Fantasia [Recruitment Thread]

HotCider

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Fantasia [Recruitment Thread - Seeking a Warrior]

Fantasia

This game is for those writers who love the typical role-playing game or fantasy tale. The world overall is called Fantasia, but there aren’t that many key cities to know and memorize. Writers who join this game will join me in opening this world and its cultures up. I do not want to restrict your creativity too much, but I do want to make an open forum of what aspects are allowed and not allowed. There is a basic story, and that story will only get larger and deeper if we make it that way. This game is limited to six players, but if I get more than six players interested, then I may make some exceptions. Any who, refer to the game’s opening storyline below.

Chapter One: The Goddess

Eloria is the goddess of the world, but her presence isn’t accepted by all. There are those tainted by the dark god Meldorne, a god Eloria has managed to keep sealed away. The seal is a living vessel, the young queen of Fantasia named Emeline is known as the Empress of Peace. She is pure and kind. Her virginity unsullied, her hands clean of blood, and mind empty of ill-intentions. It unnerves the followers of Meldorne that such a woman exists for Meldorne has taught them that Man is only prone to conflict. Meldorne has corrupted the soul of the dark king, Howne (sounds like “hone”). Howne denounced Emeline as his queen and anointed himself king. With his loyal army of Milians (sounds like “meal”), people of the kingdom of Mila, he was able to stage an infiltration into the main capital of Fantasia, Ivorene. He kidnapped the goddess and holds her hostage, planning to execute her before the world to prove her mortality.

This game takes place in the kingdom of Mila. You will be playing several characters tied to this incident, whether you are a servant of the goddess (guardian, soldier, sibling, maid, fan boy/fan girl, sellsword, etc.) or perhaps you are a corrupted enemy awaiting redemption. Each character is a hero of some sort with a renowned name whether it be local or legendary. Your character’s backgrounds will explain how they may have gotten their fame whether it be loud or silent. Your current situation will detail what your character is doing in Mila. The storyline will guide you from there. Feel free to collaborate with other writers. It is expected and highly encouraged.

The characters on the side of the goddess will be staging to rescue her. The characters against the goddess will be there to hinder the good guys from succeeding. The neutral characters will no longer choose to be neutral. Regardless, there will be an outcome to this opening plot no matter who wins or loses. All bad and neutral characters will be converted to the side of good by the end of this.

Character Creation

There will be a lot of information listed below, but I feel that it is simple enough to understand. I recommend taking your time to read it all before you start making a character. There is one discussion that we must have, and it is about “Race.” If you intend/ would rather play a character that isn’t human, then I want to know what kind of character you would play. I will make some exceptions depending on what is brought to the table. Now, here is the basic profile outline:

Code:
Full Name:
Alias: (The nickname or title of your hero)
Age:
Height:
Weight:
Hair Color:
Eye Color:
Physique:
Written Appearance:
Visual Appearance:
Class: (Pick from the class list)
Specializations: (List three from the list)

(You have 5 points to allocate as appropriate. This does not include the five points already present below. Those are base stats.)
Level 1
Strength 1
(P)Defense 1
(M)Defense 1
Magic 1
Dexterity 1
Experience: 0/10

1 Open Ability Slot (write an ability here. It's more like a special attack do not think Marvel/DC superhuman powers)

Background:
Current Story:
 
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Character Classifications

Character Classes

There are six class categories in this game and three job advancements. The six classes are:

Warrior
Knight (GM)
Mage (Katamari Roller)
Cleric (rBo3guK)
Thief (sodalitas)
Archer (Aussie_Wolf)

Characters will reach their first class advancement when they reach level 10, and the player will have to determine what their next job will be. Since we have awhile until we get there, I will not discuss category 2 job advancements until we get there. For now, this page will discuss the six classes and category 1 jobs.

