I. Rules of Ea
- All characters within this role-play fall under the influence of the rules of role-play, specifically the rules that govern text based combat technique one. This includes non-player characters.
- Do not join this role-play unless you can remain active, posting at least twice a week. Each post should be at the very least three paragraphs long. A paragraph is at least three sentences long. Dedicated authors are wanted.
- Authors are expected to have good grammar. The use of proof reading and spell check are required.
- Dice rolls will be performed at certain points when characters attempt difficult actions. The outcomes of such rolls will be be highly influenced by a character's proficiencies.
- Character death is possible within this world but no character will die in vain provided that the characters use common sense when interacting with other characters and when performing actions.
- My ruling is final however any ruling can be overturned by a majority vote of the authors present in the role-play. A tie is decided by me.
- Graphic description of violent acts are permitted. Graphic description of sexual acts are not permitted but such acts can be implied within the role-play.
- Romance is permitted within the role-play. Sexual acts outside of those commonly acceptable in public can not be described but can be implied within the role-play.
- Authors can create their own in character groups as long as such groups fit within the role-play and are approved by me.
- Authors have complete creative license when creating their character in regard to race. Original races must be described and documented. Original races must fit into the role-play and must be approved by me.
- This is a fantasy fiction role-play with flavors of adventure, war, political intrigue, romance, and magic. Magic is uncommon but more common the high technology which is extremely rare. Renaissance period technology to include flintlocks is within the setting but bows are a much more common ranged weapon.
- Characters must have a picture, thumbnail to be accepted.
II. Character Creation
A. Proficiencies -- An important aspect of your character's creation are their proficiencies -- an abstraction of how much time and effort your character has spent in his/her studies or field. Proficiencies are not to be seen as something to compare a character against another but instead scales the power and focus of your character's level of skill when in a situation of circumstance where a challenge of skill may arise. Proficiencies are particularly helpful against difficulty checks in scenarios you may encounter.
There are three Proficiencies in total: Hardiness, Subtlety, and Ond.
- Hardiness -- Related to all combat-like skills and situations such as fighting, swordsmanship, athleticism, etc. Strong Hardiness means a higher durability, stamina, and strength. Whether they possess great brute strength or a high tolerance to pain or perfection of the body, those with a great Hardiness are capable of enduring greater trials and are capable of resisting crushing or crippling blows better than those that are unskilled.
- Subtlety (Subterfuge) -- Related to all perceptive, detail-oriented, and stealthy skills such as aiming, disabling traps, diplomacy, disguise, crafting, lock-picking, pick-pocketing, and moving silently or quickly. High Subtlety allows the ability to detect details that may otherwise go unseen by the untrained eye as well as the skill to imitate and perform. With careful observation, those with High Subtlety may also find physical or mental weaknesses in their enemies.
- Ond -- Required in order to have the ability to cast spells and have an understanding of magic. A higher level of Ond means more effective and more powerful spells. Those with high Ond are capable of perceiving things magical simply by presence and have the ability to better understand and discover the potency of magical items. You must have at least one point in Ond if you desire to unlock Innate Abilities.
B. Ond & Magic
Proficiency in Ond at level one unlocks innate abilities but it does not give you any ability to utilize magic. When your character reaches an Ond proficiency of level two he/she can distribute up to two points between the spheres of magic. The maximum points that can be allotted to any sphere is a current level of proficiency a character has in Ond. At level three a character receives three points and so on and so forth. The description of each sphere is listed below.
- Correspondence: All points in space are one. Command of this sphere allows a wielder to transcend the constraints of space and distance.
- Entropy: Things fall apart. The Wheel turns on its inexorable course, destroying what exists to make way for new growth. This sphere encompasses both fortune and destruction.
- Forces: This sphere provides its students command over the fundamental forces of the universe. Electromagnetism, fire, gravity, kinetic energy and nuclear power are all within its purview.
- Life: The biology of all life forms (from simple viruses to the complexity of the humanoid body) fall under this sphereβs control. Biological functions may be sped up, slowed down or even completely rewritten at the whim of the wielder who masters this sphere.
