Dark_Fire27
Super-Earth
- Joined
- Sep 30, 2016
Just in case anyone is interested, but unsure of where to go with it; I will go through the species beforehand and what their skills/talents are, as well as their thoughts towards other races, then the character skeleton. Moral Alignment, like whether the character is good or evil, will be taken into account in how other characters perceive them. Can find the main thread here.
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Humans - A race with no outstanding qualities about them, good or bad, and generally the 'balanced' race, in which they can fit to fill just about any role in a group, whether it be combat focused, support, or merely just trying to make a living. Humans generally don't have any major dislikes to any race save for demonoids and werewolves, but are quite curious beings as a whole, and thus are easy to adapt into a group of just about any species.
Elves - A proud race, elves are rather wise and long-lived individuals, and though they're balanced like humans, elves make for excellent spellcasters or rangers, usually focused on fighting in the back lines though do so with both skill and grace. When it comes to other races, it's dwarves that elves express their dislike towards them for their rough manner of speech and general behavior, though can be rather full of themselves as a whole.
Dwarves - A race all about learning and traveling, dwarves aren't as tall as some of the races, actually being shorter than Halflings, but they do pack quite a punch to them when it comes to fighting and are very resilient; some dwarves actually make effective healers due to their learning ways, and can be efficient alchemists and warriors too! Dwarves can't seem to understand why elves dislike them, but because they refuse to teach them of their language, dwarves have a hard time letting go, though they know a great deal of other languages, making them relatively easy to get along with by other species.
Erdgeists - Lingering spirits of those unable to carry on to the next life or died too soon that have inhabited a doll's body in order to live on. Due to the fragility of the new host body, they are extremely frail, but because they have walked with death once, they are very knowledgeable as well, making them excellent spellcasters and summoners, but ill-recommended to send them out to fight in the front lines. Because of their past life, many races are very curious about them, and never are ill-perceived by others!
Sprite/Pixie - Based on the gender, a sprite is a male, while a pixie is a female; both are very small all the same, and due to their small bodies, they are physically frail. A mere swat of the hand can seriously hurt them... but because of their small frames, they are incredibly evasive. They make great spellcasters and thieves for a group, and they can easily be overlooked by those who seek them harm. Sprites and Pixies are VERY fascinated by humans and their lifestyles, and if there's a human assigned to their group, they grow attached to them very easily! However, it's best suited there to be just one of them in a group; if a pair of sprites/pixies are in the same group, they can be VERY competitive with one another in a negative way, so be careful!
Halflings - Despite having reached maturity, the halflings never grow taller than a child, and quite often they are mistaken as such. Halflings make use of their smaller bodies for their agility and sneaking capabilities, making them excellent thieves and potential ninjas/kunoichis. They are naturally curious, very much like dwarves, however, they are very easy to get along with regardless of other species, though demonoids do find them 'annoying' at times.
Beastkin - Not to be mistaken by their werewolf cousins, beastkin are humanoids possessing some animalistic traits to them save for anything canine in nature, and with it, their capabilities to a sense. They're skills vary on their species; some are faster than others, some make better hiders, others rely on physical strength... they're hard to predict. Some kin enjoy one another's company, others are competitive, so they're effectively a wildcard, but typically, based on the type of beastkin, they have different views for the different species. Come in cat and bunny (speed varieties), squirrel and mouse (evasive varieties), bovine and equine (physical varieties), fox and racoon (intellect varieties), and other creatures (will be considered 'hybrids', PM for idea of which hybrids).
Werewolves - Humanoids possessing canine traits to them, as unlike their beastkin cousins, werewolves have a certain aspect about themselves that allow them to awaken the beast inside them, making them physical powerhouses to a group. Werewolves make incredible fist fighters because of this, and in their 'Wolf Unleashed' power, they do not require weapons to fight as their whole body is considered their weapon! Due to their nature, werewolves are frowned upon by humans, viewed as savages by elves... Only demonoids and drakes express intrigue in them. Some werewolves are prone to experience a 'Jekyll/Hyde Syndrome' of sorts, where their other side can be conversed with through a mirror.
Drakes - Possessing traits of the ancient dragon race, Drakes are a very prideful species in their physical attributes, making them about as strong as werewolves. They are the typical warriors to any group, though can make just as equally efficient paladins due to their durable skin as well. In addition to their great skill in weaponry, their own flame breaths makes for a powerful attack as well; the stronger a Drake is, the more powerful its flame breath will be. Because of their boastful nature, only a small handful of races enjoy their company, typically other Drakes really, since they will compete against one another, but unlike sprites and pixies, they do so in a friendly rivalry, such as how many monsters slain in the labyrinth from entrance to exit.