Warrior: The warrior class is the heavy-hitter, specializing in delivering strike after strike of devastating damage.
Knight: The knight class is the tanker. They hold the line absorbing damage for the group and protecting the vulnerable members.
Mage: The category 1 mages specialize in elemental magic: fire, water/ice, lightning, earth, and air. They cast lethal spells from afar and can annihilate groups of enemies.
Cleric: The cleric uses holy and light magic to support the group, healing those of harmful afflictions and warding away evil with smiting spells.
Thief: The thief is swift and limber. Their hands are often quicker than the eye making them perfect for getting into and out of situations unscathed. They can open any door and any treasure chest.
Archer: Masters of Accuracy; the archer pinpoints the enemy’s weakness from a safe distance and obliterates him. Whatever the group can’t reach, the archer can.

This is a basic run-down of the character classes. Every character will have a class listed in their character profile.

Class Customization

This game only accepts six players unless interest exceeds expectations. If a player takes the class that you wanted, you can always customize the class you currently have to make up for it. However, you cannot customize your character outside his or her class. We do not want a cleric to be solely a mage or solely a tank. We want the cleric to be a cleric. If you wanted magic damage-dealing spells like the mage, then you can implement those spells, but they will be light spells because that is the element that the cleric specializes in. When your character gets to level 10 and achieves their first class advancement, you will have the option to change your character from the simple warrior to a berserker, barbarian, monk, samurai, whatever you want to call the next job advancement. For now though, they are their basic classes.

Character Abilities

All level 1 characters start with one ability slot, which means you can only write 1 ability for them until they level up. The GM will let those players know when they can unlock another ability slot. The ability slot is where your character’s special ability goes. If a character is a mage, then fire magic may be the first ability he or she has. As you earn more slots, the more abilities your character will have.

Character Specialization

You have 3 slots for specialization and there is a nice long list to choose from. Once a character picks a specialization from the list, no other player can choose that same specialization for their character. The reason why is because we want to make every character unique and important. This also grants characters abilities they may not have been available to have due to their class. Check out the list below.

Tactician: This character is the brains of the operation. He or she can look at the enemy or battlefield and devise the best way to infiltrate or organize his or her team. He or she has the ability to see enemy weaknesses and exploit them.

Herbalist: Sometimes energy is best saved and medicine can go a long way when the cleric is away or lacking in capability. The herbalist can create healing salves, soups, teas, antidotes, and elixirs from the nature around him or her.

Scholar: The scholar is very educated and knows a plethora of foreign languages. He or she is also gifted with the ability to recognize and read ancient runes, scrolls, or tomes. If you need an interpreter, linguist, or cultural guide, refer to your group scholar.

Demolition: This character knows the correct mixture to go out with a bang. The bomb specialist is here, whether it be to clear a mob, sabotage, or open a stubborn door.

Fisherman: If ever you’re by a body of water, a skilled fisherman can catch fish for the group.

Hunter: Out in the wild and need to acquire food, when it comes to game small or large, the hunter is gifted with bringing home the bacon!

Chef: So we have fish and we have game, now we need someone to prepare it into a nice delicious meal. The cook can keep the group’s spirits up by providing hot delicious meals. Similar but still different from the herbalist, the cooks know what plants and animals are edible and how best to purvey them.

Pathfinder: This character has a good sense of direction and can lead the group out of a confusing labyrinth or forest.

Navigator: This character knows his or her way around a boat or ship. They have the potential equivalent to a ship captain.

Beast Master: This character has a natural affinity with the wild and untamed. He or she can calm and tame any beast—at least the ones that aren’t naturally evil.

Swordsman: The master of swords no matter how great or short. This excludes throwing knives or any dagger-like weapons. (Once a character chooses this option, they cannot specialize in another combat-related option)

Pole Arms: The master of polearms can wield any spear or halberd weapon with the exception of staffs. (Once a character chooses this option, they cannot specialize in another combat-related option)

Blunt Arms: Maces, hammers, nunchaku, clubs, bats, batons, this character is a master of them all. (Once a character chooses this option, they cannot specialize in another combat-related option)

Axe Weapons: Hatchets, battle axes, double-headed axes, wedges, tomahawks, this character is a master of them all. (Once a character chooses this option, they cannot specialize in another combat-related option)

Projectiles: Throwing knives, senbon, kunai, shuriken, this art requires the character to be adept with dexterity.

Gambler: This character has Lady Luck on his or her side. He or she may be able to win the group quite the fortune. The gambler also has a sound business practice and may be able to get the group a deal.

