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Legacy of Caledis sign-up


SimVig

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I’m going to start a new RPG in a world created by me. This is the sign-up thread. Warning: this will be a long one (both this thread and the RPG) :)

 

Quick setting description: It’s a fantasy world inhabited by your standard fantasy races. This is NOT Morrowind nor DnD. The rules I use are called “The Guide to Adventure” by Michael ball, available freely on the net here. You don’t need to know the rules to play. All you have to do is post your character’s actions. If you do intend to learn the rules (which I don’t recommend) then be warned, that I have modified them somewhat, changing things I didn’t like about them.

 

The game takes place on an island. There are two kingdoms on it - Alnor and Sorlak, which are currently in the state of war. The game starts in the capital of Alnor.

 

Rules:

• Basically whatever it says in the pinned thread goes. Most important – don’t control other characters.

• I’m in charge, so what I say is always right :)

• Don’t get all dead serious about it.

 

Creating your character: there are 2 ways we can do this, and the choice is yours.

 

Method 1: You fill out the form below posting it in this thread. This will give me a general idea of what character you would like to play. This will allow me some liberties when creating your character. The more specific you are, the less liberties I receive. :)

 

Method 2: If don’t want to give me any liberties, we can do it in real-time chat, or by PM (though it will take longer that way). Both my ICQ number and MSN identity are given in my user profile. This way you’ll be able to select specific skills and how many points to allocate there.

 

NOTE: If you use method 1, and want to be a magic-user (not a priest), state also your area of specialization (or all-round). These are NOT DnD-like specializations, think of your own, but DnD will do if you can’t think of a name.

 

If you so desire, you can get a map of the world from me. PM me for details. The text in the first post describing the geography of the land is in that case not necessary to read. However, I advise that you quickly go over it, especially the politics sections.

 

NOTE: All characters may receive some handicap, phobia or other undesirable effects. This is decided by the rules, and not by the player, sorry.

 

New players can join in after the game has started.

 

Character Creation: Fill out the following form and post it here. You don’t have to fill all the gaps if you can’t think of anything at the moment. The more specific you are, the more the final character will suit your idea.

 

Race and Gender - the following races are available: human, elf, half-elf, dwarf, gnome, reptiliad. Be advised, that most of the world is populated by humans. Elves are mostly fairy-tale folk, and most people have never heard of gnomes – they might be mistaken for dwarves. Half-Elves are even more rare, but most people will not realize they are only half elven blood. Only the wisest know of reptiliads.

If you are a human, state from which country. As the game starts in Alnor, be warned, that Sorlak citizens might not be tolerated.

 

Physical Description

 

Age – if it’s out of place, I will adjust it.

 

Personality and opinions about religion, politics, etc.

 

History – your history will determine some of the skills you have at the beginning, so write, what your character did in the past. Also, do you want me to roll on a special past for your character?

 

Rank your attributes in order of importance – the following are available:

Agility – ability to move quick and nimble, and keep your balance

Coordination – hand-eye coordination and depth perception

Dexterity – skill in using the hands

Education – intelligence in other systems; represents scholarly training

Endurance – just what it says

Health – resistance to disease and poison

Intuition – the character’s sixth sense

Learning Ability – the speed at which the character acquires new knowledge

Magic Affinity – connection with the magical stream

Observation – ability to notice small things (with eyes)

Perception – other 4 senses

Strength – muscular power

Willpower – the ability to persevere; mind over body

 

If you wish to be a magic-user (not a priest), state your specialization. A note here - all elemental spells fall under one specialization. To give you an idea: seer, illusionist, healer, necromancer. There are others.

If you wish to be a magic-user (not a priest), where do you get your power from? - choose 1: a secret you or someone else keeps, a place, an object you carry, a familiar.

 

Area of activity of the character’s god (if any).

 

The character’s skills, including fighting skills, and more specific spells, including those that you would in other systems plan to acquire later. The system is such that most spells have to be chosen at the beginning. There are many different spells, and most probably include those you can think of.

 

There are no classes in the game, but state one if you want.

 

End character creation

 

The next post will contain description of the races.

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Races:

 

Human – the vast majority of the population of both kingdoms are humans. Because of free traveling within the countries, the humans are all basically the same. Humans receive a bit more attribute points to go around.

 

Dwarf – dwarves live in mountain halls, and successfully trade with humans. The live by their own laws and rules. Many dwarves like to visit the cities of the kingdoms, and they are not uncommon in larger towns. Most humans know about dwarves and have great respect for them. There are always racists though. The dwarven king has absolute power in the halls. Dwarves almost always wear beards. Because they live underground, dwarves can see in the dark better than the other races. Also, all dwarves are taught how to smith and mine. Because of the forge fires they have developed a minor resistance to flame. They are renowned for their hardiness and endurance.

 

Elf – Elves are taller and slimmer than humans. They are mostly the characters in fairy-tales, and only very few humans have ever seen one. Most know of such creatures, but don’t believe they really exist. Elves live secluded in the forest, tending it and living their own life. Elves make great mages, and not bad fighters. The also have great endurance. They can also see better than humans in night-time. Most elves live in the Great Woods in Sorlak.

 

Half-elf – The child of a human and elven marriage. They are very rare, and most people don’t know of them. They will most probably be mistaken for humans or elves. Only the wisest might see them for what they are. Half-elves may get the traits of elves, or humans, or be somewhere in the middle.

 

Gnome – Gnomes are forest creatures and they are bound to it. Each gnome has a tree that is as old as he is, and the gnome must return to that tree once a year. Most humans know nothing about gnomes, and they might be mistaken for dwarves. Unlike dwarves though, gnomes have great affinity with magic. He is most at home in a forest. Humans don’t know it, but most gnomes live in the Forest of Mist in Alnor.

 

Reptiliad – Reptiliads are very strong and make excellent fighters. They mostly live in swamps, and because of their love for music, they are friends with elves. Twice a year they meet with the elves on the celebration of spring and fall Equinox and they make great music together. Reptiliads like to watch dancing, but don’t dance themselves. Reptiliads are great builders and their swamp cities stand tall and fair. Alnorians know nothing of Reptiliads, and very few Sorlakians do. Reptiliads are cold blooded, thus affected by extreme temperatures, and they have infravision – they can see temperature differences.

 

If you want more info on the races, you can see the rulebook at the address given in the previous post, or you can PM me.

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Sorry I couldn't get together with you yesterday SimVig - my daughter had school canceled due to the ice storm and kept me quite busy all day.

 

Name: Doroth Kevansson

 

Race and Gender - Dwarven Male

Physical Description - 4' 7" tall, about the same around the shoulders. Blondish/brownish hair with a beard with braided moustache. If you could see his entire face, he is somewhat moon-faced, and the large hawkish nose seems utterly out of place on the face.

 

Age – assuming 250 year lifespan - about 50 (equivalent of 16 year old human)

 

Personality and opinions about religion, politics, etc. - Doroth loves a good joke almost as much as a good fight, and he loves good fights. Not any fight, mind you, as a fight has to have a good reason. Oh, there are the bar fights, but those really don't count - no one is really trying to hurt each other in those. Good fights are those where there is a noble principle involved, or a fight against natural or political enemies where survival is involved. Doroth tends to not worry so much about politics, unless people are being hurt because of them. To free someone from a corrupt system that they neither support nor wish to be in, that usually leads to a good fight.

 

Good fights don't have to be fought with forged weapons, either. Many times, the best fights are fought with wits, and the slaying of an offender's ego is as satisfying to Doroth as taking his head. In combat, Doroth believes that the battles are won before they are fought, and almost never rushes into battle unless he is able to analyze the situation and gain the best chance at a positive solution as is possible.

 

As far as religion goes, he worships the Earth, for it is from it that all life springs. All things natural are deific to him, and he does not understand how the sentient beings of the world have taken religion to mean that there is a god or goddess for things that only sentient beings worry about. He laughs when he thinks of a god of stealth. The earth, the sun, the moon, those are the things to be worshipped.