Demonoids - Beings from the underworld, they are one of two 'immortal' races to be a part of Zeaketh academy that possess demonic blood in their veins. This blood makes them exceptionally gifted when it comes to offensive magic, while also being very quick and evasive, in turn making them some of the best ninja/kunoichi available. Because of where they reside, they are disliked by just about all groups, even amongst themselves, they can show some heated disputes, and not just because of the hellfire breaths they can use to consume their foes. Only Erdgeists are viewed as equals by them... but their holy counterparts, Angeloids, are heavily disliked among them.
Angeloids - Beings from the heavens, they are the second of two 'immortal' races to be a part of Zeaketh academy that possess angelic blood in their veins. This blood makes them very gifted in the healing and supportive magic arts, and with their bulky natures, become great paladins or, at least the females, are known to be exceptional valkyries. They are looked up to by many races, and are by definition humble in the presence of others, and have a hard time disliking any other races... However, because of the nature of demonoids, angeloids only show discomfort whenever in their presence.
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Moral Alignment - Whether the character is good, evil or neutral, will determine how others view them. Neutrals are considered the 'mediators', and get along with both good AND evil individuals, being the voice of reason between them. Good people choose to try and solve their problems in others with words, and will help others as necessary when it's required, while shunning those who bear the 'Evil' mark. Evil people are the opposite; they tend to be violent and never seek to aid others willingly, just themselves, as well as pull of pranks to those who bear the 'Good' mark. A character's species may have minor influence on their decisions, but only they themselves can choose what kind of person they can be. As such, there can be 'Good' demonoids and werewolves, despite not being liked by the other species, while likewise, there can be 'evil' angeloids and erdgeists, despite being liked by majority species. Moral alignment ALSO impacts the character's major choices; examples include that there can only be 'Good' Paladins, 'Neutral' Valkyries... A character's alignment can be subject to change, however, at any time if they perform acts opposite to what they are.
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Majors
The type of position your character will become; some are best fit for combat expertise, others, choose to stay away from fighting in general if possible. If a Major is listed as 'Advanced MK.1', it means that it requires another Major to be explored in advance in order to become available, while MK.2 require a MK.1 major to be understood as well as two normal Majors. Advanced Majors may combine aspects of two or more Majors into one, requiring equal understanding in those specific majors, others might just be more advanced versions of that Major.
Warrior - The basic offensive class Major that focuses on the character delivering damage from the front line with their weapon of choice. They can use a wide range of offensive weapons that are up close and personal, like swords, axes and spears. Their high vitality allows them to take the hits that are thrown in their direction and survive, though it is limited to physical damage, as magic is what wears them down easier due to their lack of knowledge on the subject. In later understandings, they are able to deliver a trio of slashes upon their foes, knocking and wearing their foe down easier, especially when they wield a weapon in either hand! Advanced Majors go into Knight, Soldier or Samurai (MK.1), Paladin, Commander, Valkyrie or Spellblade (MK.2)
Wizard - The basic magic offensive class major that focuses on attacking from the back lines with damaging magic, including elemental usage. They are frail when it comes to taking physical damage, usually a well-aimed blow can knock them out easily if they're not careful, but they make up with the ability to enhance their magic by double with better understanding in the major. Typically wield staves or rods for weapons. Advanced Majors may go into Magician or Evoker (MK.1) Spellblade, Valkyrie, Druid or Sage (MK.2)
Devout - The opposite to 'Wizard', Devouts focus on healing the wounded and supporting others from the back lines, while still physically frail. They possess magic, however, to help dampen incoming attacks on them or their teammates. They are very valuable comrades to have! Usually wield staves or rods for weapons, though some may use maces as well. Advanced Majors may go into Priest/ess (MK.1), Paladin, Valkyrie, Psychic or Sage (MK.2)
Thief - Quick on their feet and very evasive, thieves might be armed lightly, but have a natural better understanding of what could be rigged to chests, as well as skilled in being able to unlock doors. They are frail, however they can hide from sight if they're small enough, granting them the capability to perform sneak attacks for a chance to steal money from adversaries. Absolutely necessary when it comes to treasure hunting! Weapons of choice are usually smaller blades like daggers, but capable of using throwing weapons like boomerangs and chakrams. Advanced Majors may go into Bandit (MK.1) Rogue or Ninja/Kunoichi (MK.2)
Ranger - Physical long-distance fighters that are also effective trackers, making them handy for getting the upper hand on unsuspecting adversaries. Though they can fight up close, being in the back makes them feel more secure. Bows or throwing weapons are their preference as far as weapons go. Advanced Major may go into Sniper (MK.1) and Rogue or Psychic (MK.2).