- Matter: This sphere encompasses the study of material, inorganic patterns. Everything from simple analyses of chemical composition to the transmutation of base metals into gold is possible using the magic of matter.
- Mind: The study of sentience and its connection with the soul, perhaps even separate from the biological brain, is the goal of this sphere. It allows the wielder to plumb the depths of his own consciousness and unlock the powers within.
- Prime: This sphere covers the study of Quintessence, the raw stuff of Existence. A wielder trained in this sphere understand and manipulate creation at its most basic, learning to detect, absorb and alter Quintessence.
- Spirit: Knowledge of the spirit and a great number of transitive planes comes from studying this sphere. The wielder who commands its power may converse with spirits and travel to their realms.
- Time: This sphere promulgates the subjectivity of time. Using it, a wielder may manipulate the perception and passage of time for himself and others.
C. Scale of Experience
Proficiencies are determined by your character's physical, mental, spiritual attributes, as well as any training or experience they have had in their life thus far. When you first create your character, you are given 5 proficiency points to distribute as you please, but you CANNOT exceed 5 points per specialization. To advance beyond this cap, you will have to undergo proficiency training.
Average - Proficiency Level 0 - Roll Modifier +0
Apprentice - Proficiency Level 1 - Roll Modifier +1
Journeyman - Proficiency Level 2 - Roll Modifier +2
Expert - Proficiency Level 3 - Roll Modifier +4
Adept - Proficiency Level 4 - Roll Modifier +5
Master - Proficiency Level 5 - Roll Modifier +7
Grandmaster - Proficiency Level 6 - Roll Modifier +8
D. Innate Abilities -- If you have placed at least one proficiency point in Ond, then you unlock Innate Abilities for your character. Innate Abilities are basically "miscellaneous" supernatural abilities that your character possesses or can trigger or activate. Innate Abilities are skills that separate your character from others of their race or and are NOT related to and have NOTHING to do with spell casting whatsoever. Innate Abilities cannot be interrupted since they should either be continuous or activated almost instantly and they are triggered by internal or mental cues as opposed to the vocal cues, duration of casting, or ingredients that are required to cast spells. The reason you must have at least one point in Ond to unlock Innate Abilities is because your character must have traces or a foundation of magic within themselves in order to possess these skills.
Though you are allowed to have any sort of Innate Ability as you so desire, please keep them reasonable as far as scale of power. It is important that you clearly define your character's abilities in their profile, including the limitations and cool downs that may be associated with each individual skill. All Innate Abilities must either be a continuous, permanent, unchanging effect or have a "cool down" where the character will not be able to trigger that particular ability for some time. The duration of the "cool down" can be determined by you and should be scaled appropriately depending on the number of Innate Abilities you decide to have.
You can have up to a maximum of three Innate Abilities. The more abilities you chose to have, the more limited they individually will have to be. For example, if you decide to have only one Innate Ability, there will be more freedom in allowing the ability to be stronger as opposed to having three Innate Abilities.
E. Racial Abilities -- Racial abilities of the common fantasy races that pepper popular media are fine. Original races' racial abilities must be approved.
F. Character Sheet -- Your character sheet does not need to follow this code but it does need to have all this information to be considered for acceptance.
- Code: Select all
[center]Place a picture here.[/center]
Author's Name:
Character's Name:
Race:
Sex:
Description:
History:
Hardiness -
Subtlety -
Ond -
[list][*]Correspondence -
[*]Entropy -
[*]Forces -
[*]Life -
[*]Matter -
[*]Mind -
[*]Prime -
[*]Spirit -
[*]Time -[/list]
Innate Abilities
[list=1]
[*]Ability Name -- Description
[*]Ability Name -- Description
[*]Ability Name -- Description[/list]
Racial Abilities
[list=1]
[*]Ability Name -- Description
[*]Ability Name -- Description
[*]Ability Name -- Description[/list]
List of Equipment: