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Post by The Force on Nov 9, 2009 22:11:49 GMT -5
Species
Starters Anthropomorph A mix between an animal and a human. Anthropomorphs cannot shift into animals, or into regular humans, unless they learn to shapeshift. Travelers, but usually travel in groups of Anthropomorphs. *Centaurs, Harpies, Etc*
Dwarf A very small, but very physically strong race. Dwarves are notorious for their short tempers and very brutal punishments. They are feared in combat. Typically mine or create weapons.
Elf Usually grows to about the size of a small human. Very agile, and usually uses bows and short daggers for fights. A very respectable race that usually remains friendly until given reason not to. Pick up on magic that is taught to them quickly. Can be found doing an assortment of jobs, though usually picked for hunting and other stealth required jobs.
Giant Abnormally large in size, but appear the same as humans. Very territorial, and raised under brutal rules and restrictions. Very violent, and contrary to popular belief, very intelligent. Can be considered very barbaric and uncivilized, though some do not follow by these standards.
Human The typical life form on planet Xyanen. Found doing all sorts of jobs, but usually creating clothes or farming. Not overwhelmingly good at anything, but not bad at anything either.
Zyan The most intelligent of all the races, by far. Often found as scientists, doctors, and engineers. Have a very challenging time learning magic, but with their equipment and items, can be very fierce fighters. Occasionally will have mechanical parts inside them to enhance overall abilities and performance.
Zeok The universal term for anything that is not common in Xyanen, and came from another planet. ((If you create a Zeok character, it needs a good history about where it's from, and good description of all things about it. It will be heavily modded before accepted, and your ideas may be made available for other people to use.))
Special *cannot be starting species* Vampire Can only be made if bitten by a Vampire. Cannot be half vampire hybrid. All species will be replaced with 'Vampire' once turned Sensitive in the ears, eyes, skin. (Can handle sun, but don't enjoy it) Can live off of animal blood. Can feel emotion, and change emotion, but can't read minds.
Sparkle in direct sunlight.
Werewolf Can only be made if bitten by a Werewolf. Cannot be half werewolf hybrid. All species will be replaced with 'Werewolf' once changed Have strong mental communications with other werewolfs, or even non-werewolf relatives. Can live off of animals.
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Post by The Force on Nov 15, 2009 14:16:05 GMT -5
Classes
Starters
Rogue Rogues are a common class, but not one that tends to last long. The key traits that identify a Rogue is that they work alone, they often steal things, but usually they simply beg for money. Rogues are usually what becomes of Runaway children and people who lose their homes. Sometimes, they can cause trouble for cities, but they are usually docile.
Pick-Pocket A Theif that targets weak, old, or very young travelers. They often approach their victims and talk to them a while to distract them before, sometimes unnoticably, stealing something off their person. The good pick-pocketers can do this without being detected, but most simply rely on their speed and cunning to get away from trouble. They are typically found on roads leading into cities.
Theif Theives, unlike Pick-Pocketers, target anything. This could mean people, stalls, shops, or anything. Typically they are also less kept than Pick-Pocketers, since they aren't relying on the abilty to blend in with the common people, and instead relying on the ability to be unnoticed. They are typically found in the marketplaces of cities.
Highwayman Very similar to a pickpocket, Highwaymen use violence to get money and items from travelers. They often carry small daggers, and will threaten their victim until money has been handed over. Some of the more violent ones will actually attack people, and then take their money when they're severly wounded or dead.
Pirate They work in packs, and do 'raids' on their targets. These targets include boats, stands, smaller marketplaces. The size of the target is based on the size of the pack of theives. They are very violent, and have no problem killing people that are in their way to their reward.
Bounty Hunter There are two types of Bounty Hunters. One type steals objects or money and recieve payment when job is complete. Others search for outlaw notice boards and capture them for the reward. Bounty Hunters normally start out as theives, but with more skill can get paid for their work.
Mage Mages study the skill of using Mana in order to use spells and techniques. Usually, they are just magic scholars, though sometimes you see them performing spells in their travels. Professional mages can teach others, and highly skilled mages can create their own spells.
Sorcerer/Sorceress Sorcerers are more of a practicer over a learner. They learn a spell and practice it until it is better, unlike mages who spend a lot of time studying the ways of mana and magic.
Summoner/Conjurer Summoners practice the magic ability of summoning. They are often weak alone, and call upon creatures to do their bidding. They have basic fighting skills, but most of their magic is supporting their summoning technique.
Elementalists Elementalists are proud people who pride themselves on being close to nature. They study and connect with specific elements in order to be able to control them. Elementalists always either control Water, Earth, Fire, or Air. Depending on the person and their location, they may lean towards one or the other. They are identified by this type unless they have mastered more than one.
Water Elementalist An elementalist that leans towards the water element. Starting with small water blasts to full on tsunamis, this ability can be both fun and deadly to those who challenge it.
Fire Elementalist An elementalist that leans towards the fire element. Starting with small fire blasts to full on explosions of flame, this ability can be very scary when challeneged.
Air Elementalist An elementalist that leans towards the air element. Starting with small blasts of wind to full on levitation powers, this ability can be very useful to the elementalist.
