Go Back   OnRPG Free MMORPG Forums > Main Category > RolePlaying

Reply
 
LinkBack Thread Tools Display Modes
Old 04-20-2009, 05:33 AM   #1 (permalink)
Still learning the ropes
 
Join Date: Apr 2009
Posts: 28
Reputation: 10
Default WWIV Sticks and Stones...

(I'm done with everything but if you see a rank or spell I can add please tell me)


In the year 2067 The world unable to overcome their difference's started a nuclear war. The few survivor's that their were either all died or developed a immunity. But after a year of Armageddon those that did not die from radiation or the in initial blast were all becoming mutated. Because or the developed immunity everyone could drink water without fearing death.

Orc's
First the Dumber of the society turned Green, Dumber, Big, Violent, and amazing reproductive capability's. None of them seemed even remotely human anymore. The people started to call them Orc's it wasn't original but it was fitting. They would fight with anyone and everyone even themselves. The leader of them would always be called "Da Big one" or "Da Tough one". They quickly were either killed or thrown out newly created settlement's. None of them had any mercy and all of them were cruel. The orc's formed their own settlement's were they would brawl with one another.

Goblins
In a desperate effort to reverse the Orc's mutation human's created another cure. A Scientist tried to revert 2 captured orc's back to normal but instead he created a smaller smarter version of the orc still green and ruthless. He tried to terminate them but they had ability's One of them shot fire other shot lighting needless to say the scientist didn't survive. These to were male and female and had the same reproductive capability's. They bonded with the orc's and instead of using bear hands to fight anymore orc's use sharp stick's rocks. First time they were sawn by human's they quickly became known as Goblin's.

Human's
Next to change was the human race itself. They all began to develop mind power's (Magic). But only very few could use it it required immense concentration. Human's that did learn how to barley use this made a center in their community's to teach it so they one day may use it and harness it's powers and defeat the Green Skin's. Human's are the most curios of all races.


Elves
They were the last to mutate. They use to be human's who could control magic with minimal concentration. They eventually either became addicted to magic against magic or for magic. Each elf is extremely smart, quick, long lived, skinny. They quickly despised human's and left town to create their own space worthy and comfortable home's. Some did stay but very few. Elves curiosity for anything but magic is none existent.

The Immunity did do one last thing to the 4 race's it wiped their memory's so they were sent way back into the medieval time. Surprisingly orc's weren't affected but their to dumb and violent to make a advanced culture. 200 year's later their still all in medieval time religion, Feudalism and, King&Emperor's came back into play.

Kingdom of Neventho (Dwarfs&Gnomes)
While the Human kingdom of Meko were mining in Russia they uncovered a collapsed cave that lead to a door to a Vault. Inside the vault were the most human of all the race's. Everyone in their was short do to a disease that ran rampant through it. They Also lost everything about history do to the fact they needed to build a furnace when their air conditioning broke down and their was no part's to repair it. (They burned the book's and gradually any other advanced technology to survive) They still however were smart and with their new friendship with the kingdom of Meko they would get material's to later make Musket's and Very basic flying machine's (If played war hammer think dwarf technology) However because they were never mutated they never gained any ability's. The only other race without magical ability's as it was called were orcs. Once freed of their cage some of the Neventho went down to warmer climats and colonized.Their Capital is on Mount Yovack located in the heart of Russia. They are at war with Vanity, Hanguard, and Greenskins.


Elves in the 200 year's had a massive split between them creating 4 different factions Dark, Wood, High, Magie elves.

High believed in supressing emotion and all magic should be renounced. They generally are the one's who are most lawful. They live only in Italy and they live in tall beautiful cities. Their government is the royal court but the King has the final say. (They do not use magic and look down on anyone who does)

Magie elves are Magic addicted but not overcome by it like the dark elves. They live just about anywhere beautiful looking. They generally are either in Mage Guilds or are hermit's. They have a council of all Mage guild leader's and if a elf is truly a Magie they will follow the law's past down. (They use every type of magic other then Demonic or Necromancer)

Dark elves are the most unlawful and cruel elves their are. They are over addicted to magic and will kill something or someone innocent just to use it and see how it will affect it. They live in burnt wasteland's were they practice their dark magic. Dark elves have no system of government or command like any of their other brethren (They use every type or magic other then Holy)