 

History – Doroth grew up as most normal Dwarves do, except that his mother wasn’t like most dwarven women. She was able to focus the energies of the earth and use them. This fascinated Doroth, though he dared not tell his father, as it was very un-dwarflike. Besides, his father was a soldier, how would he take to a son who would rather use what others called magic than hit things over the head til they went splat? Doroth dutifully went through all of the training, and did well, to follow in his father’s footsteps. At the same time, though, he watched, and talked to his mother. She was something special, he found out. She taught him of philosophy, and of history, and, most of all, what everyone else considered ‘magic’. He continued following this double life until one day, when he had come of the age to go to war with the elders, he questioned the orders of his father to attack a village. It wasn’t so much that he questioned the orders, as he questioned the strategy that was used, as it left too many kinsfolk too open for counter-attack. His father did not take it as such, however, and left him behind in the war-tent, to teach him a lesson. The attack went off as planned, and was successful, though it was a pyrrhic victory. Doroth’s uncle, his fathers brother, was slain along with fifteen others out of the complement of forty. Doroth’s father blamed Doroth for the losses, as he reasoned that Doroth’s presence was necessary for the plan to work as it was supposed to. After that, Doroth spent more time with his mother, and less time with the other men. He tried on several times to reconcile with his father, even pointing out that it was not the attack that he was against – he had just seen a weakness in the defenses that would have made the attack much less risky. Finally, when he could bear it no more – when he could no longer take the weight of his father’s pain and disappointment in him, he left, to try to prove to his father that he was a warrior, and to earn his respect by earning the respect of others in the world. He bid his mother a tearful farewell, shook his father’s hand, and promised that he would return when he knew that he was at a point where he had nothing else to prove to his father.

 

Also, do you want me to roll on a special past for your character? – Why not, go for it if it does not interfere with the normal history above.

 

Rank your attributes in order of importance – the following are available:

13 Agility – ability to move quick and nimble, and keep your balance

4 Coordination – hand-eye coordination and depth perception

10 Dexterity – skill in using the hands

9 Education – intelligence in other systems; represents scholarly training

2 Endurance – just what it says

11 Health – resistance to disease and poison

8 Intuition – the character’s sixth sense

5 Learning Ability – the speed at which the character acquires new knowledge

7 Magic Affinity – connection with the magical stream

6 Observation – ability to notice small things (with eyes)

12 Perception – other 4 senses

1 Strength – muscular power

3 Willpower – the ability to persevere; mind over body

 

If you wish to be a magic-user (not a priest), state your specialization. elemental type – (earth, air, fire, water, spirit)

If you wish to be a magic-user (not a priest), where do you get your power from? – if I get this right – a place. Thinking that he draws energy from the earth, air, etc. which he almost considers a deity. If this makes him a priest of sorts in this system, let me know. If I have it wrong, an item I carry (like a spellbook) choose 1: a secret you or someone else keeps, a place, an object you carry, a familiar.

 

Area of activity of the character’s god (if any). The earth – explained above

 

The character’s skills, including fighting skills, and more specific spells, including those that you would in other systems plan to acquire later. The system is such that most spells have to be chosen at the beginning. There are many different spells, and most probably include those you can think of.

Skills – list

• Weapon – Axe

• Weapon Warhammer

• Armor – Medium (Chain based armors)

• Tactics

• Running

• Mining

• Evaluation of Stone

• Evaluation of Metal

• Philosophy

• Spellcasting

• Survival – mountains

• Spelunking

• Foraging

• Shield use

• Fauna Lore

• Flora Lore

• Herb Lore

• Artifact Lore

 

Spells – (Not sure about how you list most at the beginning – this is a basic list)

• Elemental Bolt

• Elemental Ball

• Determine Element

• Analyze Spirit

• Heal plant

• Heal animal

• Heal sentient

• Shape Element

• Create Element

And others, I will be happy to talk to you via PM to explain these ideas better.

 

There are no classes in the game, but state one if you want. In other systems, Doroth might be considered a Warrior Mage

 

I downloaded the rules - do you want me to do more of the roll-up? I'm going through them now.

 

Let me know if this is enough, or you want more.

 

Thanks

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Name: Nikita

Race: Human

Gender: Female

Age: 24

 

 

Physical Description:

Height: 176cm Weight: 62Kg

http://www.storage.asylum-anime.com/cels/inu-yasha/inu-yasha126.jpg

Remove make up (especially the eyeliner), change hair to black, make eyes grayish blue, change all pink parts of the armor to navy blue.

 

 

Biography:

She is the daughter of a Sorlak mercenary, and an Alnor spy. Two wars ago, her father, Philip, was the leader of a mercenary company fighting for Sorlak. Her mother, Valara, was an Alnorian agent sent to spy on them. Valara eventually fell in love with Philip. After confessing her feelings for him, and learning they were reciprocated, she became a double agent, feeding erroneous information to the Alnorian army. When they ordered her to kill Philip she "disapeared". Upon the war's end, the Sorlak military, in return for her services, told the Alnorians that she had been found out as a spy, and executed. Now free to live a new life, Valara married Philip. Eventually they had a daughter, whom they named Nikita. When growing up, Nikita was taught to fight by her father, and taught to use stealth and secrecy by her mother.

 

At the age of 16 Nikita was running an errand in a bar, when a drunk barbarian with a big axe thought the guy sitting next to him had looked at him the wrong way. The poor man was about to be chopped in two, when Nikita snuck-up behind the barbarian, and placed he dagger firmly against his throat. Then she "escorted" the, now trembling, barbarian out of the bar before letting him go. This got the attention of a senior member of a certain "shady organization", especially the sneaking-up part. They later contacted her and offered her some work in the organization. After getting her parents' aproval, Nikita signed an 8 year contract with the organization, 2 years of training and 6 of actual work.

 

Nikita's last job took her to Alnor, though not for the first time, she had to kill some minor nobleman. This nobleman had been levying taxes on the people in his land in order to pay for his lavish lifestyle. The people where basically pissed off, so they contacted the organization Nikita was working for, and she was assigned to do the job. Since the contract was nearing an end, Nikita was told that after the complition of this job, she was no longer under obligation to do jobs for the organization, though she might still be contacted if they needed her. Nikita infiltrated the nobleman's keep at night, and slit his throat while he was sleeping. After collecting her payment, Nikita decided to try something new, so she is now an adventurer, looking for any jobs that are available. Because of the war, as far as anyone is concerned she is an Alnorian who has visited Sorlak several times.

 

 

Personality:

Because her father was a mercenary, and her mother a spy (one that betrayed her country, no less), Nikita's moral values are below most of the population. First, with the exception of children, Nikita has no qualms about killing people. Second, she takes a weird kind of pleasure from stalking up to people and reading up for the kill, though the killing itself is not something she derives pleasure from. Third, Nikita is not exactly the type of person you would trust to stay by your side. She thinks of people as being on different levels: 1)herself; 2)family; 3)friends and contracts; 4)her country and countrymen; 5)partners in a job; 6)aquaintances; 7)everybody else. These levels represent the amount of loyalty she feels she owes people, the higher your level, the more likely you are to be betrayed. Nikita won't betray herself under any cirmcumstances, but people she has just met are worth virtually nothing to her. Of course in the absence of a level (her family is in Sorlak, so are her friends and countrymen), then the people below it are worth more.

 

Her years of working as an assassin, as well as her childhood training by her parents, have instilled in Nikita certain characteristics. First off, her reaction to any kind of surprise is very muted. Aside from some reflexes, like pulling out a weapon or moving away, Nikita's training is that the typical reactions to surprise: screaming, gasping, an uncontolled jump, inability to act or move due to disbelief, etc. can get yourself killed, and becouse of this they must be suppressed. Second, Nikita is not one who cares much for manners, she can fake them in order to infiltrate somewhere, but in everyday use they are rather limited.

 

Nikita is a drinker, this does not mean she is an alcoholic, it just means that she will drink if alcohol is available, and it would not cause harm. Also, when Nikita was a child she was riding a horse, when it suddenly go startled by a snake, and started running blindly, straight for a cliff. Luckily, the horse stoped just in time, but because of this Nikita now has bathophobia, fear of chasms. Note that this is a fear of large vertical drops, not heights.

 

 

Views on politics, religion, etc:

Nikita is not really a religious person, she has never seen how asking the gods for help can be anything but a waste of time. She relies on her own wits and strength to survive. Nikita does belive in some higher power, but in a very abstract way, she does not pray to it, nor does she ask for its help, as far as she is concerned it is just there.

 

Politics is something Nikita could hardly care less about. The only thing that is important to her is the lack of stability, because no stability means a lot of jobs for people like her.

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Sinela Filmor

 

Race and Gender - Human Female from Alnor

 

Physical Description - Sinela is of short stature, being about 4'11, and reasonably proportioned. She has shoulder length, mouse coloured hair, which has a naturally tight curl to it, and is usually tied back. Her eyes are hazel. Her clothes are well worn but well made, giving her a travelled look.