Acrobat: This character is flexible and knows how to reach places others may not know how as well as perform aerial stunts. The acrobat can evade attacks and confuse enemies. This specialization requires the character to be adept with dexterity.

Fists: This character doesn’t need to rely on his or her weapon solely to fight. This character is skilled in hand-to-hand combat. (Once a character chooses this option, they cannot specialize in another combat-related option)

Blacksmith: Did your weapon break? This character can repair it or make it better than it was before.

Armorer: Did you damage your armor? This character can repair it or make it better than it was before.

Tailor: Casual clothes can be pricey, but the tailor can sew you some new breeches. Everything rips and tears, leave it to the tailor to keep you well-clothed.

Minstrel: This character can sing as well as play instruments. Music can soothe attitudes and calm spirits after a battle or hardship.

Dancer: This character knows rhythm and can mesmerize others with his or her movements. The dancer is quite the entertainer and deceiver.

Trickster: This character can deceive others by pretending to be someone exceptionally well. They are good actors or actresses, and masters of camouflage.

Be respectful to each other as you choose specializations. If a character “really, really,” wants a certain specialization and you don’t really need it, then be courteous. Hand it over.
 
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Character Statistics

Game Statistics

Strength
(P)Defense
(M)Defense
Magic
Dexterity

Strength: This attribute determines physical damage. The warrior class excels in this attribute.
(P)Defense: This attribute determines physical resistance to physical damage as well as tenacity to certain physical afflictions such as: poison, disease, and drugs that effect the character’s mental or physical state. The knight class excels in this attribute.
(M)Defense: This attribute determines magical resistance to magic damage as well as tenacity to certain magical afflictions such as: curses, darkness, and any magical effect that can alter the character’s status. The cleric class excels in this attribute.
Magic: This attribute determines magical damage. The mage class excels in this attribute.
Dexterity: This attribute determines speed, accuracy, and damage per second. The thief and archer classes both excel in this attribute.
Critical Damage: For every point placed into Strength and Dexterity, the percent of critical damage rises. Every 5 points in Dexterity and Strength will grant 5% chance increase. Remember, five points in both categories not just one or the other.

Every character who joins this game will be given 5 stat points to distribute through the 5 attribute categories. All characters start at Level One, and as they earn experience, they have the ability to level up. Each time a character levels, the player will earn 5 stat. points to arrange how they like. A cleric can be customized to also pack whopping magic damage or to be as much as a tank as the knight. This game is your oyster.

Experience

Experience is awarded two ways: 1) In-game when bosses—main or minor—are defeated, and 2) by player word count. I reward literacy. The player and the GM will keep track of the experience points achieved. Every experience bar starts at 10 experience for level 1. As players level up, the experience bar will extend by 10. So for example, the experience bar of a level 2 character is 20. This means that a character must earn 20 points worth of experience in order to advance to level 3.

300 words = 1 experience point
500 words = 2 experience points
1,000 words = 3 experience points

You can keep track of your acquired experience by posting the points at the end of your post, or by writing it to your character’s character profile.
 
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This game is now open for discussion and recruitment. I will add things to it as we go if need be.
 
Definitely like to join this thread and I would like to reserve the Archer please. I will have a character sheet up by this evening.
 
I am willing to alter this profile if need be. Especially if it conflicts with another person's profile. The same can be said for the "specializations." If you had planned to take any of them, then feel free to ask for any of them. The only one that I won't give up is the pole arm.



Full Name: Jorn (Yorn) Ivorene
Alias: Knight of Eloria; The General of the Ivorene Army; The Shrewd Knight
Age: 29
Height: 6’3”
Weight: 210 lbs.
Hair Color: Brown
Eye Color: Grey
Physique: Solid

Written Appearance: Jorn almost lives up to the tales spoken about him. The only difference is that he’s not seven-feet tall and charges into battle on a horse the size of a dragon, trampling legions beneath him. Still, he’s rather imposing, and one would be a fool to take him lightly. He is clad heavily in Ivorian armor, the best of its quality, and sports a shield with the Symbol of the Goddess on its face. Physical appearance, he’s about as handsome as carved stone. He keeps his hair near-bald and the scars he’s received in battle mark his flesh like a tapestry. His body was forged on the battlefield and he has to stay in shape if not just to stand his ground as a defender, but to protect his sister.

