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  1. Relatively Sane
    (To apply and learn about the universe this RP takes place in, go to the OOC here: https://kh-vids.net/threads/secrets-of-tyrrus.156597/)

    Secrets of Tyrrus

    [​IMG]

    We begin in the city of Eredan as it reaches into the future with both hands, leaving many of its poorer citizens behind. Crime runs rampant in the city, many organised crime groups compete over territory, and the mysterious "Cabal" act in the shadows, their name only whispered in dark alleys and among corrupt aristocrats. Many have lost faith in the constabulary, giving rise to several independent detective agencies. One of these is Haytham's Investigations.
    Meanwhile, in the Ministry, events unfold which would begin a chain of events to decide the course of history.


    Prologue
    Panting for breath, her legs aching, Grand Minister Elizabeth Draycaster ran. She risked a glance over her shoulder and saw nobody coming after her. Slowing to a stop and leaning against a wall, she caught her breath in staggered gulps. Her hands were shaking, her face pale, and eyes wide. With a long exhale she collapsed to the floor and held her head in her hands. The blood on her hands marked her face and hair, and she quickly pulled them away. "...Oh gods..." she stammered. The blood was not her own. It was the blood of a dying man who had fallen against her, back in that horrible room. Adrenaline faded, the events of the last five minutes caught up to her in an overwhelming tide of shock and fear. She screamed.
    Thread by: Relatively Sane, Jun 8, 2017, 220 replies, in forum: Retirement Home
  2. Relatively Sane
    From the Creator of "Legends of Tyrrus" comes...
    Secrets of Tyrrus

    The main thread can be found here: https://kh-vids.net/threads/the-secrets-of-tyrrus.156603/

    Setting

    Imagine a world where the power of the arcane and the industry of science are in an arms race to try to overcome one another. Where man’s ingenuity and determination tackles the greatest beasts of magic.
    This is the world of Coryphiel, where mankind faces challenges from a planet seemingly determined to destroy them. Constantly under threat of dragons, magical disasters, and each other, mankind has rapidly developed advanced technology, and mostly set aside the occult and ancient arts of magic. However, there are still those who wield this power, some of whom can be particularly dangerous.
    (If you're familiar my fantasy realm of "Legends of Tyrrus", this RP is set in the future of that world. 70 years in the future, to be exact)

    Technology
    Welcome to year 2087, and as the new century approaches an age of industry is dawning. In many cities the smoke of factories fills the skies, along with waves of radio chatter, as the world begins to communicate in ways it never could before. In war-torn battlefields, new methods of warfare are designed to annihilate the enemy in even more efficient ways, as advanced munitions and firearms are designed. The first motorcars begin to trundle down the city streets, airships float lazily across the sky, and locomotives hurtle along their tracks.
    And yet, more remarkable than this, are the feats of technology achieved by combining magic and science. Mankind’s curiosity has developed mechanical augmentations that many wealthy individuals apply to themselves; such as replacement body parts. This naturally moved on to the creation of autonomous clockwork people, complete with artificial intelligence which is often indistinguishable from a human mind.
    Although the majority of people use guns and convention weapons, the scientific minds of the world have developed a lot of bizarre and incredibly advanced technology.
    (OOC: Technology is inspired mostly by an exaggerated view of the western world in the early 1900s, with additional steampunk-ish elements and magical influence)

    Tyrrus
    You will begin in the country of Tyrrus. Until recently this land was almost completely enclosed in mountains and access to the oceans was prevented by an impenetrable barrier of storms. However, after a series of events that shaped the course of history, these mountains were lowered, valleys and passages were created, and the storms disappeared.
    Tyrrus was a peaceful and isolated coalition of City-States, but since being exposed to the rest of the world politics has been frantic and shattered. The land of Tyrrus is now split three ways;
    Southern Tyrrus, which consists of the capitalist metropolis of Eredan and the scientific city of Varewyn, as well as other territories out at sea.
    The Kingdom of Whytehold, otherwise known as “East Tyrrus”, ruled by the militaristic and religious fortress-city of Whytehold, also contains the cultural city of Thassalus to the north and the island of Svoldia to the south.
    The Dominion of New Haven, the city of New Haven rules this area with an iron fist, often in the literal sense due to their powerful magicks. New Haven is the hub of magical power in Tyrrus and contains many magical academies which train new mages.
    (OOC: Culture and technology is a mixture of Victorian England and 1920s America)