Tamer - Individuals whom have talent in taming hostile creatures and turning them to fight for their own team's stead. Some beasts can even be mounted on for added combat ability and flexibility on the field, however simple 'Tamers' can only handle smaller creatures at first. Tamers make use of whips and instruments for their weapons of choice, anything that could make intimidating or soothing sounds to help either intimidate or lower a creature's guard. Advanced Major may go into Bard or Evoker (MK.1) and Beastmaster, Druid or Psychic (MK.2).
Monk - Martial artists that choose to fight with their own fists, they are adept and have incredible reflexes to them. They are fairly bulky, allowing them to take hits quite efficiently as well, and supposedly possesses a mild 'sixth sense' they can't explain. Advanced Majors get into Black Belt (MK.1) and Psychic or Ninja/Kunoichi (MK.2)
Tactician - Though the tacticians don't fight battles themselves, they can offer vast orders to the rest of the group that can change the outlook of a battle, even if heavily outmatched. Tacticians are frail, but having one around improves the likelihood of shifting a tide in their companions' favor. Reserved, optional teaching for 2nd-4th years.
Merchant - Non-combative, the merchant finds and sells wares for reasonable prices, higher than other classes. Having a merchant around helps decipher whether an item is enchanted or not. Advanced Major get into Alchemist (MK.1).
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Spreadsheet
Here's what the character sheet looks like, that you can just copy/paste as necessary. I will also include a Teacher sheet, for those who wish to teach as well, but I ask everyone who joins to have at least 1 student as a character.
-Student-
Name:
Age: (16-22)
Gender:
Year:
Species/Race:
Morality Alignment:
Major: (Up to 2 for 1st years, 3-4 for 2nd years, and 4-6 for 3rd years)
Starting Equipment: (Basic gear only; 1 light weapon (dagger, staff, leather whip, short sword, club, or none (if Monk is a Major)) and clothing (Academy uniform and traveling clothes may be separate or the same.))
Appearance: (Description or Image, or both, may be included)
Brief Bio:
Goal: (What does the character hope to get when they're finished?)
-Teacher-
Name:
Age: (28+)
Gender:
Species/Race:
Morality Alignment:
Taught Major(s): (Up to two!)
Appearance: (Description or image, or both, may be included)
Brief Bio:
Should enough people show interest, I will provide my own sheet as necessary.
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Humans - A race with no outstanding qualities about them, good or bad, and generally the 'balanced' race, in which they can fit to fill just about any role in a group, whether it be combat focused, support, or merely just trying to make a living. Humans generally don't have any major dislikes to any race save for demonoids and werewolves, but are quite curious beings as a whole, and thus are easy to adapt into a group of just about any species.
Elves - A proud race, elves are rather wise and long-lived individuals, and though they're balanced like humans, elves make for excellent spellcasters or rangers, usually focused on fighting in the back lines though do so with both skill and grace. When it comes to other races, it's dwarves that elves express their dislike towards them for their rough manner of speech and general behavior, though can be rather full of themselves as a whole.
Dwarves - A race all about learning and traveling, dwarves aren't as tall as some of the races, actually being shorter than Halflings, but they do pack quite a punch to them when it comes to fighting and are very resilient; some dwarves actually make effective healers due to their learning ways, and can be efficient alchemists and warriors too! Dwarves can't seem to understand why elves dislike them, but because they refuse to teach them of their language, dwarves have a hard time letting go, though they know a great deal of other languages, making them relatively easy to get along with by other species.
Erdgeists - Lingering spirits of those unable to carry on to the next life or died too soon that have inhabited a doll's body in order to live on. Due to the fragility of the new host body, they are extremely frail, but because they have walked with death once, they are very knowledgeable as well, making them excellent spellcasters and summoners, but ill-recommended to send them out to fight in the front lines. Because of their past life, many races are very curious about them, and never are ill-perceived by others!
Sprite/Pixie - Based on the gender, a sprite is a male, while a pixie is a female; both are very small all the same, and due to their small bodies, they are physically frail. A mere swat of the hand can seriously hurt them... but because of their small frames, they are incredibly evasive. They make great spellcasters and thieves for a group, and they can easily be overlooked by those who seek them harm. Sprites and Pixies are VERY fascinated by humans and their lifestyles, and if there's a human assigned to their group, they grow attached to them very easily! However, it's best suited there to be just one of them in a group; if a pair of sprites/pixies are in the same group, they can be VERY competitive with one another in a negative way, so be careful!