Visual Appearance: Visual
Class: Knight
Specializations:
Pole Arms
Beast Master (willing to give this up if someone really wants it)
Hunter

Level 1
Strength 2
(P)Defense 3
(M)Defense 3
Magic 1
Dexterity 1
Experience: 0/10

Javelin Throw: When wielding a javelin, Jorn will scope out a single enemy and hurl it at its intended target up to 100 m.

Background: Jorn is the younger brother of Emeline. They are what remains of the Ivorene royal blood since an uprising long ago threatened to destroy the nation. It was both their parents King Harlow and Queen Sybil who had them both sent away to a neutral kingdom. It was there that they hid, awaiting the news of the war. The news came cold and harsh. Both the King and Queen had been slaughtered and the kingdom overtaken by the Milians. Ivorene became known as Mila and the people were oppressed by the ruler King Lorbane. Jorn and Emeline were later found by fugitive members of the Ivorene army, and under the tutelage of General Beloran Storm, Jorn would undergo his transformation into a knight. He trained hard determined to avenge his family and protect his sister.

Emeline had always been special. No one could understand it, but at first he secretly blamed her for the uprising. It was Eloria who resided within her that attracted evil like Lorbane, and if she hadn’t existed, if she hadn’t resided in Emeline, then their parents would still be alive. As he grew older, such childish thoughts left him. General Beloran was able to amass an army and with it, they stormed Mila to reclaim the throne. The battle was dark and bloody. King Lorbane had with him a witch that could summon demons and the dead. Many died on both sides, a result Emeline had been against. Among those many, General Beloran was one, and Jorn took up arms as the new general to continue the storm. By the time they reached the throne room, the supposed witch was nowhere to be found. She left King Lorbane alone in his defeat, and the kingdom was once again reclaimed. During its darkest time of recovery, Emeline shined brightest, soothing the peoples’ wounds and hearts. The people overcame the past, but it was not forgotten. Emeline became the new queen and Jorn continued to serve under her as her protector.

(If any player would like to take from this tale for their character’s background, say if he/she and Jorn served under Ivorene, you can. I left how King Lorbane died vague in case someone wanted to take credit for his death.)

Current Story: Emeline was taken in the middle of the night under The Watch’s close guard. It was said to have been carried out by a small unit of kidnappers who could perform black magic. They left behind a message in what Jorn feared to have been his sister’s blood that invited them to come to the new Mila to witness her execution. The news of there being a new Mila disturbed him, and even more that the son of King Lorbane, King Grigori was now the one seeking vengeance. Jorn recalled his sister warning him about continuing the endless cycle of bloodshed and he understood it ever clearly to his deepest regret. Jorn with a small unit sought out to infiltrate Mila in secret, rescue Emeline, and return home alive.
 
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Mae Van Duran

.................
 
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It's Thanksgiving for the Americans so things may be a little slow. We have two classes still open for claim: Cleric and Thief.

Two classes on reserve.
 
Question: if I wanted to create a female character straight out of a SNK game (fighting games with heavy doses of ki/energy/dark energy/genetic manipulation/whatever lets you punch fireballs at people), would that fit better as a Mage, or as a Warrior?

I notice that you specify Mages as flinging spells at people from a distance, but I want to play a more physical-oriented character. Not heavily muscled, but definitely owing her damage output more to a mix of dexterity, magic and agility than pure brute strength.
 
She would have to be the typical RPG mage until she makes it to level 10, her first job advancement. With that job advancement, you can entail those characteristics by making a whole original class. What I recommend for now to do is make her specialization "fists" and you can allocate your points however you need to to prepare for that advancement.
 
Well, here she is. Go ahead and tell me if anything requires changing.


