Ursüs ᚦᛖ᛫ᛖᛏᛖᚱᚾᚨᛚ
Jarl
Leave 'em face down, disgraced, beaten and bloody at the bottom of the grave they dug for you.
Posts: 2,068
Pack: Frost Bite Clan
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Post by Ursüs ᚦᛖ᛫ᛖᛏᛖᚱᚾᚨᛚ on Nov 18, 2018 21:23:12 GMT -5
Character's Name:
Character's Age:
Character's Personality:
Species and size:
Character's Appearance:
Character's Abilities(0-10, 1 being poor and 5 being typical. Use your ranks points wisely! <+5 points no matter what species or rank you are to compensate for the added stat>):
Assimilation=
Sight=
Hearing=
Smell=
Medicine=
Swimming=
Combat=
Stalking/Stealth=
Mobility=
Strength=
Magic= <See Note>
Knowledge(reading/science/crafting)=
Special trait/ability and power level(all ranks but some exceptions/staff have one, ex. rapid regeneration, or cyborg)= <No Immortality, Staff's powers may be above other players power-wise as thanks for their service>
Resistances= (Cant be lower than 1 or you'd be dead)
Equipment: <Staff get an additional 2500 power points worth of equipment. Simply list them in your inventory here.>
Character's Flaws:
Character's Sexuality:
Character's Mate:
Character's Offspring:
Character's Family:
Character's Backstory:
All Bio’s get approved before RP starts. Staff hold the right to ask you to change your character in order to maintain the balance of things if need be. (Should you wish to engage in this RP, please register on our forum)
Note on Magic: You can cast half the number of points in magic you have as different magics, and that’s how many times you can cast per day; though if it's odd you round down. So if you have a magic score of 7 you can cast 3 different types. Do NOT TRY to bypass this. As an example, you can't count "elemental magic" as one slot but then use it to cast fire and water and earth. You can do things for flavor if you have the right magics though. For instance. Let's say you have water magic and healing magic. You can choose for the healing magic to look like water as it heals, but you can't normally heal with water magic.
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Ursüs ᚦᛖ᛫ᛖᛏᛖᚱᚾᚨᛚ
Jarl
Leave 'em face down, disgraced, beaten and bloody at the bottom of the grave they dug for you.
Posts: 2,068
Pack: Frost Bite Clan
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Post by Ursüs ᚦᛖ᛫ᛖᛏᛖᚱᚾᚨᛚ on Nov 18, 2018 21:55:16 GMT -5
<Note: Staff may have their characters score surpass a species normal limitations>
(Constructs start with a built in computer system and either tools suiting their background/knowledge or a weapon (including projectile weapons when applicable such as if a military unit.))
Golem: A totally artificial or with minimal organic components, magical Elven construct made from ages long since past and their secrets mostly forgotten. Occasionally these will wake of their own accord and develop self-awareness, feelings, passions and all that is entailed to be considered a "person". Unlike most "Constructs" that are currently in production, these only have some mechanical parts and are heavily dependent on magic in their construction. Most Golem's were made for war (and therefore are quite hardy) though some were made for more mundane tasks.
Size= 5-8 Feet tall
Score Limitations: Assimilation may not exceed 5, Swimming may not exceed 2, Stealth may not exceed 5, Magic may not exceed 9, Mobility may not exceed 7
Score Boost: +2 Strength, +2 Resistances, +1 Combat
Anthro-Bionic's: Any modern Construct that consists of organic "animal" components that have been altered via genetic engineering and have been enhanced with mechanical parts. These parts are typically electronic in nature though a few small clockwork/magical features may exist. The faces on these are occasionally nothing more than a screen in which facial expressions are displayed upon. These are often utilized in Law Enforcement, tracking/hunting, relic seeking type tasks, or anything else that is high risk and a need of heightened senses is required. Though having near human (and some times above) intellect they are not treated as full citizens by some governments and a few areas even shun them.