Halflings - Despite having reached maturity, the halflings never grow taller than a child, and quite often they are mistaken as such. Halflings make use of their smaller bodies for their agility and sneaking capabilities, making them excellent thieves and potential ninjas/kunoichis. They are naturally curious, very much like dwarves, however, they are very easy to get along with regardless of other species, though demonoids do find them 'annoying' at times.
Beastkin - Not to be mistaken by their werewolf cousins, beastkin are humanoids possessing some animalistic traits to them save for anything canine in nature, and with it, their capabilities to a sense. They're skills vary on their species; some are faster than others, some make better hiders, others rely on physical strength... they're hard to predict. Some kin enjoy one another's company, others are competitive, so they're effectively a wildcard, but typically, based on the type of beastkin, they have different views for the different species. Come in cat and bunny (speed varieties), squirrel and mouse (evasive varieties), bovine and equine (physical varieties), fox and racoon (intellect varieties), and other creatures (will be considered 'hybrids', PM for idea of which hybrids).
Werewolves - Humanoids possessing canine traits to them, as unlike their beastkin cousins, werewolves have a certain aspect about themselves that allow them to awaken the beast inside them, making them physical powerhouses to a group. Werewolves make incredible fist fighters because of this, and in their 'Wolf Unleashed' power, they do not require weapons to fight as their whole body is considered their weapon! Due to their nature, werewolves are frowned upon by humans, viewed as savages by elves... Only demonoids and drakes express intrigue in them. Some werewolves are prone to experience a 'Jekyll/Hyde Syndrome' of sorts, where their other side can be conversed with through a mirror.
Drakes - Possessing traits of the ancient dragon race, Drakes are a very prideful species in their physical attributes, making them about as strong as werewolves. They are the typical warriors to any group, though can make just as equally efficient paladins due to their durable skin as well. In addition to their great skill in weaponry, their own flame breaths makes for a powerful attack as well; the stronger a Drake is, the more powerful its flame breath will be. Because of their boastful nature, only a small handful of races enjoy their company, typically other Drakes really, since they will compete against one another, but unlike sprites and pixies, they do so in a friendly rivalry, such as how many monsters slain in the labyrinth from entrance to exit.
Demonoids - Beings from the underworld, they are one of two 'immortal' races to be a part of Zeaketh academy that possess demonic blood in their veins. This blood makes them exceptionally gifted when it comes to offensive magic, while also being very quick and evasive, in turn making them some of the best ninja/kunoichi available. Because of where they reside, they are disliked by just about all groups, even amongst themselves, they can show some heated disputes, and not just because of the hellfire breaths they can use to consume their foes. Only Erdgeists are viewed as equals by them... but their holy counterparts, Angeloids, are heavily disliked among them.
Angeloids - Beings from the heavens, they are the second of two 'immortal' races to be a part of Zeaketh academy that possess angelic blood in their veins. This blood makes them very gifted in the healing and supportive magic arts, and with their bulky natures, become great paladins or, at least the females, are known to be exceptional valkyries. They are looked up to by many races, and are by definition humble in the presence of others, and have a hard time disliking any other races... However, because of the nature of demonoids, angeloids only show discomfort whenever in their presence.
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Moral Alignment - Whether the character is good, evil or neutral, will determine how others view them. Neutrals are considered the 'mediators', and get along with both good AND evil individuals, being the voice of reason between them. Good people choose to try and solve their problems in others with words, and will help others as necessary when it's required, while shunning those who bear the 'Evil' mark. Evil people are the opposite; they tend to be violent and never seek to aid others willingly, just themselves, as well as pull of pranks to those who bear the 'Good' mark. A character's species may have minor influence on their decisions, but only they themselves can choose what kind of person they can be. As such, there can be 'Good' demonoids and werewolves, despite not being liked by the other species, while likewise, there can be 'evil' angeloids and erdgeists, despite being liked by majority species. Moral alignment ALSO impacts the character's major choices; examples include that there can only be 'Good' Paladins, 'Neutral' Valkyries... A character's alignment can be subject to change, however, at any time if they perform acts opposite to what they are.
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Majors
The type of position your character will become; some are best fit for combat expertise, others, choose to stay away from fighting in general if possible. If a Major is listed as 'Advanced MK.1', it means that it requires another Major to be explored in advance in order to become available, while MK.2 require a MK.1 major to be understood as well as two normal Majors. Advanced Majors may combine aspects of two or more Majors into one, requiring equal understanding in those specific majors, others might just be more advanced versions of that Major.