Full Name: Loia Junse
Alias: Black Ember, the Incinerator
Age: 19
Height:
Weight: 125lbs.
Hair Color: Chocolate brown
Eye Color: Chocolate brown
Physique: Buxom

Written Appearance: Loia would seem to be your average noble maiden, with pale skin, innocent visage and alluring body. Her clothing says otherwise. Under a raven-black hooded cloak that completely hides her figure, she normally wears a tight, black leather leotard secured onto her open back by a small chain below her neck. On top, and making her attire only slightly more presentable, there is a matching long-sleeved, wide-cuffed, cropped jacket with golden filigree that overhangs her large breasts. Her extremely thick gloves point toward rather uncommon capabilities. Her thigh-high boots sport normal heels, surprisingly enough. This attire is clearly meant to grant agility at the cost of decency, but even the dumbest and most uninformed molester would realize that Loia should be left alone. Her unnervingly detached demeanour and intensely calm eyes belie the inferno within.

Visual Appearance: Visual
Class: Mage
Specializations:
Fists
Scholar
Tactician

Level 1
Strength 1
(P) Defense 1
(M) Defense 2
Magic 3
Dexterity 3
Experience: 0/10

Ability:
Devil hands – Rather than casting spells, Loia shows her mastery of the elements through physical channeling. While unable to incinerate enemies from afar, her arms aflame are a fearsome sight indeed.

Background:
It is only natural that gods would exercise their will through special individuals of untapped potential. Potential they would develop, guided and empowered by that divinity. Loia was one such individual, the daughter of a duke under Howne´s service and meant only to marry and breed another generation of Milian nobility, until Meldorne´s corruption gave Howne new insight into the workings of the arcane. As a result, Loia´s latent magical gift was transformed into something slightly different, and she was made to fulfil a new duty: to be one of Howne´s weapons of terror. Wherever resistance to the Milian king´s will is found, Loia is sent to burn it out. The qualms she should have about slaughtering whole villages or razing her way out of castles and fortresses do not seem to be there. This ruthlessness, coupled with her black leather clothing in the middle of the raging infernos she creates, has earned her the byname “Black Ember”. Those less inclined to such poetry take to call her “Incinerator”, preferring to ignore the fact that she looks human... though no one is sure what she is now, other than infamously dangerous.

Current Story:
Loia was involved in the kidnapping of Emeline through the crude and simple expedient of staging a diversion. She infiltrated a garrison not far from the capital of Fantasia and proceeded to set it ablaze. While the troops drawn from the capital to reinforce the garrison were engaged in a desperate fight in the burning streets, it was easier for the main infiltration group to get into the palace and take the goddess. This has left the Black Ember in a precarious position, though, as she tries to escape from Fantasia and back into Mila through a chaos of troops hunting for her, and others marching after the kidnappers.
 
Sorry it took me so long

Name:Gillian Longstrider
Alias:Ghost of the Woods
Age:125
Height:6'6"
Weight:180lbs
Hair color:Brown/green
Eye color:Green
Race:Elven


Written Appearance:Gillian is a tall slender elf that has mottled green brown hair instead of the usual blonde of his race. He wears Leathers of the same color and carries a large bow and a slender sword on a wide leather belt.Instead of boots he wears a pair of moccasin type of shoes. All of these items are actually magic in nature. His outfit is actually as strong as the best leather armor but as supple as cloth allowing him free movement and his sword is made by the elves so is of course extremely sharp and strong while being light.

Visual Appearance:Ranger
Class:Archer
Specializations:
Pathfinder
Acrobat
Projectiles

Level 1

Strength:2
P Defense:2
M Defense:1
Magic:1
Dexterity:4

Experience 0/10

Ability:Quick shot. Gillian has the ability to fire arrows at a rate that is double that of a normal Elf even making him a formidable foe.

Background:Gillian was taken early and trained by the druids of his clan to be a superior warrior and druid. He has become one with the forests surrounding his home clan and has no problem blending into them and can do the same in any forested terrain or any long grasses. His training has also made him a superior shot with the bow and an excellent blades man. He is also a very good acrobat as he is used to making his way through the forests of his homeland and can leap vast distances both in length and vertically as well as performing feats of tumbling and other skills. He also uses these when fighting to disorientating his foes and to form a basis for a type of hand to hand style of fighting the druids have passed down to him. He has protected his homeland from attacks for over a century now, dispatching any who would dare penetrate it's depths without permission. he does so with stealth and precision, the few he let's go to spread the stories calling him "the Ghost of the Woods".

Current Story:The Druids have learned of Emeline's plight and know what the consequences will be for the world if Howne succeeds with his plan. They decide to send Gillian to attempt to save her. he is to try and find like minded individuals on his way there and join up with them.
 
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I like it. Welcome. :) I'm going to give this game until...I'll say Friday. That way the holiday craziness will subside...for now. :rolleyes:
 
Connell Markard, the Chameleon

I'm interested - hope this works for everyone. All of the below is negotiable.

Full Name: Connell Markard
Alias: The Chameleon

Age: 35
Height: 5'10
Weight: 150 lbs
Hair Color: Blonde
Eye Color: Blue
Physique: Slender and fit

Written Appearance: Connell is an unassuming man. He is of average looks with no discerning scars or features. He keeps his blonde hair relatively short but is prone to dye it. He is graceful, moving carefully and with purpose unless modifying his movements as part of taking on another persona. He favors clothes that allow for movement over protection and often wears no visible armor unless specifically preparing for combat. He has daggers hidden in his clothing and sometimes wears a blade on his hip. He is usually seen with a satchel of one kind or another.
Visual Appearance: Thief

Class: Thief
Specializations: Trickster, Swordsman, Demolition

Level 1

Strength 2
(P)Defense 2
(M)Defense 2
Magic 1
Dexterity 3

Experience: 0/10

Ability Slot
Feint: Whether it is with a small flash powder explosion or a sudden, dramatic change in expression or movement, Connell has become adept at causing his opponents to hesitate momentarily allowing him to gain the upper hand.

Background:

Connell grew up in the capital. He was the son of an ambitious artisan of moderate
talent. As such, he was often in the company of the upper class - enough to get
a taste of wealth but never destined to dine on it. They would frequent his
father's shop to peruse paintings or to discuss a commission, and Connell would be
in the background, unheeded. He spent hours daydreaming of being rich, and
would practice how he would speak and walk and conduct himself - and was
surprised at how well he managed to look the part. As he grew older and
stronger he would accompany his father to their estates as his father's porter
and would slip away to explore while his father worked. He would join the stream
of servants going about their business, and found he was equally able to adopt
their demeanors. This allowed him (with few exceptions) to go where he liked
without looking out of place.

His love of the capital grew as he did - the exotic travelers of the market, the
stern guardsmen, the drunks at the tavern all fascinated him. He would look for
opportunities to slip into a group, act convincingly enough that he was
overlooked, and slip out again. He started to pick up a lot of interesting pieces
of information that way, and over the course of a few years he found himself in
the smuggling business. This exposed him to many new types of goods and
materials that needed to be moved in less mainstream manner, including
explosives. When a contact of his never showed up to collect a crate of them
once, he decided to keep it as payment. While there were a few close calls, he
was able to get proficient enough in their use.

With his abilities to navigate the streets and alleys as well as the social circles
of the city added to his ability to be overlooked, he started to make a name for
himself amongst the thieves and merchants as a man who could find information
and make things disappear.

When the unrest started, Connell couldn't sit idle. He couldn't bear the thought of
what war would do to the people and places that he loved so much. To his great
surprise, he found himself as a foot-soldier under General Beloran. Life in an
army camp made it difficult ever for him to come and go as much as he would
have liked, and so (constrained as he was) it was during that time that he
perfected his swordsmanship.

When it was time to assault the castle, Connell volunteered. He used his
demolitions to blast his way through doors and interior walls to allow the
vanguard the entry they needed.

He was there when Lorbane was struck down, but refuses to speak of it.

Current Story:

Connell returned to the city and re-assumed his smuggling and spying operation.
But his strongest desire was to keep the city safe, and often he found himself
hampering the criminal element as much as helping them, depending on what
impact their schemes had on innocents. That made him many enemies, and so
he took to taking random personas each day - a wide-eyed foreign visitor, a
crippled beggar, a loud and boisterous merchant. It was a wonder what could be
done with a change of accent, of stance, of demeanor. He found ways to
change the color of his hair and gathered an assortment of clothing. After a time,
he started to lose his own sense of identity.