    Magic
    Magic, a strange universal power that suffuses the world. This power is found commonly in nature, and there are a few individuals who can use this power to their advantage.
    Magic is a common part of Tyrrus, and those who use it are treated in a variety of ways, from respect to suspicion. The Majority of mages in Tyrrus study magical sciences, working with runes, scrolls and ancient books to learn more about the secrets of magic. These scholars usually study at their academies and rarely care about mundane politics or science.
    Other mages get their power from other sources. Sorcerers are mages who are born with innate magical power. This raw power is more difficult to control, and known sorcerers often receive prejudice due to their uncontrollable nature.
    Others gain their power from religion, following the gods or the Dragon Sovereigns can grant supernatural powers.
    The most mysterious mages are shamanic occultists who get their power from nature itself. These mages often know obscure rituals, and are distrusted by civilised folk.
    The majority of mages have a limited power set, and focus on using their powers creatively as opposed to using a vast array of magic.
    There are multiple ways to use magic. The most prevalent and obvious is by calling upon it and manipulating its power by creating bolts of energy. However, certain disciplines of magic prefer to perform rituals over a length of time, creating powerful effects. Others infuse objects and weapons with magical power, creating enchanted items which have their own arcane abilities. What if your character draws runes of power, and utilises scrolls to call upon their magic? Or maybe your character is bound to an ancient artifact which gives them power, at a cost. Be creative! There’s so many different ways to use magic than by saying a magic word.

    You may choose one of the following disciplines of magic: Elemental, Arcane, Divine or Forbidden

    Elemental
    Elemental magic calls upon the powers of nature. The majority of elemental mages will stick to a single element, but very few of the more powerful ones can control multiple elements.
    Remember, the cornerstone of magic in LoT is variety, so don’t necessarily go with the standardised use of elements. However, your character should have a general theme to their magic.
    Fire
    Fire is the most destructive of the elemental magics; users are able to summon and control heat and flames. There’s more to this magic than simple fireballs, maybe your character can instead summon a sword of magma, or encase themselves in a burning cloak.
    Earth
    Earth magic is the manipulation of the world around us. Earth mages may be able to move stones that would be much too heavy to carry. Alternatively, they might be able to burrow through earth, or maybe they specialise in manipulating metal, or even plant life.
    Water
    Water magic is often seen as the least dangerous of the elemental magics, but this is not necessarily true. They may be able to provide a poor village with clean water, but don’t forget that they may have the capability to drown their enemies. A water mage may specialise in controlling ice and frost instead, or perhaps they summon elementals made of water.
    Air
    Air mages control the power of the storm. As well as summoning winds and gales, air mages may be able to fire off bolts of lightning, or enshroud themselves in cloud. A few air mages may be able to fly by pushing themselves with wind.
    Other
    Any other ideas? I welcome creativity, if you have an idea for elemental magic that isn’t here, don’t be afraid to go with it (As long as it’s not too powerful or doesn’t fit with the setting)

    Arcane
    Arcane mages control the primal energies of the world, and have a large variety of abilities at their disposal. As an arcane mage, you can choose only a few of these capabilities, or you can choose to focus on one.

    Arcane Energy
    Many arcane mages can create bolts or blasts of arcane energy to harm their enemies. Alternatively this branch of magic can be used to create arcane magical weapons, among other things.
    Fluxomancy
    Otherwise known as teleportation. This magic is highly useful, and feared
    Metamagic
    An arcane mage who uses this magic is able to prevent or warp the magic of other mages
    Chronomancy
    An incredibly rare and powerful magical discipline, arcane mages with this power can affect time to a small extent.
    Other
    Like I said before, if you have an idea for a magic that isn’t here, don’t be afraid to go with it (As long as it’s not too powerful or doesn’t fit with the setting).

    Divine
    Divine mages (Commonly known as priests or champions) appease their gods and perform rituals and rites to incite magical power. The power of a Divine mage depends on who they worship. Divine magic is often more about empowering the individual, as opposed to evoking magical effects. Divine magic has a large range of effects, but is often more related to the typical powers of magic in folklore. For example, many divine mages can see visions, contact otherworldly forces, summon weapons and armour granted by their gods, or strengthen their allies.

    Light Gods
    The gods of light often represent human ambitions and ideals. Those who follow them can often heal wounds or protect others through various means. Their powers are often related to light itself, and to the gods they follow.

    Dark Gods
    The gods of darkness often represent human flaws and fears. Those who follow them may be masters of illusion, or able to manipulate or create fear, anger and insanity in others.

    Shadowlight Gods
    The gods of Shadowlight represent both light and dark, they hold a middle ground between the two, and take massive influence from both. Shadowlight priests are rare, and those that do exist can have powers from either side.

    Dragon Sovereigns
    The Dragon Sovereigns rule all of dragonkind, and are sources of powerful magic. Those devoted to the Dragons can call upon their powers, by empowering themselves or summoning arcane ethereal dragons. Many dragon priests can give themselves magical wings and scales temporarily, or even transform themselves into a small dragon.

    Fey
    The fey are spirits of nature, and their purpose is to nurture and protect life. Fey worshippers often spend more time among nature than civilisation, and their powers usually relate to plants and animals. Those who worship the Fey can use their powers to heal others, control plants and animals, turn into plants and animals, or gain spiritual companions and guardians.

    Forbidden

    Forbidden magic is shunned in all civilised parts of the world. This magic includes Blood magic and Psychic powers, both of which are considered unethical and dangerous.
    (No more forbidden magic users available)

    Religion
    There are many gods in this universe, all of whom can offer power to their followers.
    The true “gods” are psychic beings that inhabit the Divine Realm, and feed off human belief. They lack their own power, and act through their chosen champions. They are not inherently good or evil.
    These gods often choose champions, whom were once humans but were given great power, and now are often treated as gods themselves, and are often spoken of in legend.
    The Dragon Sovereigns rule all of dragonkind. Though they inhabit the mortal realm, they are rarely seen.
    The Fey are ancient beings, created long ago to nurture and protect life. These are sometimes referred to as spirits of the forest.

    Light Gods
    Aysa, The Mother, Goddess of compassion and mercy
    Aldin, The Father, God of justice and judgment
    Annor, The Guardian, God of honour and protection
    Athin, The Sun King, God of law and order
    Ardella, The Dancing Lady, Goddess of talent, creativity, art and music.
    Alshin, Lord of the Infinite Caravan, God of commerce, wealth and greed
    Livia, The Dragon Queen of Light, Goddess of determination and stubbornness


    Dark Gods
    The Faceless God, God of lies, illusion and treachery
    Zekin, The Butcher, God of cruelty, violence and war
    Xaxark, The Unseen, God of fear, paranoia and madness
    Dakana, The Fallen, God of mistakes, misfortune and forgiveness
    Tyrillon, The Drunken Lord, God of revelry, festivity and debauchery
    The Jailor of the Damned, Warden of the Spirit Realm
    Velkyn, The Dragon Lord of Darkness, God of independence and passion


    Shadowlight Gods
    The Lady of the Mist, Goddess of shrouds, hidden things and guidance
    The Walking God, God of wanderers, travel, exploration and discovery
    Alyssa and Darcan, The Lovers, Champions of love, lust, desire and beauty
    Solas Sorrowsong, Champion of rulership, responsibility and burdens
    The King of the Dead, Champion of guidance and judgment in the afterlife
    Lunolyn, Dragon Lord of Shadowlight, God of change


    Dragon Sovereigns
    Zythia, Dragon Queen of the Arcane
    Kaldunira, Dragon Queen of Earth
    Salvakoryn, Dragon Lord of Fire
    Assuria, Dragon Queen of Water
    Akrazur, Dragon Lord of Air
    Livia, Dragon Queen of Light
    Velkyn, Dragon Lord of Darkness
    Lunolyn, Dragon Lord of Shadowlight

    Races
    Humans

    Humanity is the major race of this world. They populate the planet in their kingdoms and empires. Humans range massively in their capabilities and personalities, but you can usually tell where they come from based on their appearance:
    There are three different nationalities within Tyrrus:

    Tyrranean Southerner
    Those who come from Southern Tyrrus are quite varied in appearance. Some have pale skin, others have a slight tan. They generally have blond, brown or black hair.

    Tyrranean Easterner
    Those who come from Eastern Tyrrus have a relatively uniform look. They have pale skin, and red hair is quite common, as well as brown or blonde hair. Those who come from the capital city of Whytehold are usually taller and bulkier than average.

    New Havenite
    Those who come from the Dominion of New Haven are incredibly distinctive. The magic of the landscape has affected the generations of people who have lived there, giving them bizarre hair and eye colours. Blue, purple and bright red hair is not uncommon in New Haven. They generally have pale skin.

    You may come from outside of Tyrrus, but Tyrraneans are generally distrusting of foreigners. If you want to learn about cultures and nations outside of Tyrrus, contact me.

    Technological enhancements
    In current society, it is often fashionable, or practical, to have an augmentation or two. These are generally expensive however, so those who come from poorer backgrounds would usually not have one of these (by choice at least).
    There’s not much limits as to what kinds of augmentation you can have. A robot arm? Bionic eyes? It’s up to you.

    Clockwork Golems
    Clockwork Golems of the First Class possess an intellect and personality almost indistinguishable from a human’s. These automatons may have been created for a variety of reasons, some are used for menial paperwork due to their computer-like calculating skills, others are created by scientists just to see if it could be done.
    The brain of a clockwork golem is created through magical means, but their bodies are entirely mechanical. They are self-sustaining, but do occasionally need rest. Golems cannot, and do not need to, eat, drink, breathe or sleep, but they also cannot heal unless repaired by a skilled mechanic.
    (There will be a limit to the number of Clockwork Golems in the RP)

    The Game
    Although this version of the RP will not be as heavily mechanical as its last incarnation, there will still be an element of “RPG” to it. Occasionally I will roll dice to determine the outcome of certain situations.
    You can influence these rolls by being good in certain things, these are called your attributes, and when you make your character you will assign numbers to these between 4 and 18.
    Vitality - wielding heavy weapons, lifting things, Resisting physical effects, general athletics.
    Agility - wielding finesse-based weapons, climbing, running, moving
    Dexterity - having steady hands/shooting/constructing/crafting/being precise
    Intelligence - knowing things, researching things, finding how things work, casting magic
    Will - staying strong, resisting psychic stuff, casting magic
    Wits - quick thinking, initiative, reflexes, looking for things.
    Charisma - Influence, disposition, how good you are at talking

    Plot & Character Creation
    The Beginning

    You will begin in the great metropolitan city of Eredan, capital of Southern Tyrrus. Eredan is the hub of one of the largest and most technologically advanced countries in the world. The city is ruled by a king technically, but it’s The Ministry who make the majority of decisions.
    The city has a large crime element, and the Constabulary aren’t particularly effective for the most part. Thus, private investigative agencies have arisen to deal with the problems that the police won’t listen to.

    Factions
    You, for whatever reason, are involved in this. You may be a part of one of these investigation agencies, curious for the truth. You may be a member of the police, trying to prove yourself despite the bad reputation. Or you may be a member of the secretive underground organisation known as the Cabal, intent on keeping things secret. You could be a new recruit to these agencies, or a long-time member.

    Haytham’s Investigations
    A new agency has recently appeared, and is recruiting detectives. Run by the mysterious “Dylan Haytham”, the agency claims to be working to discover the truth. When mysterious things begin to happen in this city, they’ll be the first to act.

    The Constabulary
    The police forces of Eredan have fallen into disrepute and corruption, but maybe you can change that? Or will you fall to the same level as your fellows?

    The Cabal
    Not much is known about this secretive agency. Message me in private if you’re interested. There is a limit to how many people can join the Cabal

    Unaffiliated
    You might not be allied to a faction, but still intrigued by the strange events that will occur in this city, and possessing a curious mind.

    Character Bio
    (Remove anything in brackets when you post your character bio)

    Name:
    Age:
    Race:
    Nationality:
    Faction:
    Job:
    Appearance:
    Weapons (if applicable):
    Magic (If applicable):
    Religion (If applicable):
    Augments (If applicable):
    Skills (e.g medicine, engineering, science, etc.) and Strengths:
    Personality:
    Flaws/Weaknesses:
    History: (Describe why your character is where they are now. If your character has magic or augments explain how they got it):
    Attributes (each number must be between 4 and 18, the numbers should add up to a total of 90 or less)
    Vitality:
    Agility:
    Dexterity:
    Intelligence:
    Will:
    Wits:
    Charisma:

    Map of Eredan
    [​IMG]
    Thread by: Relatively Sane, Jun 5, 2017, 12 replies, in forum: Retirement Home
  3. Relatively Sane
    [​IMG]
    The man pulled a dusty old sheet off a large dining table and shook it out. Coughing, the woman stepped back and attempted with futility to wave away the dust.
    “Come on then Shyra, help me out, no good if guests arrive when we're unprepared!” the man chuckled at seemingly nothing “We don't want to be caught several forks short of a cutlery drawer!”
    “Sanderson, I can't tell if you're being serious or if that's another metaphor” the woman called Shyra retorted. The man harrumphed enigmatically. As he stood back he could be seen properly, he was a thickly built man with quite a tall frame, if he were anyone else he would perhaps be considered imposing, but nobody has ever thought Sanderson Bracklewood looked imposing. This was simply because of his constant expression of geniality and kindness. The man had nicely combed brown hair and striking yet soft blue eyes, he was dressed in a stylish long brown jacket and waistcoat, an air of nobility exuded from him but also an almost fatherly presence, his smile seemed to suggest that you were safe around him, and he would like you no matter who you were. “Nevertheless dear sister, it's about time we got this old place in some kind of order” he stated with determination, lighting candles around the room “In the morrow I'm expecting a lot of new blood”
    “That confident are you?” although Shyra Bracklewood looked very similar to her brother, they could not be more different, Shyra was a rational and overly cynical woman. She had the same blue eyes as Sanderson, but seemed to look upon the with judgement and criticism. “I don't look forward to teaching amateur mages how to do basic things”
    “Oh don't be so pessimistic, I think it'll be quite fun, I'll finally be able to make some use of the shooting range out back, and that chap Aston will teach them about weaponry” Sanderson wiped down a counter
    “I don't like him very much, too reckless” Shyra stated disdainfully
    “I'm certain you've said those exact words about me” Sanderson chuckled again “You'll grow to like him, he seems a friendly chap. Ah there we are” Sanderson stepped back to admire his handiwork “Doesn't it seem just like the old days? Just like home”
    “You mean before our family went bankrupt and had to leave this manor? I am sure this plan isn't profitable, your fortune can't last forever”
    “But what's the use of a fortune if you can't spend it?” Sanderson opened the heavy mahogany doors at the front of the manor and stepped out into the night “The Adventurer's Society is officially open!”
    "Really? This late in the evening?"
    "The Adventurer's Society is officially open! tomorrow"

    The next morning Sanderson Bracklewood stood at the manor entrance eagerly awaiting all who wished to come, with him were his sister Shyra and their new friend Aston Venger. Sanderson beamed out at the beautiful city. Today was going to be a good day.

    (This is where your characters come in)
    Thread by: Relatively Sane, Dec 30, 2015, 457 replies, in forum: Retirement Home
  4. Relatively Sane
    Legends of Tyrrus

    Lore

    Tyrrus. It is said that long ago the Dragonqueen Zythia built this land for her devout followers to thrive in, but that was long ago. This is a land with great magical presence, the Archmages of the Citadel delve into magical power and encourage the practice of magic across the land. But it is also a time of great scientific progression as scientists attempt to drive themselves out of the dark ages and discover the secrets of the universe. (basically think european renaissance era but with magic). The myths and legends of the past are being disregarded in favour of rationality; mysticism and religion is making way for the inevitable progression of science.

    But recently events have happened which have shaken the foundations of our faith. Armies of the dead have been invading, things we never thought possible have returned, people are putting their faith in gods and dragons once again due to the mysterious events of recent years. Additionally a national curiosity has arisen about the lands beyond...

    Tyrrus is surrounded on three sides by sheer mountains and on a fourth by a stormy sea that few have crossed, few passages are available to escape the land but for most of Tyrranean history the people have never wanted to go beyond, they were safe in Tyrrus and the lands beyond were said to be savage and dangerous. After recent events have shaken our faith in our science and government though the people look to a greater power and begin to realise the truth of the myths and legends of the past.

    Map
    [​IMG]

    YOU are a citizen of Tyrrus and have somehow come across this note:

    Greetings (warrior/mage/ranger/whoever you are), you are cordially invited to the Adventurer's Society! We are a select group of talented combatants dedicated to finding the secrets of the world and exploring the lands beyond the mountains. We are based in the old Bracklewood Manor in Varewyn, if interested please come along!

    Sincerely
    Sanderson Bracklewood, Chairman of the Society


    P.S: Yes you will be paid. Yes there will be food”

    (Tyrrus is entirely my own original creation)

    Rules
    1. The standard rules of this site and RPing in general
    2. No controlling other people's characters without their permission
    3. Don't assume your actions always succeed without conferring with me, most thing will require dice rolls
    4. No metagaming
    5. Be nice
    6. Maximum of 3 characters
    7. Your characters must be human
    8. Your character must fit in this renaissance/early industrial time period
    9. Please try to make your character original

    HOW TO PLAY
    This system is actually pretty complex so I would recommend reading through this otherwise you'll have no clue what's going on. If you have any questions do not hesitate to ask.


    Health and Status
    You health is a measure of how much vigour and energy you have, how much fight you’ve got left. When health reaches 0 you are unconscious, or possibly dead.
    You limbs, head and torso have a status.
    Healthy - There’s nothing wrong
    Slightly Injured - you’ve been cut or bruised and that particular body part is not as effective. If a body part takes over 25% of your health as damage it is slightly injured.
    Severely Injured - you’re seriously wounded, using that body part hurts you and is much less effective. If a body part takes over 50% of your health as damage it is severely injured
    Crippled - that body part is unusable and your total health is reduced by 10 until you recover. If a body part takes 75% of your health as damage it is crippled.
    Being exhausted decreases your health.

    Mana and Favour
    Mana is how much magical energy you have. Using magic costs mana, you can’t use more mana than you have. Mana slowly recovers over time, at a rate of 1 mana every 15 minutes (in game time).
    Favour is how much favour with the gods you have and lets you perform incantations and rituals. You can gain favour by being devout to the gods, praying to them, and giving them sacrifices. Favour does not naturally recover.

    Attributes
    There are 8 attributes that define your character:
    Strength - determines how strong your character is. This is used in fighting and performing feats of strength.
    Constitution - determines how tough your character is. This is used in fighting, defending, resisting effects, and grants more health.
    Agility - determines how agile your character is, this is used in fighting, sneaking and performing feats of agility.
    Precision - determines how precise your character is. This is used in shooting ranged weapons, using your hands with precision, and generally performing feats of precision.
    Magic - determines how good your character is at magic. This gives more mana and is useful when performing feats of magic.
    Faith - determines how much willpower and devotion to the gods your character has. This is useful when doing rituals, performing feats of willpower, and grants higher favour with the gods.
    Intelligence - determines how perceptive and intelligent your character is. Useful in perception, crafting, and generally performing feats of intelligence.
    Charisma - determines how charismatic and persuasive your character is. Useful when talking and generally makes your character a bigger presence in any room.

    Levelling
    Rather than levelling up as a whole, you level in each individual attribute as you perform actions involving them. For example, if you successfully run away from someone chasing you, I would give you a level up in agility. As you level up in these attributes you gain attribute points in them. You also gain skill points.

    Skills
    As you level up in various attributes you gain skill points, which can be spent on skills in skill trees.
    The physical skills have three different skill trees, each of which has three branches
    Strength - Levelling up in strength and constitution grants points in this
    • Fighting
    • Defending
    • Endurance
    Dexterity
    • Movement
    • Finesse
    • Shooting
    Intellect
    • Knowledge
    • Diplomacy
    • Perception
    The skill tree can be found here

    Note that you cannot get a skill until you get the one that comes before it.

    Magic
    Magic also has skill trees, but these grant you spells and advanced control over your magic. There are several different schools of magic:
    • Electromancy (Lightning)
    • Wind Magic
    • Cryomancy (Ice)
    • Arcane Magic
    • Hydromancy (Water)
    • Plant Magic
    • Druidery (Animals)
    • Geomancy (Earth)
    • Pyromancy (Fire)
    • Psychic
    You can focus on one of these or branch out.
    The Magic skill tree can be found here:

    You can’t get a spell until you get the one that comes before it.

    Rituals and Incantations
    Those who worship the gods can use their divine power to their advantage with the use of rituals and incantations. These require setup and may take some time, but offer powerful rewards.
    • Light Magic
    • Dark Magic
    • Necromancy
    • Dragon Magic
    The Ritual skill tree can be found here:

    You can’t get a ritual until you get the one that comes before it.

    Crafting
    These are miscellaneous non/pseudo-magical skills which require the use of materials to do.
    • Alchemy
    • Enchanting
    • Surgery
    • Survival Skills
    • Blacksmithing
    The Crafting skill tree can be found here:

    You can’t get a crafting skill until you get the one that comes before it.

    Making your Character
    The Character Sheet can be found here:
    https://docs.google.com/spreadsheets/d/1xePD-47Qlq015t4b2Ouv1zl3HZOSZjkoJqRHA17WNy8/edit?usp=sharing

    To begin with, your character will not be very powerful. But as you level up that will change. You begin with 20 attribute points to put into your base attributes. You cannot put more than 5 in any one attribute.
    You begin with a level 1 in every attribute. You can choose one attribute to be level 3 in and one to be level 2 in. As the game goes on you’ll get more levels.
    There will be a number next to the box that says “Skill Points”, this is how many skills you can choose in that tree. In the Skills tab it should show all of the skills, with explanations of what they do if you hover your mouse over them. Pay attention to the layout of the skill tree (link in the Skills section of this page). The same goes for magic, rituals and crafting.
    (Special rule for the “Knowledge” bit, you can only learn these from a teacher or mentor. I will allow each character to start with one knowledge skill, if they wish, but the rest must be learned)

    The Character App:
    Name:

    Age:

    Class:

    Weapon(s):

    Armour:

    Appearance:

    Personality:

    Backstory:

    Base Attributes:

    Level 3 Attribute:

    Level 2 Attribute:

    CURRENT MISSIONS
    Darklight Disturbance
    Expedition Leader: Shyra Bracklewood
    Summary: Travelling to the Darklight Caverns, the strange caverns under the Sunset Mountains, to try and maybe find something and train the newbies
    Members: (6/6)
    Alice (Support)
    Laurentinus (Tank)
    Kara (Melee/Ranged Damage Dealer)
    Lumen (Melee/Ranged Damage Dealer)
    Tessa (Support)
    Conrad (Tank)
    The group have been lead to Ashten village where they planned to briefly stop before moving on to the caves, however, Conrad and Tessa have been kidnapped by Rayyad, the odd man in the caves.


    Big Game Hunting
    Expedition Leader: Sanderson Bracklewood
    Summary: Drakes in the north have been showing unusual behaviour lately and coming down from the moutains, the town of Fordington has an infestation. Seems like a good time to go hunting, train the newbies, and help out some people while we do it
    Members: (5/6)
    Lyra (Melee/Ranged Damage Dealer)
    Bryce (Tank)
    Iris (Ranged Damage Dealer)
    Aedan (Support)
    Panola (Ranged Damage Dealer)
    Currently Sanderson has lead the group to an inn where they have encountered a strange man.


    The Mists of Fogwarden
    Expedition Leader: Aston Venger
    Summary: The eccentric Kellan Sithwyr invites the Adventurer's society to raid the forgotten Fogwarden Crypt, but another raiding party has its sights set on it so time is of the essence!
    Members: (5/6)
    Badun (Ranged Damage Dealer)
    Arthur (Support)
    Kevin (Ranged/Melee Damage Dealer)
    Anthea (Ranged Damage Dealer)
    Baldomar (Tanky/melee)
    Kellan has lead the group into the Hinterlands where they have come across where Fogwarden Keep is supposed to be



    MY CHARACTERS
    Name: Sanderson Bracklewood

    Age: 32

    Class: Hunter

    Weapon(s): Hunting Rifle, Pistol, Blunderbuss

    Armour: Fur coat and scarf

    Appearance: Sanderson has a well-kept appearance, his brown hair is styled stylishly and he has blue eyes. Sanderson wears typical nobility clothes most of the time but when he is out adventuring wears a fur coat and scarf. He seems to constantly have a genial expression and looks upon the world with kindness. He is 6”2' and has quite a stocky build.

    Personality: Sanderson is a curious individual who loves to discover more about the world, he is also a very polite chap and never judges others for their faults, he prefers to see the good in people. He is very talkative and can often ramble on about insignificant matters, he absolutely loves to talk about the outside world and his adventures. However, there is some subtle hidden anger behind that friendly face, a rage well controlled and barely noticeable to most.

    Backstory: When Sanderson was born the Bracklewood family was in a bit of a crisis, they were going down in significance in Varewyn and were going bankrupt, they even had to leave the Bracklewood Manor. While most of the family moved up to Eredan where they could live for less, Sanderson's parents still wanted him to have an education in Varewyn, thus he was sent to be cared for by the Zaunus's in Varewyn and grow up with them, learning all about technology and science from their respected professors. Sanderson quickly became friends with another child being brought up by the Zaunus's, Kolbjorn. But Sanderson was a curious child and always wanted to learn more, when he was 20 he and Kolbjorn made a plan to leave and discover more of the world. They travelled through the many ruined castles of Tyrrus, seeking secrets. They travelled among the tribes of the Hinterlands and learned of their dark magic. They even climbed up into the mountains and found dragons of all shapes and sizes. However it was when they travelled into the Northlands that Sanderson began to think they were going too far, they went even beyond Mortholme, the cold ruins that marked the northernmost point of the known world. But Kolbjorn would not give up and strode on beyond the Northern mountains. Sanderson had no choice but to leave him.
    When Osfryd Zaunus travelled beyond the mountains in 2015 Sanderson realised there was a whole new world out there to discover, but realised it would be dangerous to go alone. He began to set up the Adventurer's Society to discover the world beyond.

    Base Attributes:
    3 Strength
    4 Constitution
    1 Agility
    5 Precision
    0 Magic
    0 Faith
    4 Intelligence
    3 Charisma

    Level 3 Attribute: Precision

    Level 2 Attribute: Constitution

    Name: Shyra Bracklewood

    Age: 29

    Class: Elementalist

    Weapon(s): Staff

    Armour: Magical robes

    Appearance: Shyra also has brown hair and blue eyes like her brother, but seems to carry a sterner expression. She often wears magical robes.

    Personality: Shyra is quite stern and disciplined, she likes organisation in all things. She can seem antisocial, unfriendly, stubborn and arrogant, but she really does care about people and can't stand seeing her friends hurt

    Backstory:

    Base Attributes:
    2 Strength
    2 Constitution
    4 Agility
    2 Precision
    5 Magic
    0 Faith
    5 Intelligence
    0 Charisma

    Level 3 Attribute: Magic

    Level 2 Attribute: Intelligence
    Thread by: Relatively Sane, Dec 27, 2015, 76 replies, in forum: Retirement Home