Forum rules
This forum is for OOC discussion about existing roleplays.

Please post all "Players Wanted" threads in the Roleplayers Wanted forum!

Irony's Hammer (OOC)

Topic Tags:

Forum for completely Out of Character (OOC) discussion, based around whatever is happening In Character (IC). Discuss plans, storylines, and events; Recruit for your roleplaying game, or find a GM for your playergroup.

Irony's Hammer (OOC) ( )

Postby Vorpal Rapier on Sun Oct 05, 2008 12:42 am

A-World: A Chronological Summary and General Explanation

Welcome to A-World (The person who named it did not expect the name to stick), a world where the only god who is allowed to directly influence it is Murphy the god of Irony and Luck (The only god to side with the mortals when the gods decided to destroy the universe, but only because he thought it would be funny if the mortals won). On this world, magic reigns and technology does not work so stuck permanently medieval they have learned to use magic instead. Monsters roam freely outside settlements and a plethora of races live and work. Adventurers have formed a guild and have Wally, the person who defeated the gods, at its head.

The Rules (Stolen with permission from Ponats)

1) Follow all rules of Roleplay Gateway, no exceptions.
2) This is a mature game, as mature as it is allowed to be as long as we follows the rules of #1.
3) If you think you may have a 'love' scene coming, take anything not allowed to the tells. I don't mind you saying “We slept together.” That is all I need to know. You can whisper me if you have a question on what is allowed.
4) I am the final word and what characters and traits are allow and not. If you go outside your powers I will not be afraid to smack you for them. If you start making up things that shouldn't, I will smack you.
5) If you disobey my warnings, I will kick you.
6) When you make a character I will PM you about it, expect me to.
7) You are not allowed to God mod or make Mary Sues.
8) Warn me if your going away for a little while, it is perfectly fine. If you decide to leave, don't just kill your character! I hate that! You can send them off somewhere, just no cheesy deaths!
9) Player vs. Player will happen, you must have permission to 'hit' an opponent, this is their call and NOT yours. If I see some ridiculous stuff happening like players going matrix style on each other, I will start calling hits and refereeing. We don't want epeen wars here.
10) My character IS NOT the main character, the main character is not yours either. We all have characters on this world. If players start following yours, you are obviously popular.
11) No Meta Gaming! If your character doesn't know someone’s name, do not say it! Do not know their weaknesses just cause you read their Bio! The only meta gaming Iallow is characters who want to get together and meet each other. I am fine with that, some people like to party.
12) OOC in the IC is allowed, but it is to be kept at a minor. Little messages are not bad.
13) We are friends here, take feuds somewhere else. Your characters can hate each other, doesn't mean you should hate the person.
14) The question about one liners, I don't want to see them. Even if all you want to do is respond to maybe a question someone said. You can tell us about the environment you are in, talk about your feelings, anything.
15) I allow players to make up areas as well, I am not a master mind here. I just don't expect you to find of Mace of Smiting in an inn's closet while vampires are overrunning the town. NO! I just don't want people PMing me asking, is there a candle in the room? Or weird odd things like that. I allow some free movement.
16) Rules are dynamic, I can change them and add/remove them.


I How magic works: In order to understand most of what happens in A-World you need to understand the magic system that controls it. This will be a brief description of how magic works, what types there are, and who can use what types.

1. What is magic?
Magic in A-World is essentially the ability to control the elements. It is important to remember, however, that the laws of thermodynamics still apply to magic. In essence magic is the CONTROL of energies, not the creation of energies. Most people can use at least some level of magic in a world even if it is just a small spell to help their crops survive however most of these people use the energies around them and in very small amounts. Most of this level magic will be ignored because people with talent this limited are not heroes or heroines. Instead we will focus on the types of spells that are generally talked about.

2. Styles of magic: or how you use the magic
a. Wizardry: this style of magic is the most common type mainly because it is the easiest to control. Wizardry is the controlling (not channeling though you, but around you) of the forces around you through use of word, motion and/or thought. Though it is limited by (generally) long casting times, a general lack of power and is easily interrupted, it is still the most popular choice of A-World’s inhabitants because it is the safest style and the limitations are not normally a concern for people who aren’t in combat.
b. Godly: as its name implies this style of magic calls upon the power of a god or goddess to provide the spell. This method is used by clerics, priests, avatars and paladins when casting their spells and is, in general, the most reliable type of magic for dealing with healing and the undead (both summoning and banishing). This type of magic is also used in the creation of certain items such as blessed or cursed water but is limited by several factors such as forced devoutness (though this is rarely an issue), the magic being channeled through your body (unless the god or goddess is feeling extremely benevolent), and the fact that spells are cast by convincing the god or goddess that it is in their best interest to cast it (this problem being most prominent in resurrection and other spells that the god might actually notice losing energy from).
c. Imbued: the most common of types among adventuring spell casters due to its versatility; it is also regarded as the most dangerous. Imbued magic can have the shortest casting times among the different styles of magic depending on how it is cast. The major draw backs of this type of magic are the high consumption of energy from the caster, highest risk of back firing, and the person must have been born able to cast it (most people can cast it, but anything of any real power will put them on bed rest for a week or more). Despite its negatives, when used carefully this style is generally the fastest and most effective style.
d. Rune: almost a combination of the wizardry and imbued styles, rune utilizes written symbols to cast a spell. By putting power into a pre-written spell the desired effects are achieved as efficiently as the spell was set to be. The most commonly thought of item for this style of magic is a scroll and an excellent example it makes however almost all magical items actually use this style. The higher grade magical items made with this style generally do not take enough energy for the user to even notice while the lower grade will generally make the user exhausted and leave him or her to wonder why. While perfect for enchanting objects, its use in adventuring is very limited because each one can only do one thing. This does not stop some people from using it through a scroll, tattoo, or scars while in combat.

3. Types of magic: or how you get the magic to do what you want

a. Guile: ever tried to convince somebody to do something? Well that is exactly what this type of magic is, except that you are trying to convince the forces and objects to do what you want them to do. Generally used in the wizardry and rune styles, it can also be easily incorporated imbued as well. This type of magic boasts high precision and low energy costs but takes a long time to cast.
b. Intimidation: this type of magic can only be cast using the imbued style of magic because it essentially forces the magic to do what you want it to. Highly dangerous unless the user is well trained, this type of magic is the primary reason imbued magic is considered dangerous. While very fast to cast, the energy consumption is very high and precision is generally lacking.
c. Diplomacy: the happy medium between guile and intimidation. It does not have real strengths but also has no real weaknesses either. This type of casting is generally not used because one of the other two usually suits the need better. This type can be used by imbued easily and can be hammered out by wizardry but is almost never seen in rune.

4. Elements:

a. Base Elements: every Person has two of these unless they are energy or null. If you are one of these we will need to talk. Your element determines what kind of spells come naturally to you but does not restrict you to those elements, but makes the elements opposite your field more difficult. Everyone can cast energy magic equally, except energy elements which are really good at it.
i. Fire: The manipulation of heat energy, combustion, and plasma. The best places to recharge your magic would be a hot desert, a volcano, or near a good heat source. You cannot use the heat in other creatures as a power source
ii. Air: The manipulation of the atmosphere around you to create wind. The best places to recharge are on top of mountains or towers. You cannot suck the oxygen out of creature’s lungs or from their blood stream.
iii. Water: The manipulation of steam, water, and ice. The best place for you to recharge is near running water. You cannot manipulate the water in other creatures.
iv. Earth: Manipulation of stones rocks and soil. The best place to recharge is in subterranean caverns or tunnels. You cannot control other creatures’ bones, exoskeletons, or anything else.
v. Light: Manipulation of light and “positive energy” (energy your body can use). The best place for you to recharge is out in the open on a sunny day. You cannot drain the “positive energy” out of other creatures, but you are capable of healing. Positive energy harms the undead and most demonic creatures
vi. Dark: Manipulation of shadows and “negative energy” (energy that causes harm to the body). The best places for you to recharge are at night during the new moon in a crypt or mausoleum. You can draw negative energy out of other creatures but doing this heals them and damages you. You can also place negative energy into other creatures, but doing this does not heal you and any creature killed in this fashion will become undead (In order from most common to least common: Zombie/Skeleton, Shadow, Ghoul, Wight, Ghast, Ghost, Vampire).
vii. Energy: Sometimes called Magic element, they manipulate the raw force of magic and can use all of the other six elements equally well, but not as well as those whose element it is. Energy spells include such things at lightning, shields, enchantments (items not creatures) and kinetics.
viii. Null: This element is the complete lack of magic however magic does not affect you either. Put Simply the God of magic has refused to acknowledge you exist and as such magic does not interact with you.
b. Combine Elements: The two elements your character has together form your combined element. Magic under the combined elements is much harder to cast if it is not natural for your character. The order of the elements you choose does not matter (I.e. A fire primary and earth secondary will be the same combined element as an earth primary and fire secondary)
i. Illusion/ Enchantments (Fire + Air): This combine element contains illusions for all five of the senses and spells for enchanting creatures (charming them generally)
ii. Metal (Fire + Earth): This combine element allows
you to control metals via magnetism or just metal magic (depends on if the metal is magnetic). This is a common element among fighters and smiths. Examples of this field would be magnetism and heat metal.
iii. Laser (Fire + Light): this element allows you to manipulate and create coherent beams of light capable of dealing damage. Lasers are not visible in most circumstances and move in in straight lines at the speed of light but must come from a light source (a light spell counts.)
iv. (Fire + Dark): Drawing a blank on this one
v. Weather (Water + Air): Weather magic controls the weather and can cause the weather to shift rapidly but is usually used to predict weather since changing it really pisses off druids an all of the other weather mages in the affected area
vi. Life (Water + Earth): Life magic is mainly used to heal people and is the primary type of mage belonging the healers guild. Life magic is essentially used to magically stitch someone back together, but it can also be used to do the opposite. People caught using it offensively will be lynched, regardless of circumstances, possibly by the healers guild (This has only happened once, the person was tie up with an iron chain and left to burn to death in the mouth of a volcano).
vii. Neutralize: (Water + Light): Deceptive in name, this element allows you to decontaminate anything, provided you have the energy. This includes removing curses, blights, diseases, and elemental or alignmental zones (I.E. evil, chaotic, good, or order) but will remove positive spells as well
viii. Unbalance: (Water + Dark): this element represents to opposite of neutralize, it allows you to place curses, blights, diseases, as well as elemental or alignmental zones. This Element is also where most of the “Buff” Spells come from (I.E. a spell that makes you physically stronger)
ix. Gemstones (Earth + Light): this element allows you to work with all of the elemental storage stones (Air=Quartz, Fire=Ruby, Water=Sapphire, Earth=Emerald, Light=Diamond, Dark=Obsidian) as if they were your own element. Most people with this element are in the magical items industry.
x. Neutral stones (Earth + Dark): This element allows you to manipulate stones that store raw energy magic (Opals, Pearls, Black Opals, Black Pearls and Fire opals). Most of this type of mage are either in the magic item business or are adventurers trying to find more of these stones via magic.
xi. Vision (Air + Light): this element allows the dispellation of shrouds, illusions, and spells of not detection. This is also the element most clairvoyants are from this field as well.
xii. Shroud (Air + Dark): This element is common among thieves and assassins as it is primarily used to hide oneself from others, but can be used to hide almost anything.

II Stereotypes, Racial Traits, and Oddities

1. Sexual stereotypes do exist in A-World but seldom are more than a minor annoyance. Before the discovery of magic, men played a dominant role among all of the sentient races. Roughly 1000 years BWH (Before Wally’s Heroism) magic was discovered by a woman who had gotten tired of being thrown around and accidentally sent him flying into a tree. Soon she began to learn how to control it more accurately and taught it to other women. A few years later, some men finally wizened up and agreed that women should be treated as equals. This spawned a huge argument that lasted the next thousand years until Wally made his last speech before going into hiding that declared that men and women were different from one another but balanced in power and should be treated as such. Now in the year 2013 AWH (After Wally’s Heroism) the argument still goes on, but those who think women are inferior are generally shut up with a quick spell to the face or crotch.

2. Races: A-World is home to a large number of sentient races. The following is a list of stereotypes believed by most the other sentient races except where noted. (these are more facts than opinions, but there are opinions included though it should be obvious which statements are opinions)

• Humans: while not actually humans, these creature are very similar to earth humans in almost every aspect. The only real difference is the ability of these humans to use magic. Humans are the single largest racial population on A-World, governing almost 75% of the planet’s surface. Humans are generally considered to be a very neutral and accepting bunch to all of the other sentient races except elves, half elves, and trolls but even these can find some way of living within human settlements. Humans generally have the shortest lifespan of all the races but actually statistically tied with orcs.
(1) Advantages:
(a) Accepted everywhere except in Elvin lands
(b) Fast learners and are remarkable with team work
(c) Moderate proficiency with magic and solid education in most places
(2) Disadvantages:
(a) Short life span
(b) No single government
(c) Generally don’t work well when alone
(3) Elements:
(a) Common: Fire, Water, Earth, Air
(b) Uncommon: Light, Dark
(c) Rare: Energy, Null

• Elves: elves are what some of you may think of as elves and others of you may not. The elves on A-World are half an inch shorter than humans on average, have four fingers, have pointy ears (which are easily concealable because they don’t stick out to the sides), and have better motor skills than humans, but are more frail by small margin. The Elvin peasantry generally act like wise humans and are content to mind their own business and most would willing engage in trade with humans if the opportunity presented itself. The Elvin nobles, on the other hand, believe that humans are lower than dirt and should be treated accordingly. Fortunately, despite the elves long lifespan, fresh blood is starting to reach into the Elvin Council (their governing body) and progress towards peace is finally being made. On the whole elves accept everyone into their communities except humans, half elves and orcs. The elves rule 20% of the land on A-World
(1) Advantages:
(a) Good working in team or independently
(b) Long life span (30x humans) leads to accumulation of knowledge
(c) Good motor skills
(2) Disadvantages:
(a) Continuously use magic to slow their aging, limiting how fast they increase their manna.
(b) Frailer and more sickly than humans
(c) Tend to be either foppish or haughty and generally thought to be thick headed
(3) Elements:
(a) Common: Earth, Water, Wind, Fire Switch Fire and Dark for Wild Elves
(b) Uncommon: Light, Dark Switch Dark and Wind for Drow
(c) D.N.O.: Energy, Null (Magical creatures die if they use up to much of their magic)

• Half elves: half elves are society’s outcasts, not trusted by either the elves or the humans (because they might be spying for the other side) they are forced to either hide what they are or live in the 2% of the planet that is ruled by half elves. Contrary to popular belief, most half elves are fertile, but have cycles less often than even the elves do. Despite being outcasts, most half elves inherit the longevity of his or her elvin parent and the heartiness of his or her human parent. The result is a race with an indefinite life span and a high resistance to disease that can live for a longer time than most elves. Half elves have a fifty percent chance of having four fingers instead of five per hand. Those half elves that choose to disguise what they are, rarely stay in one place for very long, unless they find a neutral ground where they can live (Magic Academies are considered neutral because there is little more dangerous than an untrained mage) (Halfling territory is neutral ground because nobody goes there anyway) (The lost Village is neutral territory because only the truly desperate can find it) (The Healers Guild, certain denominations of worship and monasteries do not put up with lynch mobs of any sort and are thus neutral territory).
(1) Advantages:
(a) Age until adulthood then stop, immortality unless killed leads to vast knowledge
(b) Can Increase magic almost as quickly as humans
(c) Tend to be attuned to auras of those around them
(2) Disadvantages:
(a) Tendency to be lynched by humans or elves if discovered
(b) Poor social skills for fear of being discovered
(c) Almost always loners and have no organized government and no land of their own
(3) Elements:
(a) Common: Fire, Water, Air, Earth, Dark, Light, Energy
(b) D.N.O.(Does Not Occur): Null (Magical Creature)

• Halflings: Halflings are quite possibly the most ubiquitous race on A-World. Many people think that all Halflings are thieves, which is certainly not true, but even these people realize that there is almost no way you can find proof a Halfling stole something. Most Halflings choose between four paths to follow in life, and it is seldom you will see one outside one of these roles. A Halfling may be a thief, since they have a knack for “finding” and nicking things. A Halfling could also be a merchant, because they are welcomed equally pretty much everywhere. A Halfling may be a priest or cleric because somebody has to try and pound morals into the thieves and merchants. The final choice for a Halfling is a mage because Halflings have two primary elements that they can control as opposed to everyone else who have one secondary and one primary. Halflings do not govern a noticeable amount of the surface of the planet.
(1) Advantages:
(a) Being small, nimble and clever make them well suited to adventuring (or petty theft)
(b) Accepted as inevitable pretty much everywhere, they are well integrated in society
(c) Having 2 Primary Elements and moderate lifespan (x2) make them versatile mages
(2) Disadvantages:
(a) Generally the first ones blamed if something goes missing
(b) Small size reduces carrying capacity, velocity, and limits them to smaller weapons
(c) No real government organization and not generally allowed positions of power
(3) Elements:
(a) Very Common: Dark, Air
(b) Common: Fire, Earth, Water
(c) Uncommon: Light, Energy
(d) Rare: Null

• Gnomes: gnomes are another small race similar to Halflings except that most gnomes love to “experiment” with magical devices. Gnomes are not shunned by society like half elves but are highly encouraged to perform their research so long as they are outside of the settlement. Gnomes are often viewed as a crack pot scientist by settlements that have one, the gnome could either have huge breakthrough, putting the town on the map or the gnome could have an accident and put a crater on the map. Gnome longevity is ungnome (sorry) but no records exist of a gnome dying from natural causes, though some blame this on the mortality rate with their experiments.
(1) Advantages:
(a) Not much will willingly agitate a gnome for fear of becoming a test subject
(b) Innate understanding of magic and machines and a knack for innovation
(c) Very strong in magic, their blood is added to ink to improve rune efficiency
(2) Disadvantages:
(a) Most things try to avoid interacting with gnome directly
(b) Occasionally have urges to just invent some item, 25% explosion, 10% success
(c) Small size reduces carrying capacity, velocity, and limits them to smaller weapons
(3) Elements:
(a) Common: Fire, Earth, Energy
(b) Uncommon: Light, Dark, Water, Air
(c) D.N.O.: Null

• Orcs: once thought to be nothing but uncivilized barbarians, some orcs have recently sought peaceful solutions with humans. Though not completely trusted, orcs have found themselves in high demand in the physical labor market. All orcs in human settlements live with the understanding that if he or she draws a weapon, no less
than five heavy crossbow bolts will be fired into them.
(1) Advantages:
(a) Strong, tough, and fearless, orcs usually fight well despite a lack of formal training
(b) Even civilized orcs still have instinctual survival skills
(c) Most monsters dislike the taste of orc and will attack them only when starved
(2) Disadvantage:
(a) Still not accepted in most of society
(b) Not as intelligent as most other races
(c) Very rarely allowed to train with weapons
(3) Elements:
(a) Common: Earth, Fire, Dark
(b) Rare: Air, Water, Null
(c) D.N.O.: Energy, Light

• Troll mages: trolls are normally thought of as the lowest of the sentient races however new discoveries are being made that suggest that a new type of troll is emerging. These new trolls have the ability to use magic and have intellectual capacity on par with that of a human. The troll mages show no physical changes from normal trolls however the female troll mages have started to transform themselves into a more human like appearance.
(1) Advantages:
(a) Regeneration: troll mages regenerate but at a much slower rate than normal trolls
(b) Not as strong as normal trolls, troll mages are still stronger than a human
(c) Troll mages live longer than humans (x5) and can accumulate knowledge
(2) Disadvantages:
(a) Troll mages are larger and clumsier than humans, which some people see as rude
(b) Troll mages, despite their name, tend to be weak magically (trolls have no magic)
(c) A large fire can cause a troll mage to flee since they recognize danger (unlike trolls)
(3) Elements:
(a) Common: Earth, Water, Dark
(b) Uncommon: Air
(c) D.N.O.: Fire, Light, Energy, Null

• Dwarves: Hearty, stout, and strong, dwarves are one of the major races of the subterranean alliance and boast many of the finest smiths on A-World. There are very few dwarves that travel outside of their fortresses and mines and those that do tend to be either adventurers, merchants, diplomats, warriors or exiles. Dwarves are deeply rooted in tradition and honor which often gives them the appearance of arrogance or stubbornness. The Drow were Bitter enemies with the dwarves until 100 years ago, when a sudden boom in the population of purple worms and the opening of a chaos gate in the deepest reaches of the under-dark. The “demons” and worms attacked everything else in the under dark almost forcing the entire under-dark from their homes. The subterranean alliance was forged and the monsters beaten back, the chaos gate closed and the Dwarves and Drow have lived in relative peace since.
(1) Advantages:
(a) Dwarves are accepted everywhere because everyone wants to have their weapons
(b) Strong, tough and disciplined, dwarves work best in groups, but can hold their own
(c) Dwarves live a long time and spend most of it learning tactics and tricks for combat
(2) Disadvantages:
(a) While tough, Dwarves are not strong in magic, but are encyclopedias for Runes
(b) Dwarves are short which limits their movement speed but not their weapon use
(c) Dwarves almost never use stealth and as such tend to not be good at it
(3) Elements:
(a) Common: Earth, Fire, Dark
(b) Uncommon: Light, Water, Null
(c) D.N.O.: Energy, Air

• Sentient Golems: Odd combinations of magic and mechanical contraptions, golems are usually used as laborers, doing things that take little thought and a lot of strength. Sentient golems are generally either accidents or were created by a Gnome, and as such are not very common so not a lot is known about them. One thing has been made clear about them though, they have virtually no capacity for imbued magic, and those that can muster spells are generally are incredibly weak and considered not a threat to society. Most sentient golems follow guideline set by the person who created them which can create interesting conflicts of interest. Golems cannot self destruct. Ever. Golems are usually made of clay, stone, or iron but can be covered in a flesh like substance to make them appear more human.
(1) Advantages:
(a) Immune to most enchantments, poisons, and have no major weak points
(b) Strong, tough and determined, golems are good in a fight in almost any conditions
(c) Capable of understanding any language (written or spoken) including Runes
(2) Disadvantages:
(a) Golems programmed to obey orders can have orders clash with their personalities
(b) Some golems can seem insensitive because they have no emotions
(c) Golems cannot run and must find other means to move quickly
(3) Elements:
(a) Common: Earth
(b) D.N.O.: Fire, Water, Air, Light, Dark, Energy, Null

• Half Dragon: Half dragons are just what their name suggests and are one of the most powerful of the humanoid magical creatures. Due to their dragon parent they have the ability to draw in magic from around them, including incoming magic attacks. However half dragons have a tendency to absorb beneficial magic as well. Half dragons in an anti-magic field will start to die. Half dragons have an incredibly hard time disguising themselves due to their odd features, such as claws, horns, wings, and scales, making it difficult to interact with most towns that are not in the wilderness surrounding Oblivion Crater.
(1) Advantages:
(a) Strong, tough, and naturally armored, half dragons are very hard creatures to kill
(b) Half dragons absorb magic directed at them and store the magic for later use
(c) Half dragons live a long time (x20) and can accumulate a lot of knowledge
(2) Disadvantages:
(a) Usually unable to interact with most civilized society
(b) Absorb beneficial spells as well as harmful or benign ones
(c) No natural magic, must use magic from spells others have cast
(3) Elements:
(a) Common: Earth, Air, Water, Fire
(b) D.N.O.: Light, Dark, Energy, Null

• Other Races: There are other intelligent races running around A-World, some of which probably have not been discovered yet. If you have an idea for a race send it to me and I will see what, if anything, needs to be changed. Be warned that most unknown races will not have a friendly reception in towns or cities though the towns bordering the wilderness around Oblivion Crater won’t give anyone a second glance (Unless you are dressed like a king or some other odd garb for a wilderness area)

3. Other Oddities:
• Artificial limbs: Some people who have lost a limb through accident or battle choose to have an artificial one attached instead of having one regenerated. Alternatively, a person could be born with (a) defective limb(s) or with limb(s) completely missing and have an artificial one to make up for it. There are three types of artificial limbs available, Golem limbs, Elemental limbs, and liquid metal limbs.
(1) Golem limbs are relatively simple, simply think of having a metal or stone arm attached that functions like a regular arm would but is stronger than most people’s. Golem arms cease to function when in a magic suppression or anti-magic field.
(2) Elemental limbs are water or earth elementals that have agreed to act as a person’s limb in exchange for something (Usually just time spent on A-World). Water elementals mover faster than most human limbs while earth elementals tend to be stronger than most human limbs, however both types of elementals have minds of their own and don’t always follow verbal directions or the instructions through the grapht (Like your arm might not move when you tell it to or move when you don’t tell it to). Elemental arms work while in magic suppression fields but the elemental starts to die in an anti magic field.
(3) Liquid metal arms are literally arms made by a powerful metal mage who has liquefied a metal they are good with and can manipulate it with the same skill or greater than a regular arm. These arms hit as hard as the mage is capable of magically and are not restricted to the shape of the limb they are replacing like the other two. These arms require the wielder to be a powerful metal mage and can’t be applied to anyone else. These arms shut down in magic suppression or anti-magic fields as well as when the user is asleep (becomes solid when shut down, becoming heavy and unwieldy).
• Arificial Eyes: A character that has lost their eye can get an artificial replacement for it. A character with money to burn or someone backing them can get extra features with their new eye. Eyes, being spheres, have room for a lot of magic circles so feel free to have complex eyes, but expect to be smacked if you go nuts. A character could also have been involved in a gnomish experiment gone wrong (an explanation from you will be required as to how the character wound up in the blast radius) and gain some sort of vision through their eyes though this is more random and most likely will not be helpful in most circumstances (like the ability to see through magma is not an ability that is useful very often).
• Hair changing: People with strong magical potential undergoing strong emotion often will have their hair transform into their element for the duration. Once the person has calmed enough the hair changes back to normal but often comes back a different color or partially a different color. Some characters whose hair color changes have a random color every time they become emotional while for others the color depends upon the emotion they were feeling (The color does not always fit the emotion, like a character’s hair could turn dull black if they become too happy). Air mages will often have the length of their hair change as well as the color.
• Elemental Fusion: Elemental fusion is a process that allows a person to bond more of their element to their soul. A normal person has around 1% of their soul connected to their element with gnomes and half elves occasionally having as much as 2%. Elemental fusion multiplies the percentage by 5 allowing you to cast spells of your element much more easily. Elemental fusion is incredibly dangerous and the mortality rate for those undergoing the fusion and those performing the fusion is greater than that of gnomish inventors. Finding someone willing to perform the ritual is like finding a needle in thirty haystacks.

III Organizations and Important locations
1. Organizations: Wally once saved A-World (or the universe, he can’t remember which) which pushed him into a position of power which he promptly abused. After having some of his companions beat him around the head for a bit he eventually settled for the formation of certain guilds to help A-World survive which minimal interference from him.
• The Adventurers Guild: The Adventurers Guild is an organization founded by Wally to assist villages, towns, cities or individuals and deal with problems that are not military actions. Such missions would include: escorting caravans, aiding in village defense when monsters swarm, item retrieval, missing persons, and clearing out lairs of monsters. The adventures guild has a branch in all but the smallest villages and is universally accepting of those willing to risk life and limb to do the right thing and earn money while they are at it.
• The Mercenaries Guild: The Mercenaries Guild is similar to the Adventurers Guild except that they are hired to assist in military actions and are less accepting of people. The entrance requirements for some branches include being kicked out of the adventures guild for unnecessary violence.
• The Healers Guild: Those of you familiar with The Fall of Kingdoms: The Rise of Guilds already know about the Healers Guild (For clarification it was my idea that Ponats adopted with my permission). For those of you who don’t know about the Healers Guild, it is an organization of pacifists who will heal any one of anything provided they can pay (The fee structure is loose so the poor pay less than the rich). The guild members have amulets that allow a special tem in the Adventurers Guild to be teleported to the healer’s location she the healer come under attack or fall unconscious (Sleep does not count). This guild usually makes its money by selling items such as healing salves and potions to countries expecting to go to war, but express displeasure with (scold) the countries who instigate the conflict.
• The Thieves Guild: The Thieves Guild is a secretive organization that exists in every village large enough to have a built a wall to protect itself. Despite its name, many of its members are not pickpockets or safe crackers but are just part of the largest information network in existence. These informants are very important for the Assassins Guild, which is almost the special operations unit of the Thieves Guild.
• The Bards Guild: Bards have many functions in A-World, but the primary roles they fill are entertainers, storytellers, and historians. Organized by a central guild hall, each bard operates independently and generally reports back once a year to the guild hall with new stories, tales, songs, and accounts of real adventures. Bards are welcomed almost everywhere no matter their race, though certain races tend to be better at being a bard than others.
• The Paladins: Paladins are an order of people who are supposed to represent law, goodness and light. All members of the Paladins Guild have Light as their Primary Element and swear an oath of Non-deception, which forbids lying, creative truth telling, and deceptive word choice (Many other oaths are sworn but this one is the one that gets them into the most trouble). Unfortunately, paladins are not required to take a vow that keeps them from being arrogant pricks and as such there are a good number of those in the paladin ranks. Paladins gain a limited ability to heal others without using their own magic so long as they keep their vows.
• Temples: I’m not going into these, suffice to say there are a lot of temples on A-World and each one has its own practices. Even if two temples worship the same god or goddess their traditions will not be the same.
• Monasteries: also called dojos, these are places that teach people to perfect their mind body and spirit through the art of armed and unarmed combats.
• Magic Schools and Academies: these are places where you mages that show promise are sent to learn magic. Some of these schools teach the magic as a normal classroom kind of course while others have a more hands on approach to magic. Many of the hands on schools also teach the arts of combat which allows a few non-mage students to attend the school. Many adventurers come out of the hands on schools and many of these schools have been reprimanded for their teaching methods but none have every successfully been shut down.
2. Important Locations:
• The Empire of Evil: The Empire of Evil is the single largest country on A-World and is known for having the finest military of anywhere, which is good because the sheer number of powerful monsters that congregate in the empire is astonishing. Despite its name, the Empire is not evil and is in fact one of the most pleasant and nicest places you could ever hope to visit. Evil’s Overlord (The country’s democratically elected ruler) for the past twenty years has worked hard to make sure that the empire stays at peace with the surrounding countries which allows the military to focus on keeping the traffic routes secure.
• Oblivion Crater: Oblivion crater is one of the single hardest places for anyone to get due to the sheer number and power of monsters that roam in proximity to it. Little is known about the crater itself and there are many theories on what exactly caused Oblivion’s Crater’s existence, but few of them seem to hold water. All together, the crater’s existence is a mystery, but who knows, maybe a lucky adventurer or freelancer will find out the truth…
• I’m still working on this section, since I really suck at cartography (drawing maps, but you probably already knew that) and don’t want to find that I have contradicted myself later.

Character Sheet Format

NAME: This is what your character is named as well as any nicknames they have

GENDER: This if your character’s gender as well as if your character appears

to be something else {I.G. Male (Androgynous)}

RACE: what your character is (what you character passes themselves off as)

AGE: what your characters age is (What your character’s apparent age is)

ALIGNMENT: are you good or evil, chaotic or lawful, or neutral http://www.wizards.com/default.asp?x=dnd/dnd/20001222b

HEIGHT:

WEIGHT:

HAIR: Length, Style, Color (Any color, not just normal hair colors)

EYE COLOR:

PRIMARY ELEMENT:

SECONDARY ELEMENT: Primary element 2 for halflings

COMBINED ELEMENT:

APPEARANCE:

PERSONALITY:

SKILLS: Anything your character has been trained in. This includes weapons training, martial arts, wilderness survival, climbing, tracking, Etc. (BUT NOT MAGIC)

SPELLS: A list of the different magical effects your character can produce

POWERS: a List of the inherent abilities your character has

EQUIPMENT: A list of ALL equipment of note your character wanders around with. Any magic items, armor, weapons, and things you use with your magic (Like iron bars you carry because you are a metal mage) MUST BE INCLUDED IN THIS LIST.

OTHER STUFF: Anything that did not fit into the above catagorys goes here.
Last edited by Vorpal Rapier on Sun Oct 05, 2008 11:54 am, edited 1 time in total.
Adventurers, what a coincidence we should be gathered here this tonight
and there is but one thing that can fill the night with wonder and delight
so let’s arrange the chairs in a circle and remember laughs and frights
for tonight we sit and share the best of times and the best of fights
so let’s order a round of drinks to warm our hearts with brew
for only round a circle and perhaps a drink or two
can the likes of us be trusted to tell a story that is true
-"Adventurer's Call" by Vorpal Rapier
User avatar
Vorpal Rapier
Member for 4 years



Re: Irony's Hammer (OOC) ( )

Postby papolatte on Sun Oct 05, 2008 5:50 am

I'll totally be joining after I get off work today. Halfling bard comic releif, here I come.

And I love how you link to the dnd alignment test, I took that thing years ago and got chaotic neutral, which is pretty scary. They say only mental cases get that cause they are unpredictably random, selfish, and off. :B Gonna go see if I changed.
--------------------------------------------------------
"I used to think the worst thing in life was to end up all alone. It's not. The worst thing in life is ending up with people who make you feel all alone."

-Lance Clayton
User avatar
papolatte
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby Jurobei on Sun Oct 05, 2008 8:06 am

Yeah, I'm totally in for this. I'll get a description and join in a while, don't have quite the time right now for the detail I'd like to put. I love this idea. Isn't that the way with things, the name you don't want to stick sticks.

And it was cool of you to add the alignment test. My dnd-obsessed friends have made me take that several times. Each time was different. I guess I change a lot, or maybe I was just being a bit half-assed when taking it before.
User avatar
Jurobei
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby Ponats on Sun Oct 05, 2008 10:46 am

Okay full add now, you get to see everything. ^_^

NAME: *Unknown* (Character doesn't know.)

GENDER: Female (Looks that way, whether she knows that or not.)

RACE: Half Elf (Doesn't know race.)

AGE: 300+ Years (Looks 17-19 in human, true age would be lost.)

ALIGNMENT: True Neutral (Character has no alignment yet, but is a dynamic character.)

HEIGHT: 4' 8"

WEIGHT: 87 lbs (Plant messes with her metabolism.)

HAIR: Was a white-ish blue. Now growing as a dark green. Length is mid back. The dark green is now to her ears in length.

EYE COLOR: Dark blue

PRIMARY ELEMENT: Water

SECONDARY ELEMENT: Earth

COMBINED ELEMENT: Life

APPEARANCE:

Her hair has green roots and white-blue bangs. It seems like her true hair color is dark green as her hair is growing that way. Her eyes are dark, like looking into a blue well. Her skin is olive toned, giving a very deep tint to it. Although her skin is still fair looking, you can't help but see a green tone to it.

Her face can be full of emotions as she tends to wear her personality. Her left hand has three natural looking fingers with a thumb (So four in total, doesn't look like fifth was cut off.) and her right main hand has four fingers and a thumb. Her left hand looks elven, her right looks human. She has half elven features, like the pointed ears and shape of body. Her nails are also longer and more green like than normal.

Some may call her beautiful, but she is not overly gorgeous. Her boobs are smaller than normal for her age, but her frame says human 17-19.

Has a giant flower, as big as a dinner plate, on her back. The flower is dark blue, like her eyes, and has green leaf like vines coming from it. The plant attached to her looks dug into her body, making a symbiotic looking life form. The vines are plant like and have leafs attached to them. The vines are thin but very durable (but could easily be cut by a weapon.) The thinness of the vines are actually quite thin, making almost a thin webbing. The vines move around like they have a mind of there own, swaying around her and protecting her. Extra vines wrap around her, acting as clothing for herself. Those vines too are just like the almost floating ones. The vines are about 9 feet long stretched out fully, each.

PERSONALITY:

She can easily get carried away by emotions and could be called somewhat bipolar. Her feelings can easily run her body, so she tends to do things she doesn't consider rational under other circumstances. When she is calm, she can be very smart and wise to a situation. She can quickly assume how things work or how an event needs to be handled just from logic. She is very ignorant of things and can tend to ask a lot of questions. She loves knowledge, so reading gives her happiness. She does also like to play the ocarina, but tends to play it while alone or while in good company. She hates playing it in front of groups.

She is born to an unknown world, so she will react accordingly. That includes a lot of basic functions like socializing, morals, and definitions she will act as if she does not understand. (Mostly cause she doesn't.) In basic terms, she has extreme amnesia.

She hates fires for the life for her and actually has a deep phobia for them.

She has a huge crush to the plant on her back. She protects it as much as it protects her. Her attachment is so strong, that even threatening it could make her extremely angry. She has been known to cuddle it or hug the vines just from affection. She feels exactly what it feels, so touching it is the equivalent of touching her body. She does not take that friendly like and can lash out.

If she has no other ability to defend herself and she feels threatened, she has been known to hiss at creatures, things, or people.

SKILLS: (Has no fighting skills, like martial arts or weapons.)

Survival - She has a good sense of direction and skills in the wilderness. She can survive off nature for weeks on end and doesn't need to influence of outside help.

Climbing - She can get into trees very well and tends to hide and sleep in them. She doesn't know how well she is at climbing with equipment, but free style she does quite well.

Swimming - Knows how, but not an expert.

Tumbling/Escaping Holds - Is good at tumbling and get out of grips by people, animal, or objects alike.

Stealth - Knows a bit stealth like hiding and moving around without being heard. Not the best at it.

Senses (Listening, Looking) - Her senses are more keen then someone who would not constantly be in the woods with predators.

Running - She is a good sprinter and can hold it for a while. Not some sort of marathon runner or anything like that.

Music: Ocarina - She remembers how to play a vast amount of songs or she just makes up as she goes. (She tends to think the later.) You normally will never hear her play the same piece twice. Her music is directly associated to her mood, so the audience tends to know exactly what feeling she is portraying.

SPELLS:

Life: Healing - She knows she should be able to cast some sort of healing. But cannot manage it at the moment. It is unknown how powerful or how much she knew about healing.

POWERS:

Plant: Aura - Has the ability to sense auras around her thru the use of her vines.

Plant: Vines - Act as animated weapons and protectors.

Plant: Paralysis Poison - Her nails and the vines are laced in a paralysis poison that work slowly and are based on hit location. (So an arm hit makes the arm go numb and less reactive.) After a few hits, the victim would be fully paralyzed. It is not obvious of the poison in till the victim is struck and feels themselves going numb.

Plant: Blood - Her blood mimics her plants blood. The blood is green and sappy. This can cause unwanted attention if injured.

Racial: Riot Starter - If she didn't cause a riot for being half elf already, she would now cause a manhunt more likely with her attached friend.

Plant: Double Auras - It is quite usually seeing her if you are an aura reader. You will notice two auras that are intermingling with each other when you notice her. This makes two very noticeable 'things' about her.

Phobia: Fire - Any kind of fire she has a huge phobia to. She can be like a deer in headlights to it or flee from it. Anyone casting fire magic near her will freak her out.

EQUIPMENT: 12 hole Ocarina necklace was the only thing on her when she awoke. The ONLY thing.

OTHER STUFF: Technically she is currently naked, but the vines cover her up typically.
Last edited by Ponats on Sun Oct 12, 2008 11:41 am, edited 4 times in total.
Meh.
User avatar
Ponats
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby almostinsane on Sun Oct 05, 2008 12:36 pm

NAME: Emrys

GENDER: Male

RACE: Half-Elf, tries to pass himself off as human

AGE: 303, appears 18

ALIGNMENT: Netural-Good. Emrys does his best to be a good person and respects the powers that be to an extent but doesn't feel beholden to them.