Wood elves use magic but only in a druid manner. They believe all woodland life should be preserved and would fight to the death to defend it. They generally live in tree houses or cave's and are always peaceful until provoked. They to like Magie have a Woodland council that decides on who they declare hostile. They fight the kingdom of Vanity and Tribe's of Greenskins in a effort to stop their deforestation (They only use nature magic)

Magie elves are mainly found in North America or Europe.
Woodland elves are found in all forest area's.
Dark elves can be found anywhere.
High elves are mainly found in Europe.

Green skins after 200 year's had bloody battle's for control over the title "Da Big One" and finally one tribe under the Supreme warchief Grok was proclaimed "Da Big One". Green skin's are found in deforested area's mostly. They are enemies to all and they would gladly die in battle. But the major enemy of the Green skin's are Wood elves and Dwarfs&Gnomes or as they like to call them "Stuntys". Wherever green skin's go war follow's. The capital war tribe is Da java's. Greenskin's live poorly built wooden hut's almost never surrounded by any walls. Greenskins are never unified unless the supreme warcheif Grok calls the Waghh.

Human's over the 200 years have had many different kingdom's some at war some allies.

Kingdom Vanguard: The first of the kingdom's they follow at the current time a peaceful king. The armies and peasant's of Vanguard are almost always found in North America. Their Capital city is Vanguard located in Washington DC. They like to study magic and go to Magie Magic guilds to learn in return they give supplies to the Magie. They Are Enemies with Hanguard Kingdom in China. They believe in the Opion religion (For the light stuff) The people love Vanguard

Kingdom Hanguard: The most ruthless of the 4 human kingdom's. Their peasent's live in fear of soldier's and the Dark elves slave drivers. Some Dark Elves joined Hanguard because it allowed the comfortable homes ideal jobs (Bad things to the peasent's) Hanguard follows a Unforgiving king whos favorite pet is Dark elves he is the most magical of the 4 human kings. Hanguard people are found waging war on Vanguard to the East and are at war with Meko&Neventho kingdom's to the North. They also fight Greenskins and Magie constantly. Most people here are rebellious but are afraid any act's of crime are punished with the galley. Taxs are most demanding here so almost all that aren't nobles are extremely poor. Their capital is the forbidden city of Quen. *At war with Vanguard Meko Magie Neventho and Greenskins. They religion is to worship the God King of Hanguard.


Kingdom of Vanity: Are neither good nor bad they do not seek war but when they feel pressured they wont be afraid to attack. They have superb Military might. The people of Vanity mostly live in Europe but some have colonized South America. They some time's feel at odds with high elves but have never declared war on them. Their main enemy's is most of the Greenskin horde and small portions of Neventho kingdom and woodland elves. They live in cities either covered by brick or wooden walls. Their capital is in England and is called Dean. The people do not think of Vanity kingdom as good or bad. Their religion is same as Vanguard's.

Kingdom of Meko: Are mostly found in Europe or Asia all in Russian regions. They are most neutral out any kingdom unless provoked they will not help you in any war they will stay in there land's until attacked. They discovered the Dwarfs&Gnomes kingdom of Neventho and bonded with them but they still will not help the Dwarf's and Gnomes of Europe in their war with Vanity and Greenskins. Meko have small portion's of Magie to help the combat the Dark elves of Hanguard. Meko capital is located in Moscow and was rename Moscow surprisingly. The people of this region have a never ending hatred for Hanguard and will kill and enslave it's populace if given the chance. Meko has by far the biggest human population.

Side race's are Half elf's (Humans and elves Extrealy rare) Ogre (Orc's and Human more rare then god) Stone men (Dwarf's and Human's the child has magical ability's and is intelligent. Very rare)

The world is at war once again but will be shaped by the actions of the few. Who will come out on top?



Classes
Fighter - The ever-loved standard warrior. The fighter's focus is combat, and in that area it is the most versitile. Fighters do not have any features unique to themselves, but they are capable of using most equipment, and learn various combat-related skills that suit their particular tastes.

Knight - Do I really need to say? They are the more heavily armed fighter and are usually more skilled.

Slayer - These people are cross between barbarians and fighters they will wear heavy armor, But they are even more sucidel then Babarians losing the ability to dodge anything and are always unaware but always some of the biggest toughest people around. They are generally dumb and can also go into berserk rages making them Much stronger and tougher. While Slayers rage they lose complete control unlike barbarians and will kill anything and everything in sight. Slayers preferably use Huge weapons doesn't matter what it is. "see that turtle dodge it" *squish* "wha turtle?"

Barbarian - Barbarians are the terrifying warriors of the wild. Though they cannot not wear as heavy armour as fighters can, they can go into berserk rages, giving themselves difficulty dodging, but increasing their strength and toughness. While raging, they cannot concentrate for more than a few moments. They are also good at avoiding and taking damage. Rarely use shields, preferring to dual wield or use two handed weapons.

Rogue - Though rogues are rarely trustworthy, they are terrific companions in a quest. Their sneak attacks are deadly when the opponent is caught off guard, and they are skilled at dodging what others cannot, and even defending themselves as well against multiple enemies as a single enemy. They are the best at dealing with traps.

Monk - Martial artist and philosopher combined forms the monk. Without Armour or weapons, their fists can eventually deal more damage than swords, they can jump very high and dodge exceedingly well. As their wisdom and strength grow, they can speak to all living creatures, kill with masterful strikes, and remain strong even in old age.

Archer: Lightly armed men and women with little protecting them. They use the basic bow and arrow and are usually good at it. Their are expert hunters and are very good at reading the land scape. They are quick and agile, but if they get into hand to hand they are usually doomed to die.

Archer/Fighter
: These men and women have the same protection as a regular archers would and a much more limited list on what they can or cant use. They may not be good as a pure fighter of archer, but they are skilled fighter's and archers none the less. making them a valuable asset

Assassin: Archer's mixed with rogues. These men are normally very cunning very quick and very deadly if not seen. But once the lose the element of surprise they are normally infective. These men and women are almost always able to fit in making them hard to find if on the run.

Standard Fantasy Magic Classes
Mages draw their power from the arcane power that courses through the universe and ties the laws together. Magic systems vary from setting to setting, but these are generally in most settings to some extent to another.

Wiseman - These are the ones who use all sorts of 'good' magic. They do not specialize, making them versatile in more benign circumstances, or in battle. They gain their knowledge first by studying intensely under a master, and then wandering the world or pursuing one goal with extreme passion.

Diviner - These are more oracular, and have more peaceful uses. Diviners are often hired by leaders of groups or factions to give them a third eye's view of their competition with other groups, though. They are more information-givers for hire than anything else.

Enchanter - Enchanters subtly affect another person's mind to be more susceptible to the Enchanter. Enchanters are persuasive and charismatic. They use their magic to make a person more welcoming to direction, or more impressionable to intimidation. However, they dabble in all magic to help them. They are usually in positions of power, and most of the time either pretend to be a great wizard, or hide the fact. As well, they can put people to sleep, and other things like that.

Illusionist - Similar to the Enchanter, but instead of dealing with the mind, they trick it with illusions. A very popular form of magic among Wizards, but few specialize in it. However, a powerful Illusionist is a foe to reckoned with, since they can trick all five senses and mislead enemies into such confusion and misery that they will not notice the fireball heading their way, or the dagger slipping under their ribs.

Necromancer - Who doesn't know the Necromancer! Although not necessarily good, they are almost never good. They dabble in the "Death Arts," animating corpses, or corrupting flesh with magical necrosis. Powerful Necromancers can even rip the soul straight out of a person.

Demonologist - The Demonologist dabbles with Devils and Demons. He uses their black, fiery magic for himself, and as a familiar he generally has a demon of some sort. Powerful ones can call forth Devils to do their bidding.

Elementalist - Rarely stable, these Wizards focus on one element and master its uses in combat. Devastating in combat, but lack the passion for knowledge that the other Wizards have.

Witch / Warlock - These are not to be confused with Demonolists and Necromancers. Although they dabble in those arts, they are more akin to Wisemen, except that they use "Dark Magic" instead of the 'good' magic. Cursing and hexing things are their specialty.