Size= 4.5 - 6.5 Feet tall
Score Limitations: Assimilation may not exceed 8, Magic may not exceed 5, Resistances may not exceed 8, Swimming may not exceed 7
Score Boost: +1 All Senses, +1 Knowledge, +1 Stealth
The Driven: Any modern Construct that consists of organic "animal" parts interwoven with primarily clockwork parts though some electronic or magical parts may be present. These were primarily experiments and have been left to do as they please as they have been replaced with the Anthro-Bionic beings. This doesn't mean they are widely accepted however and are often times snatched up to be put into slavery. Though their reflexes and intellect isn't typically on par with the Anthro-Bionic's, they are more durable and still very capable.
Size: 5 - 7 Feet tall
Score Limitations: Assimilation may not exceed 7, Magic may not exceed 7, Resistances may not exceed 9, Swimming may not exceed 6
Score Boost: +2 Strength, +2 Resistances, +1 Mobility
Pathfinder: A Construct of unknown but theorized alien origin's. Though rare, they come in a massive array of differences amongst the ones that are found. The one thing they all have in common is they don't know where they are from, or why they are here. Their bodies consist of no organic parts to 75% organic parts. The organic parts vary heavily, including insect like, mammal, reptilian, avian, and some are even more humanoid in their features. Some Pathfinder's have extra appendages, others have weapons built into their arms rending said limb near useless for constructive tasks and increasing the suspicion to the broad group of beings lumped under this title.
Size: 3.5 - 8.5 Feet tall
Score Limitations: Assimilation may not exceed 3
Score Boost: +1 Special Trait Score, +1 Combat
Einherjar: Though typically a Construct made via Dwarves, this is any that is made with parts of something that was once living and had died. Typically more humanoid and more well received than other Constructs, these can be found doing many tasks where experience is required such as fine craftsman positions, or advising Generals.
Size: 5 - 6 Feet tall
Score Limitations: Assimilation may not exceed 8, Mobility may not exceed 7, Swimming may not exceed 4, Magic may not exceed 5, Stealth may not exceed 7
Score Boost: +1 Combat, +2 Knowledge, +1 Strength, +1 Resistances
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Ursüs ᚦᛖ᛫ᛖᛏᛖᚱᚾᚨᛚ
Jarl
Leave 'em face down, disgraced, beaten and bloody at the bottom of the grave they dug for you.
Posts: 2,068
Pack: Frost Bite Clan
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Post by Ursüs ᚦᛖ᛫ᛖᛏᛖᚱᚾᚨᛚ on Nov 19, 2018 14:26:30 GMT -5
(Organic life starts with tools befitting their background (Including a computer system with a HUD if applicable), and any two weapons or one weapon and a survival kit)
Human: The most common of the humanoids in Frosa. Though not the longest lived beings, they are driven and stubborn. Their adaptability and ingenuity has them living in various biomes.
Size: 5 - 6 Feet tall
Score Limitations: Strength may not exceed 6, Mobility may not exceed 6, Magic may not exceed 8, Resistances may not exceed 5
Score Boost: +2 Assimilation, +2 Knowledge
Elf: Beings from another plane of existence, these humanoids are very similar in appearance though have pointed ears and don't age once they fully mature. Their creations are always well balanced, has some touch or other of magic and are very elegant. These peoples tend to stick to areas where nature flourishes, integrating their constructions into what is naturally there with as little damage as possible.
Size: 5 - 6.5 Feet tall
Score Limitations: Strength may not exceed 6, Mobility may not Exceed 7, Resistances may not exceed 5
Score Boost: +1 Assimilation, +2 Magic, +1 Knowledge
Dwarf: Stout, hardy and brash describes these peoples well. Their technologies and creations are always hardy, though a bit bulky and crude much like their creators. These peoples tend to stick to the mountains, colder climates or under ground.
Size: 4.5 - 5.5 Feet tall
Score Limitations: Strength may not exceed 7, Mobility may not exceed 5, Resistances may not exceed 7
Score Boost: +2 Knowledge, +1 Strength, +1 Resistances
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