HEIGHT: 5 foot and 9 inches.

WEIGHT: 155 lbs.

HAIR: Semi-long, blonde hair, not kept in any particular style. Just hangs loose at his neck.

EYE COLOR: Green

PRIMARY ELEMENT: Light

SECONDARY ELEMENT: Fire

COMBINED ELEMENT: Laser

APPEARANCE: Emrys' hair, as stated before, is at medium length and is bright blonde. His eyes are green, often sparkling with joy or pain, depending on his mood. His right hand has four fingers and one thumb, but his left hand has three fingers and one thumb, noting his elven heritage.
Emrys dresses in simple brown robes of a mage. He often has a cloak of a lighter brown color wrapped around him with a hood which he uses to cover his slightly pointed ears when he needs to.

PERSONALITY: Emrys is kind but is at times rather quiet, especially when he's with people he doesn't know well. He has a good heart but can be irreverent to those in authority, especially when he thinks they're doing injustice.

SKILLS:
Survival: Emrys has a good sense of direction, a must for a traveler. He also has good instincts, especially when he or those he's traveling with are in danger. He can identify many eatable plants and knows how to cook, though he's no gourmet.

Senses: In addition to his survival instincts, Emrys' senses are heightened, especially hearing and sense of smell.

Plants/Herbs: Emrys has a good, though not perfect, knowledge of plants found in the wild, especially those that can be used for healing. He also knows how to create remedies with these same plants.

Stealth: He knows how to sneak and get passed people quietly. He's not much of an expert, however.

Staff-fighting:
Emrys is quite proficient at combat with a staff/quarter-staff/boa-staff/etc. He trained under some of the more physically-talented mages at the academy he trained at. He was trained to fight both monsters and peoople with his staff.

Hand-to-hand combat: He knows hand-to-hand combat to an extent that he can hold his own in a fight where he is disarmed for quite a while. He was mostly trained to fight people but he knows how to fight monsters to some extent at hand-to-hand combat.

Music: Singing:
Although he has had no formal traiing, Emrys has a good singing voice. He knows a few songs but often-times makes them up as he goes.

SPELLS: Emrys uses a combination of runes and wizardly. He tries to have runes carved in his staff for each of his spells but once the rune runs out of energy or when he finds the need to conserve his runes, he resorts to wizardly.
Light-creates a glowing orb of light to illuminate the immediate area

Light: Burst of Light- Emrys has the ability to concentrate his magic to create a burst of light that harms creatures created from dark magic: undead, shadow, ghoul, vampire, etc.

Light: Healing- This spell varies from healing a scape to saving someone from death, depending on how much power is put into the spell, how long he maintains it, and if others are helping him with healing spells or potions.

Fire: Fireball:
Pretty much what its name implies. It's flame gathered into a fireball, with damage and size depending on how much effort is put into it.

Fire: Burst of Flame: A spell that takes a lot of effort to maintain over a period of time, this spell is a burst of flame that can be fired from up close to a short distance.

POWERS:

Racial Power: Aura- Emrys has the ability to read auras to the extent of vaguely sensing people's intentions.

EQUIPMENT: Emrys travels around in his mage's robes, as stated before, that gives him some protection from attack. He also has a staff with a ruby set into it to help with his magic, particularly fire magic sense he's more proficient in Light Magic. He also carries with him some healing supplies, including salves and potions.

OTHER STUFF: Emrys has a magical extrademensional pocket in his robes where he keeps the stuff he's not using when he's traveling. He also has some food within it.

Guild: Adventurer Guild.
(OOC: Finished with this, finally. :D)
Last edited by almostinsane on Mon Oct 06, 2008 5:07 pm, edited 9 times in total.
User avatar
almostinsane
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby Vorpal Rapier on Sun Oct 05, 2008 2:27 pm

Okay I Don't think I put this anywhere but half elves age at at one fifteen the the rate of humans so if you are 200 years old you look 200/15 = 13+1/3 years old. This is not a problem except in trying to convince people you are human and have skills.

Also there will be a limit on the number of half elves, three or four maximum, there just are not many of them born and most of them are killed before they reach a stage where they are self reliant.

I have been a little surprised about the feedback of the alignment test, it seemed logical to put it out there. I would like to point out that you should take the test as if you were your chracter and not yourself but if you and your character have the same personality then I guess it works either way.
User avatar
Vorpal Rapier
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby almostinsane on Sun Oct 05, 2008 2:55 pm

Got it. I edited my profile too, so that my character i 503. Is that okay with you?
User avatar
almostinsane
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby Vorpal Rapier on Sun Oct 05, 2008 5:26 pm

Yeah the age is fine, though I would perefer closer to 300, if you are five hundred you would have learned a lot more spells than that.

Your melee combat skills came from monks? but he wears mage robes? Most people who have formal monk training like to wear their gi as it makes them look like a less opportune opponent. Also was he trained to fight people monsters or both? the fightiong styles are pretty different.

He does not know the basic light spell "Light" which creates a glowing orb of light to illuminate the immediate area? This would be rather odd unless he could never cast the spell with out it exploding or something of the sort.

Also do you belong to any guilds? The Adventurers Guild would probably take your character, but if your character does not want to join, or is scared to, that is fine as well. If he Is not part of a guild, where does he get his money?

IMPORTANT: Most travelers have some sort of magical extrademensional storage device that they keep things in. common kinds are the insides of cloaks, robes or capes, as well as items such as backpacks and sacks. I should have mentioned this earlier.
User avatar
Vorpal Rapier
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby almostinsane on Sun Oct 05, 2008 5:29 pm

Okay, I'll fix my profile up then. I already changed it to 300.
User avatar
almostinsane
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby Vorpal Rapier on Sun Oct 05, 2008 7:59 pm

NAME: Rachael “Tsunami” Nami

GENDER: Female

RACE: Halfling

AGE: 36 (18)

ALIGNMENT: Neutral Good

HEIGHT: 2’ 7”

WEIGHT: 37 lb

HAIR: Shoulder length, Green hair. Wears her hair loose but she has a ponytail if she expects trouble

EYES: Amethyst

PRIMARY ELEMENT 1: Water

PRIMARY ELEMENT 2: Light

COMBINE ELEMENT: Neutralize

APPEARANCE:
Image
Rachael is a Halfling and thus prefers comfort and ease of movement to fashion or appearance and this is greatly apparent in her attire. Her outfit is similar to monk’s gi though with longer sleeves and an extended bottom hem of the “Jacket” and her belt has a colorful design on it, all of which denote that she is in fact not a monk, though most people can’t tell the difference. Her boots are heavily worn from off road travel which indicates her military history as a skirmisher. Other indications of her previous occupation are her missing arm and eye. One of the few creatures she considers her friend is Sue, the water elemental who now acts as her right arm. Her left eye is a large enchanted pearl that has the ability to telescope her vision up to twenty times magnification

PERSONALITY:
Tough and Fierce in battle, She would be more likely to give an enemy a “Mercy Killing” than drag them back for interrogation (A fact that annoyed her superiors to no end). Outside of combat she tends to keep to herself through use of her rather prickly personality and razor tongue. Once you get past her sea urchin shell and become what she considers a friend she will find her be very protective of them, though she will still have no qualms about say “I told you so” to anyone, though whether she actually warned them or not is a different story entirely. Even among her friends she has little tolerance for blatant stupidity. She also has declared that she is allergic to BS in such a way that it makes her ears itch, though whether this is an actual condition or just very good intuition is still unknown.

SKILLS:

Stealth: She learned how to move quietly and almost unseen on the battlefield as her unit was meant to pop out of nowhere and cause panic and confusion.

Short-sword: Highly trained in this weapon, she was often chosen to melee with enemy officers despite never choosing to become one herself (She had several offers but refused to leave the front line).

Shield: Rachel, knows how to use a small shield effectively and actually “Acquired” a magical one from an enemy commander (it was a buckler on the commander, she had it retrofitted into a small shield for her in exchange for telling the story of how she got it to the military shield smith).

Javelins: Actually her preferred weapon, she is almost never caught without at least two within grabbing distance.
Climbing: small but nimble, she is very good at climbing quickly despite her size

Examining: due to her eye she can find details of a situation which almost anyone else would miss

Running: She has run to run very fast (for a halfling) from keeping up with a human skirmishing unit.

Music: though she is loathe to admit it publicly, or at least while sober, she loves to sing (and does not sing off key, she goes off key slightly when drunk) and has a decent knowledge of songs. Sue is capable of making drumming noises without a drum.

Spells:

Water Stream: She is able to control water and draw it magically through the air

Water Strike: a variant of water stream, this spell allows her to send a small but fast bullet of water or ice at an opponent dealing about the same damage as a sling bullet.

Light: Capable of producing a small ball of light illuminating the immediate area. She uses this spell offensively by “attaching” the ball to her opponents face.

Dispell Magic: The spell she has had the most practice with, it allows her to remove any magic from the area in front of the spell for 30 seconds. Her unit had the highest count of mage kills of any unit during the last war because of this spell.

POWERS:

Curse: Allergy to bullshit makes her ears itch when some lies around her, itching continues until the person confesses the truth.

EQUIPMENT

Short-sword, Small Shield (Magic), 24 Javelins 2 silvered and two magnetic iron ("Cold Iron" is really translated to "Iron of the North" or Magnetic Iron), a cloak for storage and to keep the rain off, Food enough for several days, and several barrels of clean water.

Magic Shield: Nami's converted human buckler is her most recent acquisition and as such she has not thought of a good name for it yet. It has been reinforced with magic making much more durable than a regular shield and able to block magic spells thrown at her. (A fireball will still explode when it hits and would hurt her however a lighting bolt would not affect her unless it over powered the shield. She would still have to block the lightning bolt though.) this fortification can use her personal magic as well as the magic stored in the four black opals embedded in the back of the shield. This shield is the second most precious thing she has, Sue being the first, and she will not willingly let other people touch it. The shield's magic circles suggest it to have other abilities, but she has not been able to figure out what they do or give up the shield long enough for some one else to figure out what they do or how to activate them.
Shield's Other abilities:
1) Shove: Allows her to shield bash and sent the person tumbling, hypothetically, backwards ten feet.
2) Shock: anyone who grabs the shield and tries to take it away from her gets a short shock the will push their hand back a few inches, this ability drains magic quickly.
3) Shine: when a command word is spoken (the word is "zombie") the shield shoots a beam of light equivalent to the sun straight ahead of her, this completely drains the shield of energy (And possibly her) and lasts thirty seconds if both the shield and her are at maximum capacity.