Good Cleric - Rather than drawing their magic from nature after much studying like other Wizards, the Cleric draws his magic from his faith in a deity. This grants them similar powers, but they are more supportive and indirect. A good cleric specializes in healing spells.

Evil Cleric - Same as the Good Cleric, but they specialize in harming and summoning undead or demons patronized by their deity.

Cultist- These men and women all serve the dark gods Jenova, Veltin, Kano. They specialize in torturing spells and are able to turn perfect lovers into raging enemies. Death despair chaos these men and women THRIVE IN IT. They generally tend to be cold ruthless and unmerciful at best at....

Exotic Fantasy Classes
These are classes that combines both magic and fighting. However, there is a bit of trade-off since they are not as proficient in either.

Red Mages: These men and women are THE MOST versatile of any class.... they have no specialization and aren't particular good at anything but they are jack of all trades. They are almost always smart and fit and they arn't aligned to any particular faction.

Bard - They combine the grace of a dancer and the voice of a siren to lull enemies and inspire their allies with music. Their music is magically enhanced, and they can cast a few minor spells, and they are almost as deadly with a blade as a Rogue, but are not as good of sneakers. Everyone likes a Bard, since they are well-spoken and knowledgeable. Not all Bards sing for music, though, and it is common for them to use a lute, or a flute, or a harp.

Runeknight - Typically Dwarven, or Human, these fearsome warriors are covered with tattooes that contain magical energies that enhance them to make them stronger, or faster. A Runeknight typically guards a Witch or a Wiseman as a bodyguard and friend. Their weapons and armor are very enchanted as well.

Nightblade
- These insidious assassins combine illusionary magics with their blade. They are expert sneakers and their ability to lay ambushes are the stuff of legends. However, when their cover is blown and they lose the element of surprise, there is not much they can do except run. Their illusion magic doesn't consist more than deepening shadows and creating mists and ridding the reflective parts of their metal. They cannot create images of Monsters or trick the mind as well as a pure Illusionist can, and they are only adept at Sneaking, which means they cannot disable traps very well, or disarm locks.

Swordspell - The Swordspell, typically Elven, combines the elegant power of the Art with the brute efficiency of the sword. They do not wear any armor heavier than studded leather or the such, and so they are armed only with their magic and their blade. Most of their magic is centered around their blade, as well, allowing them to make it catch on fire at command, or make its edge sharper. Sometimes they'll use their magic as distraction, or to exploit a hole with a magic missile that wouldn't normally be exploited with a blade.

Paladin - Everyone knows who the Paladin is. He's the fanatic religious guy in the shining armor with a sword in one hand and the holy scriptures in the other, slashing down heretics and evil everywhere he goes. The Paladin is like a cross between the Fighter and the Good Cleric, so he combines the holy fury of his deity with his powerful sword arm. Paladins are leaders wherever they go, and the only enlist men who are righteous and believe in his cause. A Paladin doesn't go on a quest; he goes on a crusade.

Blackguard - The darker, and more sinister counterpart of the Paladin. At first look, he might look like a mere gloomy Fighter, but he is by far more than meets the eye. The Blackguard is treacherous, and he worships his deity with fierce fanaticism, but he is not as open about his faith as the Paladin. Instead, he quietly goes about doing his god's duty until the time comes for him the slay the misguided 'good' people and use his god's terrible and black fury much in the same way a Paladin does, but twisted and black. Never trust a Blackguard.

Wizard-Duke - Although not necessarily a member of nobility, this class arose from rich men with a history of fighting with a sword arm wishing to dabble in magic for more power. These Wizard-Dukes found a sponsor demon, some twisted devil from the depths of Hell who will come at the Wizards-Duke bidding and help fight with him. Think of him as a cross between the Demonologist and the Fighter, but instead of focusing on his blade like the Swordspell, he focuses on his demon and using black helly magics with his sword.

Arcane Archer - The Arcane Archer uses his bow and magic together much like a Spellsword does, making his arrows burst like fireballs upon impact, or hone in on an enemy so the arrow hits unerringly. They are typically Elven, and they are much like Rangers in that they pursue their marksmanship in the forest hunting and then study their Art in civilization.

