolf cannot be harmed with anything except silver, but when it does, it's seriously hurt and needs quick healing or else it may be to late. Werewolves are both very strong and very fast, being able to outrun a horse and cut a man in two with a single swipe from it's claws.

 

Classes

 

Now I won't go about explaining exactly every class in the whole world, but instead I will write som stuff on a few classes that might be a little unclear. Now if you want to make a class called scout instead of ranger and change it a bit, sure. Just don't think that you can make anything magical except the specific things I've written.

 

Bard-Bards are great storytellers and musicians, often using their talents to inspire great deeds in others. In battle they use a short sword and maybe even a small shield. Bards often use light armor and weapons, sometimes even bows. Bards have great personality and can talk almost anyone into doing anything.

 

Druid-Druids are simply natural magicians. Some druids use their powers to control animals to help their cause, some use it to learn about the forest by studying plants and animals. Druids often train birds and other animals as pets to make their living.

 

I'm sure i've forgotten something, but if you've got questions, just pm me and ask.

 

 

Other info

Wow I never thought I would come up with this much useless cr*p.. Anyways, money. Each country has it’s own currency, but the common one that goes everywhere is gold, silver and copper. 1 gold=15 silver 1 silver=100 copper. A farm could earn about 10 gold for a years crops and a soldier in the army could earn about 20. A beer at the local tavern costs about 2 copper. About 1 or 2 gold is ok to start with if you’re an adventurer, a trader or thief could start with more. Technology is medieval, about Morrowindish. I just thought of something important but it slipped my mind so if you find it, tell me. Any other questions, just ask.

 

Edit1-Haha I know what I forgot. Enchanted thingys. Enchants are fine if they're kept at a reasonable level. I don't want to knife that shoots laser beams and never misses anything or whatever. Now, enchants are rare so if you're getting them, one is enough.

 

-Closed due to lack of interest.. one applicant, I can't believe you guys..-

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