 

Age – 23

 

Personality and opinions about religion, politics, etc. - Sinela is an easy going person, usually accepting of those she meets. There tends to be a merry twinkle in her eye, and you get the feeling that she finds something amusing about you. She is a very practical person, and has little time or patience for flights of fancy, preferring to deal with reality. She is a helpful person, and uses the skills she has to help those who need it, usually requesting something in return, but never more than they can afford. She is a strong believer in religion. Not any religion in particular, but more the fact that it should be there, and pays a token respect to whoever the main god/gods/goddesses are. The same could be said I guess of politics. She feels that everyone should get a fair deal, but as long as life goes on she isn't too bothered about who is running the show.

 

History – Sinela was born in a small village of about 15 huts, and 50 miles from the nearest town. She had 3 brothers and 1 sister, and she was 3rd born. Her childhood was pretty normal, and she did the things all children did. While the village was a long way from anywhere it was on a fairly well used route, so a lot of people passed through. When she was about 7, she was apprenticed to the village herbalist. From her she learnt everything she could of plants and healing, along with many practical skills a good wife should know. By the time she was 11, she was one of the best weaver in the village. This actually wasn't a hard thing to achieve at this oint, as 2 years previously, the route to the nearest town had become blocked, so no one was travelling through anymore. Consequently the villager were slowly moving out, as there was nothing to keep them here anymore. By the time Sinela was 16, there was only the herbalist, a farmer who was going senile, and a stonemason left. The herbalist had refused to leave while there were still people here, so Sinela had stayed to learn all she could, but now she decided that enough was enough, and headed off after the rest of the villagers. She took with her, all the supplies hshe had collected over the last 6 months, a small cart pulled by a donkey, and the stonemason, who was 22. He felt that he couldn't let her travel all that way on her own. When she reached civilization, they went there seperate ways. For a little while she set up shop in the town but then travelled from town to town, selling her herbs and healing as she went, usually joining up with caravans. She has a vague dream of finding out where her family went, but as she hasn't seen them since she was 13, she doesn't hold out much hope.

Also, do you want me to roll on a special past for your character? yes, go ahead

 

Rank your attributes in order of importance – the following are available:

12 Agility – ability to move quick and nimble, and keep your balance

8 Coordination – hand-eye coordination and depth perception

1 Dexterity – skill in using the hands

11 Education – intelligence in other systems; represents scholarly training

10 Endurance – just what it says

7 Health – resistance to disease and poison

3 Intuition – the character’s sixth sense

2 Learning Ability – the speed at which the character acquires new knowledge

9 Magic Affinity – connection with the magical stream

4 Observation – ability to notice small things (with eyes)

5 Perception – other 4 senses

13 Strength – muscular power

6 Willpower – the ability to persevere; mind over body

 

If you wish to be a magic-user (not a priest), state your specialization. A note here - all elemental spells fall under one specialization. To give you an idea: seer, illusionist, healer, necromancer. There are others. Maybe a small amount of healer, nothing big though

If you wish to be a magic-user (not a priest), where do you get your power from? - choose 1: a secret you or someone else keeps, a place, an object you carry, a familiar. Just inner strength, isn't even aware of it as magic

 

Area of activity of the character’s god (if any). - Follows the regional gods, with special attention to the god of healing

 

The character’s skills, including fighting skills, and more specific spells, including those that you would in other systems plan to acquire later. The system is such that most spells have to be chosen at the beginning. There are many different spells, and most probably include those you can think of. - First and foremost she is a healer, specialising mainly in herbs, but has picked up a few other tricks over the years. She has little fighting ability, not having the ability or interest in learning. She is very good with her hands, and if she puts her mind to it could probably learn anything practical given time, although metalwork might be a little hard for her as she hasn't the strength for it. Over the last 7 years she has become very good at haggling, and is able to give a good guess at the value of things, she has also learnt how to get people to open up to her, as those she meets tend to find her open ad trustworthy.

She doesn't have any spells per se, but sometimes there is something slightly magical about her healing.

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Sim Vig, Per our conversation, here's my character for the RPG:

 

Celiorion - half elven male. His father is elven and his mother human. He prefers to be called "Cel".

 

Physical Characteristics: He is a tall, thin youth (he looks to be about 20) with moon pale skin, jet black hair and multi colored eyes ( one green, one hazel). His clothes and gear are well kept but have seen hard use and are a bit threadbare.

 

Temperment/History: Cel is a child of two worlds and has experienced the goodness of both. He was raised in believing that all life is a blessing and a wonder - something to be cherished. He also understands the brevity of life - and the necessity of death. He is a very generous person; almost to the point where he'll beggar himself to help others. (This is why he so poor at the beginning of the story. He gave all of his money to a poor farming family who was burned out of their home. He also stayed a few days helping them to rebuild their home.)