Spirit Archer - Similar, but not quite the same as the Arcane Archer. The Spirit Archer arose from the wild lands where barbarian and nomadic tribes roamed the plains and the rocky highlands. They were once shamans, but when the call to war was raised, they picked up a bow and arrow and marched with their hunters, using their farseering abilities and the holy magic granted to them by their deity to strike down foes from a mile away and lead their people to victory. Some Spirit-Archers, though, must go on a pilgrimage to find their God. They are closely attuned to nature, and it is debated whether they receive their magic from a divine source like Clerics, or from Nature itself like a Druid. Spirit Archers will answer it is both.


Spells:
Telepathy-temporary mind control/mind reading.
Telekenesis- ability to move objects with mind power.
Teleportation- moving from one place to another with mind power.
pre/post cognative- ability to so future/past in some vague form temporarily.
Time control- slow down time temporarily.
Pyrokenesis- controlling fire with mind power.(unable to use water abilities)
hydrokenesis-controlling water with mind power.(unable to use fire abilities)
Wind control- controlling wind with mind power.(unable to use earth abilities)
GaiaKenesis(lol)- controlling earth with mind power.(unable to use wind abilities)
Healing- healing yourself or others with mind power. (limitations)
Flight- flying using mind power. ( not a wind ability)
Farsight- ability to see far distances with your minds eye.
field shielding- being able to shield a certain area from an attack.( limitations)
Weapon enhancing- ability to enhance your weapons strength and preformance with mind power.
shape shifting- ability to change your shape at will whether it be human or animal or object. (limitations)
Enchanting- Ability to make enchant on a tattoo or an item. These normally grant a power that improves the user in a certain traits. All Enchantment's will ware off after a period of time.
Demonic power- Able to use fiery power's of hell summon it minion's (depending on skill you will get either a skamp of a full fledged demon) but it comes at a price of you're soul sealed in a contract of blood.
Holy Light- The power to heal any living person (except Dominic) and skilled holy light users may revive a very recently died person. Holy light power also extremely hurt's undead creature's. Help's
Darkness manipulation: able to blind a target or make a ordinary stick look like a magical dark sword (meant to scare enemies)
Unholy power- Able to heal demonic and undead creatures. Able to frighten enemies by the mere presence of this user. Can hurt the living.
Necromancy- Able to rise the undead to fight for you and create various monstrosity and plagues.
Illusion's- That squire over their is a 50 ton giant brick monster who's quick and want's you dead or is he?
Inspiration- Give's a aura of inspiration and will its great if you lead men (Can be used in short bursts)
Tattoo user: The one thing that ANYONE can use. Tatoo's grant moment's of strength and speed witch can turn the tide quickly but come at cost of lots of user energy and causes immense pain
Suffer: This spell isn't made to get information its just for the sheer thrill. On cast this spell is shot by the user with red lighting making one experience pain that the person never experienced before. This will generally leave a person in a out of mind of knocked out once its finished. The down side to this is it most be close range and it take a few second start up making users hand flash red ((alerting everyone)) best used on prisoners.
Kel'tek: The user makes a magical larva that takes over a dead men for short peroid of time. These men become slave to the users will. They also all remember their lives but have no control on what they do they live to serve. But the wounds can't from the thing that caused them death cant be covered up their skin has to warmth generally are pale and look miserable. They smell godawful and their body begins to rot at a extreme rate once larva is inserted.
( Ideas on other abilities is encouraged. You are able use any magic you want but if you're a paladin using necromancy you're undead creatures will be barley able to move when their rat's)


Rules:
NUMBER ONE RULE I am god you are not I have the final say
No god modding (you know what I mean)
no over the top equipment (Dragon shield or some thing like that)
no over the top moves (I dodge you undodgeable blast and stab you in the heart)
You can swear but use it lightly
Be nice
Have fun

Character sheet
Name:
Age: (can be up to 900 years old but since their fairly recent race max is 300 Only for elves)
Title: (Dragon slayer God king? Only for well known people no average joe as the Marauder!)
Gender:
Race:
Skills: (max of three)
Job: (Pirate, King of any of the Kingdoms or just a bum?)
Equipment: (Swords shields, Mage staff what?)
Appearance:
Faction: ( Are you in any kingdom or group?)
Magical ability: Yes or No (Dwarfs&Gnomes&Orcs are all NO)
Known spells: (Must have magical ability for this to matter)
Career: (Are you a Barbarian? *try make it realistic tho kings wont be a Barbarian Careers are for certain thing's depending on who they are*)
History:
Hometown: (name and location)
Weakness: ((have to have at least 3))
Strengths: ((3 only))
( so you know their are Ruins of cities still (cities before ww3) and they are called home of the ancient's)

Last edited by King_Blind&Deaf; 05-17-2009 at 03:19 AM.
King_Blind&Deaf is offline   Reply With Quote
Old 04-20-2009, 07:14 PM   #2 (permalink)
Fat Bowser
 
AlexHellfire's Avatar
 
Join Date: Nov 2008
Location: ENGLAND!!
Posts: 195
Reputation: 10
Default

cool cool but what is the plot?? like is there a group of crazy humans wiv nuke's and plan to blow everyone up or green skin's over running the world? dont get me wrong it just feels a bit plane to me
__________________

Last edited by AlexHellfire; 04-20-2009 at 07:19 PM.
AlexHellfire is offline   Reply With Quote
Old 04-20-2009, 10:42 PM   #3 (permalink)
Still learning the ropes
 
Join Date: Apr 2009
Posts: 28
Reputation: 10
Default

((The plot hasn't come yet im just explaining everything and every kingdom so I can use them in the plot :P))

(I Finally Finished Well sort of Just need make career's spell list and im done )

Last edited by King_Blind&Deaf; 04-21-2009 at 05:31 AM. Reason: -=Doublepost=-
King_Blind&Deaf is offline   Reply With Quote
Old 04-21-2009, 07:11 AM   #4 (permalink)
Cloud's Hair Spray
 
Join Date: Oct 2008
Posts: 60
Reputation: 10
Default

Name:Felix Nentho
Age: 220
Title: Guild Journyman
Race:Elf (Magie)
Skills: Quick witted, Excellent enchanter, Endurance (Magic)
Job: Enchanter
Equipment: A Magie staff, offical Guild Robe
Appearance:Long blond hair, Skinny, Pale white, Doesn't look strong or weak
Magical ability: Yes
Career: Enchanter
History:Felix woke up in a strange room having forgotten everything about himself. When the elves left the city because of the less superior beings in the city so did he. When high elves banned magic practice he abandoned them and joined the Magie and for 100 or so years he practice at enchanting it wasn't until recently that he became good at it. Felix now resides in the Magie guild of Elkton (An city in England)
Almost_GOOD is offline   Reply With Quote
Old 04-21-2009, 10:47 AM   #5 (permalink)
A Shrubbery
 
conmon's Avatar
 
Join Date: May 2008
Posts: 822
Reputation: 14
Default

Name:Baron Rekon
Age: 65
Title: The Executioner
Race: Half-Elf
Skills: Good Hand-Eye coordination, Agile, And Slower than an elf but faster than a human
Job: Assasin
Equipment: 2 7 Inch Curved machete Like Daggers, Official Assassin Officer Uniform
Appearance:Longing Long black hair, Green eyes, Skinny And Tall
Magical ability: No
Career: assassin
History: Doing His mother being human and his father elf He was the Unofficial Offspring, His eyes were as good as elves but his ears were short. hes in his teen years. But for many years of training. He was the best Assassin in town. He Lives in the Kingdom of Vanity Outskirts it a Hidden Cottage among the trees.
__________________
Switched over to Rap, Good rap, Like Immortal Technique
Read it and weep



Last edited by conmon; 04-21-2009 at 10:49 AM.
conmon is offline   Reply With Quote
Old 04-22-2009, 06:11 AM   #6 (permalink)
Still learning the ropes
 