Earth Elementalist An elementalist that leans towards the earth element. Starting with small blasts of earth, to full on earthquakes, this ability can be a good elemental power.
Warrior Warriors are one of the only universal classes. They are most often the fighters of any city or people, and are skilled in using specific weapons. They don't need to be the smartest people, but they have to be able to follow orders and the higher ranking.
Archer A warrior that has mastered the bow and arrow. They are often the ambush fighters who wait for their target and unleashing a burst of arrows. These are the fighters you worry about when you don't see any sign of danger.
Swordsman A warrior that has mastered the sword. They're usually very quick and strong with their blows, and can easily dispose of their enemies. They often challenge other Swordsman to improve or show off their abilities.
Gunner A master of a more technology based weapon. These are typically the people that are hired to take care of other people's enemies. They also make good hunters, though with melee battles they tend to do poorly.
Spearman Mastery of the spear, this class is usually very quick and muscular. As they improve with the spear, they can throw it farther and with more force, and with more accuracy.
Knight Any kind of warrior, but usually with a sword, that works personally for royalty. They are defenders of structures and places that they are commanded to defend, and they also fight in battles and wars. They are paid well for their duty, and are usually allowed to room in the castle.
Entertainer People who become entertainers generally want to get away from the rest of Xyanen's political problems, avoiding any conflict and trying to make the world a better place through music, jokes, and different forms of expression. Entertainers vary, and people with mult-talent often have this class.
Bard A traveling singer/instrumentalist. Bards often write poems and songs based on earth, people, places, and just about anything they come to. They're travelers to try and progress in their love for music, and share their ability with the world. They are usually one with nature, and magic.
Dancer An Entertainer who is often paid to dance for different events. They normally live together in groups, and might learn basic magic to make their dances more exotic.
Illusionist A magical Entertainer who uses different spells to create illusions. They do magic tricks, summon wild beasts and do just about anything to satisfy the enterteinment craving of their audience.
Duelist Warriors who duel together for money. They show off their ability, and people take sides and watch the match, cheering for their Duelist to win. They are given money if they win fights, so they typically learn fast to meet expectations.
Puppeteer Puppeteers have learned how to push their energy into 'puppets'. Puppets can resemble and be made out of just about anything. They are small enough to fit in a bag when not being used, and will grow when the energy is put into them. Some people have claimed puppeteers and their puppets are linked in some way when they are transferring energy.
Greenthumb This is a different kind of earth elementalist. These people have close connections with nature and plants, and can communicate with trees and plants. They can sometimes convince them to grow quicker, or move their roots elsewhere, and are often called to communicate with farmer's crops before harvesting season arrives.
Tracker/Hunters Self explanitory, trackers track the movement of animals, humanoids, or basically anything that moves. They can follow trails for days, and get work in locating missing livestock or criminals, as well as work for hunting.
Tamer These people gather creatures from markets, or go out and find their own in forests and wild ground, and train them. They can train them to fight, entertain, and even magic. Tamers, though are usually found in markets getting money for their exotic performances, can also be found selling their tamed creatures to military services and other such uses.
King/Queen/Leader/Cheif/etc. Currently in Xyanen, there is only one King and Queen that rules the entire land. (open!)
Prince/Princess/etc.
Nobleman/Advisor/etc.
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Post by The Force on Nov 15, 2009 14:33:01 GMT -5
Abilities All abilities grow as they increase in mastery.
Starters Summoning Spell. The ability to summon an item, but with increased ability level summoning creatures can become possible.
Elemental Blast Spell. The ability to summon a certain element in one spot at the same time, creating a small explosion that grows as the ability is mastered. Name changes with each element. Fire Blast, Water Blast, etc.
Healing Spell. The ability to concentrate one's own energy into a certain part of a living thing to heal it.
Reflexes Learned inner ability. The ability to concentrate one's own pain/damage into power.
Puppeting Spell. The ability to concentrate one's energy into a non-living thing to allow it life. Puppets only.
Learned Shadow Step Spell and Item. Allows the holder to become 'invisible' in the shadows for small moments at a time that increase with ability level. Can be detected by sound, lifeforce, etc.
Bind Enchantment. Link an item to a creature or animal. This will allow the holder of the item to summon binded creature.
Healing Spell. The ability to concentrate one's own energy into a certain part of a living thing to heal it.
Reflexes Learned inner ability. The ability to concentrate one's own pain/damage into power.
Earthly Whispering Learned inner ability. The ability to quiet one's mind in order to hear what animals and trees are saying.
Possession Item and Spell.The ability to briefly tap into another species mind and control them.
Protect Spell. The ability to briefly prevent damage to oneself. As ability increases in mastery, one can protect a partner as well.
Puppeting Spell. The ability to concentrate one's energy into a non-living thing to allow it life. Puppets only.
Equipped Shadow Step Spell and Item. Allows the holder to become 'invisible' in the shadows for small moments at a time that increase with ability level. Can be detected by sound, lifeforce, etc.
Forest Foot Item. Allows the holder to increase in speed when in a forest environment.
Teleport Item. Allows the user to vanish from one place and reappear in another.
Possession Item and Spell.The ability to briefly tap into another species mind and control them.
Invisibility Item. Gives the user the ability to remain unseen. Can still be heard, smelled, etc. Give off lifeforce.
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