Rumors grew of his ability to be anywhere, be anyone. Many events started to
be attributed to him, even if he had nothing to do with it, which only made his
legend grow.
 
Love the profile. You know when I said how this game was to simulate a RPG lol. The party is always in need and looking for a healer. Thus is the case here lol. Worst case scenario, I do have someone who would be able to play the cleric but she won't be available for another week or two. But if a new player wants cleric, it is open by all means. The remaining class lol.
 
No one ever wants to play the heal bot ever.

WTB Epic Healz. PST.
 
Hmmm... well, would there be anything for the cleric to do other than healing wounds? Like fighting demons/undead and actually fighting? I don´t know if you are looking at the classic knight-with-mace cleric, or if you would mind the cleric using a different weapon.
 
The cleric can be whatever that player wants their cleric to be but yes, they need to be a healer because if they were anything else, then they wouldn't be a cleric.
 
Full Name: Stephan Openheimer
Alias: The Lifebringer
Age: 30
Height: 6'0
Weight: 150 lbs
Hair Color: Bald
Eye Color: Blue
Physique: Slender
Written Appearance:
Stephan is a tall and slender figure, with a sly expression. He has no facial hair and a wide smile. He wears a long blue cloak with a light leather vest, secured by a belt. His yellow sleeves are long and wide, and his leather gloves assist him in gripping blunt weapons. His leather with an iron bottom boots cover his legs from light damage.
Visual Appearance:
http://orig04.deviantart.net/30cf/f/2014/327/3/0/14_10_12_trickstercleric_by_zazb-d87gkcd.jpg
Class: Cleric
Specializations: Blunt Arms, Chef, Herbalist.

(You have 5 points to allocate as appropriate. This does not include the five points already present below. Those are base stats.)
Level 1
Strength 2
(P)Defense 1
(M)Defense 3
Magic 2
Dexterity 2
Experience: 0/10

Healing Aura - Stephan is able to maintain a healing aura that assists in the regeneration of his friends and allies around him, but it breaks if he enters combat or breaks concentration too much.

Background:
Stephan was born in a family of clerics and herbalists, the main way to make money was to treat sick people. Stephan was given the gift of magic and was a great cleric and herbalist. He practiced his abilities on the sick who were seemingly irredeemable from their heavy diseases. Yet Stephan was able to save most of them. With his abilities getting a lot of attention, the local bandits around were seeking to use advantage of this. The first couple of attempts were stopped by the town's guards, but Stephan had to protect himself. He started training with blunt weapons, as they were easy to learn. Soon enough, Stephan used his newfound ability to defend himself. He had to move out, when he heard news of Emeline getting denounced. He wanted justice, as he believed in Eloria and was guessing she gave him the gift.

Current Story:
Stephan was moving out of his town, and heard the rumors in a tavern while eavesdropping. Since Stephan believed in Eloria, he wanted to attempt and rescue Emeline.

p.s. i hope im not late or anything
p.p.s tell me if there's anything wrong with this, please
 
Your profile is absolutely fine. You made your character the MVP of the party. I know for a fact that Jorn will protect the chef, herbalist (medicine man), AND healer of the group. *looks at the two female characters* -_- Psh, useless...(joking)
 
Everyone take a moment to look at your profiles, stats, and list of specializations. I have edited the specialization page and placed in red font all the specializations that are taken. If there is a specialization that you would like to switch out or trade with another character, then let it be known now for once we start there is no changing anything. Make sure your stats are finalized and that you're just overall comfortable because I'll have everyone move their character sheets to another thread I will create so that everyone can keep track of them without clutter throughout our RP experience. I will also be making an OOC thread for banter and chaos. :)
 
Thematically I think the Navigator works for my character more than swordsman, but I'm hesitant not knowing the combat system or the potential loss of survivability if I give it up. If it's mostly flavor, then I'd say let's switch it.

Also, I am going to be away for vacation a bit in December - I'm around this week and next but then I'm off for a week. I expect you're going to want to start and I don't want to surprise anyone with an absence of a week right off the bat.
 
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