Join Date: Apr 2009
Posts: 28
Reputation: 10
Default

Name: Da Batta
Age: 25 ((ancient orc))
Title: Warchief Smasher
Gender:Male
Race:Orc
Skills: Good with battle axe, Fearless, Stronger then normal orcs
Job: War chief
Equipment: Battle axe, and human armor's put together by Goblins
Appearance: Dark green skin, Looks ripped, Do giant teeth at bottom right and left of his teeth, Bald
Faction: Greenskins
Magical ability: No
Known spells: nothing
Career: Slayer
History: Batta was born into his little tribe called Da Smasher's. Batta quickly rose up to be the most dominate. Killing his first Wild boar at age 3 and his first rival orc at 5. He killed the previous Warcheif for control of the tribe. Over the year Batta's skin turn darker each signaling that he's lived long
Hometown: Da Smasher Tribe Located in a forest in South America
Strength: Superior strength, doesn't care about the cost, Terrifying up close
Weaknesses: To big for his own good, slow, really really really truly never ending stupidity

Last edited by King_Blind&Deaf; 05-10-2009 at 04:30 AM.
King_Blind&Deaf is offline   Reply With Quote
Old 05-08-2009, 09:53 PM   #7 (permalink)
Snakes Big Toe
 
Krazy Kidd's Avatar
 
Join Date: Sep 2008
Location: U.S.A
Posts: 425
Reputation: 16
Default Nicely Done! I play Warhammer Online...

Name: Da Thorn
Age: 15 (Fairly old for Orc even though they live long)
Title: Da Choppa
Gender: Male
Race: Orc
Skills: High Morale, Thick skin (Acts as armor), Good with Slasha (Huge knife)
Job: Warchief or Da Big One (Not the biggest)
Equipment: A Slasha and Choppa (Axe). He also carries a extra smaller choppa.
Appearance: Huge and brute-like. A dark green with dark red warpaint throughtout his body. Pointy ears and stubby legs (Bigger than most)
Faction: A group or clan of Orcs called Da Badmoonz
Magical ability: He doesn't need no magic to smash them upz!
Known spells: How to crush! Hahaha! None!
Career: Barbarian also Warchief
History: Da Thorn was born a average Orc but his short time Dad gave him a choppa earlier than most. He went out and killed a good number of rival clan members. He became very skilled with his choppa and became Warchief after the last one died in battle againest a Dwarf raid.
Hometown: In a Canadian Forest (Snowy)
Weaknesses: Climbing hills, can't use BIG guns, violent often even towards allies
Strengths: Walking and running through snow, Better at melee combat, often scares attackers
__________________
Anything good in life is either illegal, immoral or fattening......

Are you wearing lipstick? Well, mind if I taste it?

Last edited by Krazy Kidd; 05-10-2009 at 12:11 PM. Reason: Needed to add more stuff!
Krazy Kidd is offline   Reply With Quote
Old 05-09-2009, 03:16 AM   #8 (permalink)
Norrin Radd's Nerd Rage
 
lokuri's Avatar
 
Join Date: Jan 2008
Location: In your dreams. :p
Posts: 1,641
Reputation: 29
Talking

((OOC: I wanted to RP a boy, but I'll try to be different and make a girl. ))


Character sheet


Name: Alice Yin Meir

Age: 180 (Appears to be 18.)

Title: "Trinity" (Due to her diverse abilities; she is the only one that truly understands her confusing mixture of talents.)

Gender: Female

Race: Magie Elf

Skills/Spells:
- Swift (Her hand/eye coordination is decent; Alice is able to avoid a lot of misfortune thanks to her quick eyes and reflexives.)
- Holy Light (Hidden talent; not many knows she has it, for fear it may be used for unholy reasons.)
- Illusion (Used to trick opponents as a distraction and as a "physical" ailement that does not exist.)
- Telekinesis (Dabbed into harnessing the power of the mind in order to make better use of her Illusion powers.)

Job: Researcher/Cleric (Uses her knowledge to find ways to recover the damage of World War IV.)

Equipment:
- Books (Since she is a researcher, Alice uses her knowledge she gains from books to attack or aid people, depending on their actions.)
- Small bags (Contains medical and edible goods that are fit for travel; aka small.)
- Cane (I do not know the name, but it is wooden and tends to have ingravings on it.)