OTHER STUFF:
Water Elemental:
NAME: Kasui “Sue”
APPEARANCE: Various, Watery
PERSONALITY:
Sue has a rather odd sense of humor and a sarcastic streak you could paint a river with. When she is not chewing your ear off, mocking you incessantly, or resting, you can bet that she is setting up a practical joke for someone she has deemed “Worthy of her time.”
Last edited by Vorpal Rapier on Thu Oct 09, 2008 9:34 am, edited 1 time in total.
User avatar
Vorpal Rapier
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby aethershunt on Sun Oct 05, 2008 11:09 pm


NAME:
Edward Lichthammer III

GENDER:
Male
RACE: Human
AGE: 34
ALIGNMENT: Lawful Good

HEIGHT: 6'5
WEIGHT: 240 lbs.

HAIR: Brown
EYE COLOR: Blue

PRIMARY ELEMENT: Fire
SECONDARY ELEMENT: Earth
COMBINED ELEMENT: Metal

APPEARANCE:
When looking upon Edward, one thing is immediately noticeable. He's huge. Towering above most other people at 6'5 with a build of great muscular size, he can look like a very intimidating person. His face only adds to the feel of intimidation. Edward has a square shaped and powerful jawline. The only hair on his head is his brown handlebar mustache, which he keeps well groomed. He has a broad smooth forehead which make his blue eyes appear smaller than they really are.

His physique is as large as he is. He is incredibly muscular and as such is very strong. This is partly due to the fact that he spends much time at his forge, but also because he actually works to keep his body in peak physical condition. His physique is close to that of a modern day body builder, without the muscular definition.

When traveling or even when just relaxing, Edward likes to wear one of his many pristine linen shirts. He keeps his black pants on with a pair of suspenders. He generally keeps this wardrobe on, and has several pairs of the same clothes. Whenever he smiths, however, he puts on a thick, brown, leather Blacksmith Apron. Regardless of whether or not he is traveling, blacksmithing, or simply lounging, he always keeps a pair of thick leather boots on, as per the type of his trade.


PERSONALITY:
Despite his intimidating look, Edward is actually one of the kindest people one could meet. He has a strong sense of justice, and even though he is willing to do a kind favor for just about anybody, he is not naive, nor is he gullible. He feels it necessary to try and eliminate evil wherever it presents itself, and as such, shows much zeal and vigor in trying to destroy that evil.

He is a very polite person, and he expects the same of those around him. He is very forceful when it comes to matters of politeness toward people, especially women and the elderly. Because of his polite nature, he tries his best to protect the helpless in a situation that calls for such action.

While he does use magic to manipulate metal, he prefers to use the actual skill instead of relying on magic when it comes to actually forging items, believing that actual skill should come before the ability to bend things to one's will with magic. He does recognize the usefulness of magic, however, knowing that sometimes, speed is a big factor.


SKILLS:


Blacksmithing: As a smith, he would be a living mockery if he didn't know how to make objects from metal. He specializes in making weapons, and is superb at making them master quality, adding even small details that increase their value. His more impressive creations fetch a good price on the right market.

Appraisal: As a blacksmith, Edward knows well how much items such as weapons of metal or standard metal goods. It's hard to keep the price of metal from one who smiths it.

Armed Combat: While he crafts great weapons, he wouldn't be quite as credible if he didn't know how to use half of them. Edward is martially proficient with almost any bludgeoning weapons, including War Hammers, Mauls, Clubs, and even a pair of Iron Knuckles. He knows how to use swords and the like, but he isn't quite as talented with those weapons.

Heat Endurance: Being so close to the fires of the forge has lessened the effect of high heat on Edward's body. Because of the constant desert like conditions in which he works, Edward is resistant to high heats and can thrive longer than those that normally would find it uncomfortable. The heat has also tanned his skin, making him less susceptible to small amounts of pain such as an ember on the skin or an irritating bug bite.

Brawn: The constant pounding of hammer on anvil has served to increase Edward's upper body strength. He is a burly individual, and that is no deception of looks. He is very strong, and often carries his merchant cart on his shoulders as a mule would if he owned one.


SPELLS:

Metal Manipulation:

As a blacksmith, Edward knows that Metal Magic is a very efficient way to enhance his craft. Edward can control the shape, density, and temperature of the metal that he places his hands on. This magic is effective on just about any metal, but Edward is the most proficient using this magic on steel and adamantine, seeing as those are the most common metals he deals with (Steel because it's what he normally is commissioned to make things from and adamantine because that is the metal that comprises his hammer, which he deals with constantly). Edward prefers to make this ability work as quickly as possible, but he isn't above negotiation for the magic if he has the time to do so, such as repairing his war hammer out of battle.


Level Three Rune Magic:


As a skilled blacksmith, Edward is well versed in rune magic. He often times will etch these runes onto weapons or armor, but he has knowledge of a few runes that aren't necessarily Arms and Armor only.



EQUIPMENT:


Blitzschlag:

This giant war maul is Edward's most prized possession and weapon, taking him a little over a decade to create and perfect. At almost four feet tall and 25 pounds, it is seems to be a typical maul. A big difference would be that the head of this Maul is very similar to that of it's small cousin, the war hammer. On one side it is as blunt as any hammer could possibly be. On the other side, however, is a large semi-sharp point, meaning that while he can cause blunt force trauma, he can also be a tad more precise. Another difference between this and normal Mauls is also the fact that it's weight isn't primarily focused, since the shaft and the head are both made of adamantine rather than the conventional metal head and wooden shaft. This makes it more equally balanced throughout, meaning Edward is giving up the massive trauma for control and speed. It also makes the hammer more easily repaired, since metal is far easier for Edward to work with. The shaft is bound with leather, however, to keep to grip firm and to keep it from slipping out of his grasp.

On the head of the hammer is written runic magic, painstakingly researched for years by Edward. Among the runes he has experimented with, he has found three runes to be effective when used on his Maul. A rune of Lightning, a rune of Impact, and a rune of Fortitude. The rune of Lightning, when activated, causes the weapon's head to crackle with electricity. It's strikes produce an effect similar to being hit by lightning. When the rune of Impact is activated, it causes the kinetic force of the next strike to be multiplied by five and causes all the energy from the action and reaction of the strike to be applied forward into the target. The final rune, the rune of Fortitude, gives great structural integrity and endurance to the object on which it is applied. As a result, the Maul is very hard to severely damage.

Blitzschlagen is the culmination of all the hard work Edward has done in blacksmithing for the past 16 years. He would never part with it willingly, and he would never even think about selling it for any reason. It is his most prized possession, and would surely fetch a large sum if placed on market. He decided that when he bears a son, he would give this hammer to him upon his death, and thus, Blitzenschlagen would become a family heirloom. While he has yet to settle down just yet, he intends to do sooner than later.

Storage Messenger Bag
: Within this magic bag, Edward likes to keep practical items, including his Hammer, when it can prove to be too unwieldy. As such, he tries to never take it off, and when he does, he keeps his hammer on his person. The bag has a buckle on the inside to try and prevent theft. Items within the bag include:
  • - Blacksmith Supplies (Hammers, Chisels, Tongs, Flux, Vices, Water Bucket, A Small Anvil, Thick Gloves, Tinted Goggles, Portable Forge, Coal, etc.)
  • - Blacksmith Apron
  • - The book, The Forge and The Anvil, a book used for it's information on metals and measurements. Edward has memorized a lot of the information in this book, since he uses it almost every time he forges.
  • - First Aid Supplies (Bandages, salve, splints, etc.)
  • - 10 Gallons of Contained Water. Edward uses water in blacksmithing as well as for drinking, so he tries to keep plenty available.
  • - Dried food, for when he doesn't have access to a city or market for the food he needs. He tries keeps enough for about a week, since travel can be unpredictable.
  • - Sleeping Bag, Blanket and Pillow
  • - 25 feet of heavy coiled rope
  • - Flint and dry tinder (Everything needed to start a fire)
  • - 10 iron bars
  • - 8 steel bars
  • - 4 mithril bars
  • - 2 adamanatine bars
  • - A large Picnic Tent
  • - A few large signs for business that point out Edward as a blacksmith of great skill, his services, and his prices. Usually, these are placed in front of the Picnic Tent under which he does his business.
  • - A Camping Tent
  • - Oil Lamp
  • - A few pints of Oil
  • - A few changes of clothes
  • - A few towels
  • - Bottled Ink and Paper


OTHER STUFF
: Edward recently joined the Adventurer's Guild as an easier way to fund his business, not necessarily because business is slow, but because he gets payed to help people and eliminate evil or unjust people and situations. Traveling from city to city, he checks in at the Adventurer's Guild branch in that city to see what available missions there are in addition to smithing for profit there.

When he does forge for money, he makes it well known what runes he offers, and that those cost something a bit extra. He may be nice, but he isn't cheap, and he isn't a hack when it comes to forging or enchanting. He may feel generous to people he considers friends, though, and give them an inscription for free if they are deserving and they can find it useful.


UPDATE: I'm finished with most everything, I think. I took the liberty of adding some runes and trying to create Edward's War Maul. If any of the changes made are too much, just let me know, Vorpal. I'd like to fix it up while I add a list of all his actual equipment.
Last edited by aethershunt on Fri Oct 10, 2008 9:38 pm, edited 10 times in total.
Image
User avatar
aethershunt
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby papolatte on Sun Oct 05, 2008 11:28 pm

NAME: Remmick Nimdigits (Remmick has many names for himself, concurrently, introducing himself under different personas to people. He makes it a point to have several aliases for himself, not for any particular reason besides having fun).

GENDER: Remmick is all man.