 

He also grew up a loner (he knew from a young age that he wasn't like other children) and is not afraid of solitude. He often travelled alone in the woods and valleys of his home. It was here that he learned his woodcraft and lore. (More to be filled out later as it is developed)

 

Stats:

 

4 Agility

6 Coordination

7 Dexterity

12 Education

8 Endurance

2 Health

1 Intuition

9 Learning Ability

13 Magic Affinity

3 Observation

5 Perception

10 Strength

11 Willpower

 

Religion - Cel follows the God of life and growing things

 

Skills: Cel's skills lie primarily in woodcraft and woodlore. He is adept in tracking, foraging and scouting. He rarely gets lost. Cel can protect himself with bow and dagger- or his fists if need be. His father has also taught him some of the finer martial skills - deflection of weapons and disarming of foes. His mother, before she passed into the Summerlands, taught him the invaluable skills of cooking, and how to tell the worth of goods.

 

That's all for now. I'm sure I'll refine it as we go along.

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  • 2 weeks later...

Name: Demtrius Seles

Race: Dwarf Male

Age: 75

Physical Desc: about 5 ft, red hair long beard mustache. Muscular.

 

Biography: Demetrius was raised to be a Dwarf Warrior. He loves a good fight and a good amount of ale always sturs his thirst for a fight. His father instilled in him that the only thing better than a good fight was forgeing a good weapon. Has been known as a mercenary of sorts since leaving the Dwarven Kingdom. During his life he took the battle field for the Alnor kingdom and felt they had great leadership. After refusing to fight for the Sorlaks he was challanged to fight, in which he left, because he himself doesn't feel it nesasary to kill his fellow Dwarves. Upon refusing the fight he was exiled and has become a mercenary doing duties for the people of Alnor and helping in any way he can.

 

Politics: He feels that one good leader is better than a group of leaders. Therefore he refuses to fight for or step foot upon Solak in times of war or peace. Unless it be on the battlefield were he can kill a few of the Solak soldiers. Upon the battle field he refuses to kill a fellow Dwarf. He will incapacitate them to the best of his ability but never will he strike the killing blow.

 

Religion: Demetrius feels he has been on the battle field to long to believe in religion. He feels the only true form of power is within the forge and upon the battlefield.

 

8. Agility – ability to move quick and nimble, and keep your balance

4. Coordination – hand-eye coordination and depth perception

7. Dexterity – skill in using the hands

9. Education – intelligence in other systems; represents scholarly training

6. Endurance – just what it says

2. Health – resistance to disease and poison

3. Intuition – the character’s sixth sense

10. Learning Ability – the speed at which the character acquires new knowledge

13. Magic Affinity – connection with the magical stream

5. Observation – ability to notice small things (with eyes)

11. Perception – other 4 senses

1. Strength – muscular power

12. Willpower –

 

Magic: None

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  • 4 weeks later...

Name- Draeken Dzereth

Race and Gender - Raptiliad male

Physical Description- about 5'11'' to 6', not very strong in the bulk... but seeing his physique would cause you to underestimate his strength.

Age – 22

A quiet wandering merc for hire. Hardly noticed by others when he's on the job, but occansionally stops to enjoy Elvish music and dancing. Does not follow any religion, and believes in none.

 

History – Both an assasin and mercenary, always shadowed in a hooded cloak. When on job, many mistake him for a Human, and he wants it kept that way. He does not like contact with others, but feels most at home near Elves, for he hardly runs unto Reptiliads outside the swamp. He has taken up many jobs and his blade is stained with blood. His biggest accompilshment was taking out and assassinateing a high Noble.

 

Attributes 13=best 1=worst

Agility – 13

Coordination – 12

Dexterity – 8

Education – 2

Endurance – 10

Health – 5

Intuition – 6

Learning Ability – 4

Magic Affinity – 1

Observation – 11

Perception – 3

Strength – 9

Willpower – 7

 

no magic except the cloaking magic from his robe, he can use it at will.

 

 

Long Blade skills, as well as short blade. He also uses his well if needed. His speechcraft can persuade many people for his tongue is as sharp as his blade.

 

Class- Assasin or mercenary.

 

 

did i sign up too late?

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