Appearance: Alice's natural hair color is unknown, for she dyed it a white hue, to the point that not a trace of her previous hair color can be seen. Since her hair is long, thick, and curly, she often keeps it tied low with a dark purple sash, so that it puffs above the sash. Loose curls fall towards her big, bright green eyes, which adds to her childish features (her face is oval in shape, with a pointed chin; "heart shaped"). However, the fact that her eyes are as bright as a cat's give her a creepy demeanor about her (mutation). Like most elves, Alice appears weak and frail. In fact, she is; Alice may have worked to nearly perfect her three abilities, yet her body is physically weak. Her height is about 5'4, yet her poise aids height and elegance to her.

Faction: Hermit/Soloist.

Magical ability: Yes

Career: Wiseman/Illusionist/Good Cleric (Alice uses the power of Illusions, yet she also has the ability to heal. She spends most of her time studying in order to one day complete her goal: to save as many people from the threat of war.)

History: Alice awoke under what appeared to be ruins. A lot of scars and bruises lined her body as she pushed her way through the rubble and searched around for a bit. After awhile, she found a decaying building filled with books, which she began reading right away. Her thirst for knowledge led to her new name; Alice from "Alice in Wonderland", the Chinese philosophy on "Yin and Yang", and a newspaper on popular last names in America. When fatigue finally overcame her, Alice fell asleep.
The next day, she decided to grab whatever she could and settle down somewhere. Luckily, Alice found a small "house" abandoned near a lake, as well as by natural resources she read in books. It took awhile to get used to her new luck, yet Alice was able to become quite an intellectual and even dabbled in magic. She memorized areas that could be of use to her, and eventually found numorous books on countless subjects. Of course, she was only interested in three: Telekinesis, Holy Light, and Illusion. She seemed to have the mindset for all of them; the bodies Alice found beneath the ruins as well as enemies that were powerful, yet naive allowed Alice to discover her goal in life. Still, despite her desire to save people, it amused her that she could trick her opponents so easily. Even the reason behind her desire to learn the three above abilities baffled many people she met on her daily explorations and gave her the name "Trinity".

WEAKNESS: Alice's body is in terrible condition. Not only is she physically weak, but she often has "attacks" (she starts having coughing fits and may even cough up blood). Due to this hardship, Alice tends to avoid direct contact with her opponents and judges wisely when it is safe to "play" with or flee from strangers.

Hometown: North America; lives in a small shack filled with tons of books, a bed with worn sheets, a small kitchen (consists of a counter, a freezer, and a round table with two tiny chairs), a drawer (containing some clothes and kitchen ware), an outdoor "bathroom", and a small garden.


((OOC: Tell me if this is okay. I don't want to really give too many reasons why Alice chose to learn the abilities she did, but it is alright to have them, right? After all, she is quite bad in combat. ))

((OOC: Come oooon! Are you going to start this? I really like the character I created. D: ))
__________________

Nurarihyon no Mago!
Quote:
Quote:
Inpa: "...I got your mask already, look! Isn't it pretty?”
Balthazar: ”Urgh.. !! It's pink..”
Inpa: ”Oh please, it's called being metrosexual!..."
-- farag0n; Tales of Amn

Last edited by lokuri; 05-09-2009 at 07:01 PM. Reason: -=Doublepost=-
lokuri is offline   Reply With Quote
Old 05-10-2009, 04:12 AM   #9 (permalink)
Still learning the ropes
 
Join Date: Apr 2009
Posts: 28
Reputation: 10
Default

((sorry been gone so long ill start now I guess Oh i also updated character sheet with strengths and weaknesses and yes it's okay))

Last edited by King_Blind&Deaf; 05-10-2009 at 04:31 AM.
King_Blind&Deaf is offline   Reply With Quote
Old 05-10-2009, 12:12 PM   #10 (permalink)
Snakes Big Toe
 
Krazy Kidd's Avatar
 
Join Date: Sep 2008
Location: U.S.A
Posts: 425
Reputation: 16
Default

OOC: I thought you said we were gonna start this...host always does the first IC post!
__________________
Anything good in life is either illegal, immoral or fattening......

Are you wearing lipstick? Well, mind if I taste it?
Krazy Kidd is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT. The time now is 04:19 AM.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.6.0
OnRPG, Copyright ©2003-2011, Game Entertainment Enterprises