RACE: Halfling.

AGE: 39 years old in halfling years, about the equivelant of a 20 year old human.


ALIGNMENT: Chaotic Neutral: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. The chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). The common phrase for chaotic neutral is "true chaotic." Remember that the chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom both from society’s restrictions and from a do-gooder’s zeal.


HEIGHT: 3'1"

WEIGHT: 38 lbs (Average weight for a halfling according to DnD 3.5)

HAIR: Very straight, medium length, dark brown hair. He also has short sideburns, same color as his hair.

EYE COLOR: He has amber eyes, which are a brownish solid color with a russet and coppery tint.

PRIMARY ELEMENT: Null.

SECONDARY ELEMENT: Null.

COMBINED ELEMENT: Null.


APPEARANCE:

Image

Remmick stands at a whopping three feet tall. He has deep amber eyes and straight medium length brown hair, with short sideburns. His skin is ruddy and he is about average weight for halflings his size. Remmick is very attractive, especially to other halflings, and at many points he has used his looks to woo others, not just of his own race. He has a large chip taken out of his left ear, but other than that, his body is unblemished. Besides his short sideburns, which grows neatly, on his face, he has no other facial hair. When he smiles, he has dazzling white and perfectly straight teeth. His hands are overtly large, especially for someone of his size. He attributes this to his ability to play any instrument there is.


PERSONALITY: Remmick is outgoing and outwardly friendly. It is hard not to take a liking to him, as his joyous and humorous nature, and infectious laughter can catch on quite quickly. He has the innate ability to entertain, and being good with people, he has learned to understand exactly what sorts of entertainment people like, ways to make them laugh and smile. He is extremely confident, sometimes over confident, and he has a hard time backing down, especially when he thinks he is right. Always though, his cheif concern is himself, and his immediate friends. He is not the type of person to risk his life for a stranger, just because they need his help. Though a bit hard headed and in ways selfish, Remmick does have a certain ammount of compassion, especially for the underdogs and children notably. Remmick sometimes worries too much about what people think of him, and he would go out of his way to try and appease everyone. One thing has never done, and does not approve of, is killing. He has decided that noone can claim the right to take the life of another, and even if the threat is directed at himself, he is more prone to either running and hiding, or setting up an elaborate trap, instead of whole heartedly killing someone. Though far from brave, Remmick is most certainly not a coward. One more thing to note, he is a compulsive liar. It is true to say, that almost noone knows anything about him, because of his lack of hoensty. He does not lie to hurt others, but instead uses it to have fun, to live a far more interesting life than he would otherwise live. Plus he enjoys the thought of being whoever he wants when he enters a new place. He is also promiscuous by nature, and has, in the past, enjoyed the company of many ladies, of different sizes and races, and in groups.


SPELLS: None, Remmick is Null.


ABILITIES:
Entertainer: Remmick is an entertainer by nature. He enjoys acting, singing, dancing, humor, and playing musical instruments. He can often be found using his talent to make money, so though he is a very extravagant and wasteful spender, he usually has little trouble with making money back.

Quick: Remmick is light on his feet, like most of his kind. He moves with grace and speed. He also is very graceful with his hands, moving surly, quickly, and accurately.

Urban Stealth: Due to years of practice, Remmick is a great hider, though mostly in urban areas. Out in the wilderness, he is a bit of a novice. This is due to his experience in cities, in which he would occasionally get into trouble, and then rely on his wits and speed to out manuever his trouble and quickly conceal himself, by hiding or blending into crowds.

Bardic Music: Remmick may not be magical, but he has an innate talent when it comes to playing musical instruments. His ability has at times, inspired audiences into a raucuous chorus, and even caused a group of men to weep. He knows a large arsenal of songs which can boost moral, and give hope, by telling tales of others who persevered in times of trouble.

Lucky Aim: Remmick is especially profficient when it comes to using thrown weapons, but he is relatively good with all weapons that are light and require's aim. He gained most of his practice from bar games, and competitions, in which he would compete and occasionally win. His skill with throwing daggers is quite amazing as he seems to be uncannily accurate. He is also profficient with small weapons, such as daggers and short swords.

Evasion: He has amazing ability at dodging, and getting out of harms way, especially in last minute instances. He stands a good chance of getting out of the way of traps, and reacting last minute.

Soft Protection: Remmick is profficient with using cloth, padded, or light armor, without being slowed down or restricted.

Diplomatic: Remmick is good with dealing with people. He has mastered the art of reading peoples faces, and knowing the right words to use. He can make a friendly and sometimes offensive joke out of any occasion, but that doesn't stop him from personably being well liked among others.

Trapper: Remmick has always relied on his skill at hiding, but whenever his skill would fail in one area, he would back it up by using his wit, and creating traps, whether they were physical traps, or more so mental ones, such as causing a person to, in the open, reveal himself to be a theif. In towns he had passed through in the past, he had made many friends, but through his open nature, as many enemies as well. Many of which wouldn't rest until they had him. In order to protect himself, Remmick had to overcome his adversaries, through the means of trapping them in a way where they would no longer be a threat, though never killing anyone.

Liar Liar: Remmick is extremely well versed in lying. it isn't uncommon for him to have many personas or aliases, and to tell false stories of his life, quite adeptly. He has a way of flattering people through subtlelies and insults, but his main skill results in him being able to hide his demeaner when he is lying, making it hard for people to dessiminate the truth from the false when he speaks. Because of this, Remmick is even more believable when he lies, than some people are when they tell the truth.

Escape Artist: Remmick is good at slipping out of bonds and traps. Because of his fore knowledge of traps, they rarely, unless truley innovative, can hold him, as he knows the kinks that work in them. He is quite adept with ropes, having nimble fingers, so though tying him is easy, keeping him tied up is not quite so. Also, due to him being nimble and quick, he is somewhat good at picking locks, but by far no expert. He can pick larger locks, the kind found on doors, but when it comes to smaller devices, like chests or diaries even, he has much trouble, and luck is more of a factor.

Self Relient: Remmick is good at most of the orderly skills, being somewhat of a jack of all trades. This skilles include fishing, some basic cooking, setting up camps, riding and controlling mounts and wagons. He is completely terrible, and cannot grasp the concept of boats, smithing, mining, and other heavy water or strength related tasks. Otherwise he is an adaptable and quick learner.


DEFECTS:
Packrat: Because of his small size, Remmick is not good at carrying heavy loads, and is encumbered quite quickly. This problem is further increased, due to his habit of collecting anything and everything he can. He has a hard time leaving anything behind, and will go to desperate measures to hold onto everything he can, sometimes being extremely wreckless in the process.

Frailty: What he makes up for in speed, accuracy, wits, and charisma, he severely lacks in endurance and strength. He can hold his breath well when running or moving, but his endurance fails him when it comes to exerting upper bpdy strength. He also stands horribly against illnesses and sicknesses. Injuries also take a while to heal on him, though in the past, he can note at many times when an injury or sickness won him some time with some special ladies.

Wireframed: Being as thin, and surefooted as he is, Remmick is uncomfortable in heavy or medium armor, and in wielding sheilds. They restrict his movement, and cause him to be clumsy. He would much prefer to be naked, than to wear heavy to medium armor, and in once before, he has experienced such an occasion.

Unskilled Melee: Has no ability with most weapons out there. Anywhere from normal, to large, to 2 handed weapons, Remmick has no skill whatsoever. His accuracy is completely lost, and he is completely open to attacks, this includes being unarmed, as he has never learned how to brawl.

Big Spender: Even though he has little trouble getting money, he has a hard time not wasting it. Remmick is an addict to gambling, and has been known to spend a small fortune on food before. Spending his money on lavish, but outwardly useless belongings, Remmick is normally penniless, and lives dollar to dollar.

Wanted: Remmick is loved by many, but hated by many. His success with crowds, has caused jealousy, his promiscuous ways have caused anger, and his incessant gambling has caused him debt. There are many places, where the more, underhanded, would like nothing better than to catch Remmick with his pants down, so to speak. Remmick outweighs this downside with his ability to keep himself surrounded by friends, and with his ability to blend into crowds and hide easily in urban areas. Ofcourse this does cause him to be the target, in most cities hes been in, of small time crime lords or gangs.

Wet Feet: One thing that greatly fears Remmick. Drowning. Though he has never had issues bathing or drinking, he is deathly afraid of deep or torrentuous water. He completely loses face in a situation where his fear arises, and he seems a completely different person. His reasons are personal, and noone knows why he is so deathly afraid of water. This invariably means he is a poor swimmer.

Addict: Remmick has a strong addiction to cheese. Which acts as an intoxicant for some halflings, though not all, he abuses it thoroughly, and has been known to lug around large quantities of the stuff. He cannot resist the temptation to obtain cheese.

Short: Because of his height, Remmick has trouble reaching the cookies from the cookie jar.


POWERS: Check my skills, if there is something I missed but had initially planned on adding, that makes sense for my character, I'll ask permission before adding it. Though some of my skills weren't necessary to note, there are others I won't mention, such as walking, eating, sleeping, etc. Some things are taken as an asumption. For example, Remmick is fast, so he can jump far, but he is short and not too strong, so he can't jump high.


EQUIPMENT:
On Person:
White Chullu Cap
Light Green Tunic
Purple Jacket
Red Cloak (Does not had a hood.)
Red Gloves
Yellow Trousers
Brown Boots (Has padding inside the bot, to prevent noise.)
Large Brown Pack (Humansized pack, nearly as large as himself.)
Leather Armor Strap Ons (He is not wearing leather armor, but various peices, spread over his shoulders, wrists, waist, and crotch.)
A Lute
Panflute
Kazoo
Throwing Knives (His lucky knives used to win bar games. He has 10 of them strapped to varius places on his body. As long as they are retrieved, they are reusable.)
Dagger
Currently Empty Money Pouch (Fastened with wire, instead of draw strings.)

In Pack:
Numerous Outfits (Remmick always wears certain outfits together, and doesn't like to normally mix and match. He has a total of 5 outfits packed.)
Bedroll
Leather Straps (Long, thin strips of leather)
Glass Bottles (Empty.)
Cords of Wire
Reel of String
Net
Easily Breakable Planks (Very thin and brittle, about 4x4.)
Rope
Lockpick Set
Playing Dice
Darts and Dartboard
Chalk
Pouch full of Marbles (Has approximatly 2- marbles in it.)
Handsized Sack of Flour
Hand Shovel
Scissors and Trimmers (Remmick likes to keep shaven.)
Cleaning Supplies
Some Bandages
Diary (Front cover says 'Property of Mis Elijaplume.)
Cheese (A small pouch full.)

Not On Person
A Collection of Books
Numerous Masks and Hats
Musical Instruments (They vary from guitars to flutes, to drums.)
More Clothing
Fishing Rod
Block and Tackle
Flint and Tinder


OTHER STUFF: What else to mention about Remmick. He has no real fighting skill, along with generally being a pacifist. He has no magic, nor is he affected by it. He is not a rogue in the conventional sense, though he has a couple skills, such as the rogue's evasive and escapist abilities. Remmick excels at being a person. Someone generally well liked, who can present himself in front of a crowd and be the center of attention. He is charismatic, but to an extent. If he does disfavor someone he won't hesitate to show it. This usually applies to the better off and richer people in society. Remmick prefers people considered of lower class. Not only is he one of them, but he finds them more enjoyable.

Remmick's best friend happens to be a goat. A goat whom he calls Clarence. Clarence is as stubborn as goats come, but he seems affectionate with Remmick. Remmick often atributes many instances to Clarence, such as the goat picking his own name, though the validity of many of these statements are questionable. Remmick never refers to Clarence as a pet, but only as a friend, and would never force anything upon him, nor would he ride him.
Last edited by papolatte on Sun Oct 12, 2008 8:45 pm, edited 6 times in total.
User avatar
papolatte
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby Vorpal Rapier on Mon Oct 06, 2008 10:04 am

Ponats: I should have mentioned this sooner but I really need you to mention the companion seeing as that is where you get your aura reading ability. That and you are confusing people, please stop. You are also Too Short to be a half elf unless you had some sort of problem as a child, which is possible but I want to know about it if you have a reason. >.>

"Crazy" almostinsane: Aura reading is not a racial power for half elves though it is more common with them than any of the other races besides gnomes and half dragons. Also, most people have less spells from their secondary element than from their combined element, do you have any laser spells for you character? Finally You dress in mage robes, which means you know wizardry as well as imbued magic, which of your spells are rune based, wizardry based, and which of them are imbued? DEFINE HEALING SUPPLIES! Are these like healing potions or salves or are these bandages and herbs or do you carry some of both? I would also like to know how many days worth of food he usually carries. Also, according to his inventory he is wandering around without a staff at the moment, you might want to fix that.

"Aether" aethershunt: it is more normal for people who are good with iron, steel, bronze adamantine, mithril, extra-planar steel and other "Hard Metals" To have the Fire element as Primary and Earth element as Secondary, and have Earth-Fire Mages be better with "Precious Metals" brass, tin, silver, gold, platinum, ect. though this is not always the case, it is one of those 99% of the time kind of things. Also a fire element primary tends to not have to worry about burning quite so much as they usually absorb the heat so that they can use it as magic. Also, how knowledgeable is he with runes? As they are what allows you to enchant weapons and armor I’d imagine that he knows a good number of these.

"'latte" papolatte: Looks fin so far, do you want to determine how much of a Null your character is or should I go ahead and assign a degree for you. Also Nulls are incredibly rare, usually reserved for legends kind of rare. And did you set that fear of drowning up for him intentionally because of my character?

I WILL ONLY LET ONE MORE NULL IN TO THIS RP unless it becomes incredibly popular, and if it does I'm probably going to faint and be unconscious for the next week.

I'm also waiting for some Energy (Magic) Elements, to join though those will be limited as well.

Common Magic Items:

Ring of Endurance: These rings are a favorite of would-be adventurers because they allow you to fight, run, or in general exert yourself for an extended period of time. Most seasoned adventurers or those who have frequent run-ins with Antimagic Fields as these fields kill the effect of the ring and also knock anyone wearing one unconscious for twenty four hours while the ring recharges. If you put a ring of endurance on, it will need to charge for about 24 hours before it grants its beneficial effects. Magic suppression fields discharged the ring which will then require twenty four hours to recharge.

Storage Cloaks, Capes, Robes, Bags, Etc. : These magical devices utilize an extra-dimensional space (10' x 10' x 10') for storage and quick access to items. The "bag" forms of these items are more expensive but automatically allow you to grab whatever you reached into the bag for. Items stored in these spaces do not add their weight to the object they are stored in. Magic Suppression Fields and Antimagic Fields do not hurt the item but prevent access to the storage space.

>.< I'm done for now. Carry on.
User avatar
Vorpal Rapier
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby Ponats on Mon Oct 06, 2008 12:01 pm

Ooooo! Oooo! I want to be a null. (Just kidding.)

I changed the height to a more appropriate number. And added the parts that you requested, anyone who read mine should see many differences.
User avatar
Ponats
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby aethershunt on Mon Oct 06, 2008 1:07 pm

Well, I wanted to see what I could get away with before I went and started writing up too many runes, but I also couldn't really think of very many off of the top of my head, so I'll be thinking.

As a smith, he should and does know a good deal about rune magic as far as it being on a weapon or a shield and such, but I did have a few questions about it before I started presuming.

1.) If drawn (As with blood or chalk or paint, etc,) does it stay there after the spell, or does the magic "eat" the symbol as a result of the symbol being the spell?

2.) If the yes to the first question, is the same true for it being carved in metal, as carving is a far more permanent form of drawing these symbols?

3.) When placing runes on an item, is it okay for the runes to have a static and always active effect rather than an activation effect? I assume that the runes only have an activation effect, but if I am wrong, please correct me, and tell me how, if any, different those types of runes are compared to rune that activate.
User avatar
aethershunt
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby Vorpal Rapier on Mon Oct 06, 2008 1:45 pm

Excellent questions and ones I probably should have adressed in the intial post, however it can get rather complicated, so here are the simple answers now:

Paint, tattoos, ink, and dyes all are reusable with in runes. Chalk or pencil are not, however, reusable. Most enchanted weapons have the Magic circles, and runes contained within the circle, are usually engraved onto the hilt of a sword or if there is not enough room then at the very base of the blade.

As for passive runes, yes there are a lot of them such as the sharp rune or the hard and tough runes. Only weapons with a magic storing gem, however, keep these features after they have been set down. All other weapons draw the magic the use from the wielder unless the spell specifies a different source.
User avatar
Vorpal Rapier
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby papolatte on Mon Oct 06, 2008 8:18 pm

Ahahaha, Vorpal, you can pick my degree of power in Null, to be honest, I had no clue about it, other than I wanted to be an amagical character. But yeah, you can decide what degree I am, since you would understand them better.

Also I saw Ponat's fear of fire, and made me think, I should have a fear too, and water is such an typical fear. But I'm gonna still try to play it in an innovative way. But yes your character, being a nearly polar opposite of my character, made me decide to officially make my character fear water, for asthetically rp purposes.

I'll prbably finish my character in the morning or smething, I'm too tired right now to type, though I might do a little later after my homework.
User avatar
papolatte
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby almostinsane on Mon Oct 06, 2008 8:19 pm

Edited my character.
User avatar
almostinsane
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby Vorpal Rapier on Mon Oct 06, 2008 8:32 pm

Ponats: Your character has been approved.

Crazy: Your character has been approved.

Aether: I don't need an actual list of the runes you know, but the level of runes your character has access to. There are ten levels of runes, but only the first five of them are available (You have to be friends with Wally if you want level six or higher and good luck with that.) From the sound, of your character I'd imagine that he has access to some third level runes as well as access to all the first and second level ones. Also, no rune has a limit to the rune itself, that is what the magic circle is for. Think of runes as commands in a computer program and the circle is the program itself, while the magic is the outcome of the program, though instead of error messages when it does not work it has a tendency to blow up or has some other random outcome. Therefore, knowledge of runes is not as important as how you put them together and the higher level the runes the more specific they are making them harder to use. I hope this clears up confusion you might have had about runes. On a separate note, about your war hammer, what is it made out of? How long is it? How much does it weigh? Is is a war-hammer or a Lucerne hammer? Answer these questions and fix the runes section and i think you are good to go. and i would like some of his other equipment listed as well otherwise i will assume he has none, and i really hate doing that to people.

If anyone has any questions please ask me, I've been working with this world going on four years now and there are a lot of things I have not explained. Also, sometime in the near future I will post Wally character sheet, though i hope i don't have to use him. he will be an enforcer of sorts or will show up to provide plot points if you are really desperate though I have other characters who could serve this purpose as well. if you meet wally you will likely not recognize him as few know what he looks like. Just a little heads up.

I was thinking about starting the IC some time this week possibly Thursday or Friday so those of you with unfinished characters have a chance to finish without feeling too rushed.
User avatar
Vorpal Rapier
Member for 4 years


Re: Irony's Hammer (OOC) ( )

Postby aethershunt on Tue Oct 07, 2008 11:50 am

I'm not sure I understand exactly what you mean. I think I get the idea, but I'm not going to try and be all smart without the knowledge in terms I understand. (Just because I took a year of computer programming, it doesn't mean I know anything about it. :P)

Okay, I'm going to try to put it in terms I understand, and you should let me know if I'm anywhere close. Sorry, I'm just not imaginative enough for things like this. :P

The circle is what causes the magic to happen, but the symbols written inside the circle determine what the magic does?
User avatar
aethershunt
Member for 4 years


Next

Post a reply

RolePlayGateway is a site built by a couple roleplayers who wanted to give a little something back to the roleplay community. The site has no intention of earning any profit, and is paid for out of their own pockets.

If you appreciate what they do, feel free to donate your spare change to help feed them on the weekends. After selecting the amount you want to donate from the menu, you can continue by clicking on PayPal logo.

 

Who is online

Users browsing this forum: Colonel_Masters*, Honor Guard and 2 guests