Warrior - The basic offensive class Major that focuses on the character delivering damage from the front line with their weapon of choice. They can use a wide range of offensive weapons that are up close and personal, like swords, axes and spears. Their high vitality allows them to take the hits that are thrown in their direction and survive, though it is limited to physical damage, as magic is what wears them down easier due to their lack of knowledge on the subject. In later understandings, they are able to deliver a trio of slashes upon their foes, knocking and wearing their foe down easier, especially when they wield a weapon in either hand! Advanced Majors go into Knight, Soldier or Samurai (MK.1), Paladin, Commander, Valkyrie or Spellblade (MK.2)
Wizard - The basic magic offensive class major that focuses on attacking from the back lines with damaging magic, including elemental usage. They are frail when it comes to taking physical damage, usually a well-aimed blow can knock them out easily if they're not careful, but they make up with the ability to enhance their magic by double with better understanding in the major. Typically wield staves or rods for weapons. Advanced Majors may go into Magician or Evoker (MK.1) Spellblade, Valkyrie, Druid or Sage (MK.2)
Devout - The opposite to 'Wizard', Devouts focus on healing the wounded and supporting others from the back lines, while still physically frail. They possess magic, however, to help dampen incoming attacks on them or their teammates. They are very valuable comrades to have! Usually wield staves or rods for weapons, though some may use maces as well. Advanced Majors may go into Priest/ess (MK.1), Paladin, Valkyrie, Psychic or Sage (MK.2)
Thief - Quick on their feet and very evasive, thieves might be armed lightly, but have a natural better understanding of what could be rigged to chests, as well as skilled in being able to unlock doors. They are frail, however they can hide from sight if they're small enough, granting them the capability to perform sneak attacks for a chance to steal money from adversaries. Absolutely necessary when it comes to treasure hunting! Weapons of choice are usually smaller blades like daggers, but capable of using throwing weapons like boomerangs and chakrams. Advanced Majors may go into Bandit (MK.1) Rogue or Ninja/Kunoichi (MK.2)
Ranger - Physical long-distance fighters that are also effective trackers, making them handy for getting the upper hand on unsuspecting adversaries. Though they can fight up close, being in the back makes them feel more secure. Bows or throwing weapons are their preference as far as weapons go. Advanced Major may go into Sniper (MK.1) and Rogue or Psychic (MK.2).
Tamer - Individuals whom have talent in taming hostile creatures and turning them to fight for their own team's stead. Some beasts can even be mounted on for added combat ability and flexibility on the field, however simple 'Tamers' can only handle smaller creatures at first. Tamers make use of whips and instruments for their weapons of choice, anything that could make intimidating or soothing sounds to help either intimidate or lower a creature's guard. Advanced Major may go into Bard or Evoker (MK.1) and Beastmaster, Druid or Psychic (MK.2).
Monk - Martial artists that choose to fight with their own fists, they are adept and have incredible reflexes to them. They are fairly bulky, allowing them to take hits quite efficiently as well, and supposedly possesses a mild 'sixth sense' they can't explain. Advanced Majors get into Black Belt (MK.1) and Psychic or Ninja/Kunoichi (MK.2)
Tactician - Though the tacticians don't fight battles themselves, they can offer vast orders to the rest of the group that can change the outlook of a battle, even if heavily outmatched. Tacticians are frail, but having one around improves the likelihood of shifting a tide in their companions' favor. Reserved, optional teaching for 2nd-4th years.
Merchant - Non-combative, the merchant finds and sells wares for reasonable prices, higher than other classes. Having a merchant around helps decipher whether an item is enchanted or not. Advanced Major get into Alchemist (MK.1).
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Spreadsheet
Here's what the character sheet looks like, that you can just copy/paste as necessary. I will also include a Teacher sheet, for those who wish to teach as well, but I ask everyone who joins to have at least 1 student as a character.
-Student-
Name:
Age: (16-22)
Gender:
Year:
Species/Race:
Morality Alignment:
Major: (Up to 2 for 1st years, 3-4 for 2nd years, and 4-6 for 3rd years)
Starting Equipment: (Basic gear only; 1 light weapon (dagger, staff, leather whip, short sword, club, or none (if Monk is a Major)) and clothing (Academy uniform and traveling clothes may be separate or the same.))
Appearance: (Description or Image, or both, may be included)
Brief Bio:
Goal: (What does the character hope to get when they're finished?)
-Teacher-
Name:
Age: (28+)
Gender:
Species/Race:
Morality Alignment:
Taught Major(s): (Up to two!)
Appearance: (Description or image, or both, may be included)
Brief Bio:
Should enough people show interest, I will provide my own sheet as necessary.
Last edited: