The Tavern RP Forum

The Tavern: Come in, have a drink, and share some stories.
 
HomeHome  CalendarCalendar  FAQFAQ  SearchSearch  RegisterRegister  Log inLog in  

Share | 
 

 Clan Saga RP Reboot/Choose your Own Adventure RP

View previous topic View next topic Go down 
AuthorMessage
IJ
Tavern's Head Protector
Tavern's Head Protector
avatar

Posts : 98
Points : 3211
Reputation : 1
Join date : 2010-08-10
Age : 23
Location : Canada

Character sheet
Level: 100
Health:
1000/1000  (1000/1000)
Experience:
0/300  (0/300)

PostSubject: Clan Saga RP Reboot/Choose your Own Adventure RP   Sun Sep 26, 2010 12:00 am

This Post will be constantly updated as the RP develops!!
__________
Progress Summary:
Plot: DONE Very Happy!!!
Bio: Initial Form posted, Work-In-Progress
Setting: Posted in Overview!!!
Additional Aspects: Needed
Most Recent Addition: Group/Character Alignment and Innate Abilities (Look under abilities/spells in the bio)
Participants Needed till start: 1 more!!
__________


RP Aspects!!;
Mid-RP Polls!:
Throughout the RP you may find that the thread will be locked occasionally, when this happens a poll will be opened up in the Planned Board with choices for the group to make. The option with the most votes will be the choice the group makes HOWEVER your votes WILL AFFECT YOUR CHARACTER!!!

Group and Character Alignment System:
Throughout the RP individual characters and the group as a whole will have an alignment. All characters that are fully controlled (I.E. Major Characters not NPC's) will begin with the alignment Neutral Balance aka True Neutral. Your alignment is altered based on your votes in the Mid-RP Polls.
There are two aspects to alignment, persona and method. Good, Neutral and Evil are persona's and Lawful, Balance and Chaotic are methods. I will be in control of all alignments... that is to say, I will post probably in the planned board an alignment chart, that will show where your character lies on the alignment scale.
---How Individual Alignment works:
Poll is opened and a situation is presented with the following.
Option 1: (Increase in Good or Lawful Alignment)
Option 2: (Increase in Neutral or Balance Alignment)
Option 3: (Increase in Evil or Chaotic Alignment)
I choose option 1, X person chooses option 2, and Y person chooses option 3.
My alignment shifts to Good Balance or Neutral Lawful (a vote will only ever effect a persona or a method NEVER BOTH) X person's alignment remains as Neutral Balance (Here after referred to as True Neutral), and Y person's alignment shifts to Evil Balance or Neutral Chaotic.

---How Group Alignment works:
Group Alignment is based on the alignment of the members within the group. If all members of the group share a single alignment, the group alignment will be the same. If for example two group members share the Lawful persona and another group member has the Chaotic persona, the group alignment would become Neutral Lawful. It will follow wherever the majority of the group member's alignments lie. If 3 group members have different alignments (One having Neutral Lawful, another with True Neutral and the last with Neutral Chaotic) the alignment of the group will be True Neutral.


Alignments
The Lawful Alignments
Lawful Good
The best of the best, the lawful good character acts on the side of goodness, righteousness and order. The warrior who is beholden to a lord or a church, the priest dedicated to healing the wretched - anyone who cannot stand by while others suffer. They will chase evil to the end of the world.
Lawful Neutral
The hater of chaos, a lawful neutral character will stick to the letter of the law, whether it is their personal code of rules, their king's, or their religion's. This character finds chaos as abhorrent as evil and will not bend their personal guidelines even to help another if it will contribute to chaos.
Lawful Evil
A being who gains power through methodically destroying others is lawful evil. Power comes through order, but one can be orderly about slaughtering innocents. Tradition is important, but goodness is not.
The Balance Alignments
Balance Good
Ultimately a giver, the balance good character will do what they can to help, working within law or chaos; but ultimately they prefer their own counsel
Balance Neutral aka True Neutral
A middle-of-the-road character, a neutral character finds it difficult to fit into any other distinction. They do what seems to be a good idea, whether it flows with law or chaos, good or evil. Often a follower and at times superb leaders, they'll rarely go against the group
Balance Evil
A balance evil character serves only their own needs/ends. They follow no law but also have no drive toward chaos. They kill or steal as they see fit to get what they want.
The Chaotic Alignments
Chaotic Good
The hero of the downtrodden, the chaotic good character cares not for laws and order but only for doing good. If they must break the law to help others, they will do so without compunction. This character will steal to feed a poor family or stand up to their own master to defend a falsely accused servant.
Chaotic Neutral
The true individual, the chaotic neutral character prizes their own freedom above all else. They do not want ties to either good or evil to influence them, preferring to make their own way as they see fit. Most chaotic neutral care nothing for people in their groups, have little to no allegiances, caring only for themselves.
Chaotic Evil
With the drive of pure hatred, the chaotic evil character will do whatever they can to attain their goals. They are bound by no laws, no master and no compassion. While unlikely to run down the street slaying innocents (chaotic evil does not mean stupid), this character would have no regrets about doing so.

History
Long ago the great ones created the world known as Erothovar, a beautiful green land that was home to a grand number of races. Within those two races were two Overseeing groups, the Umbran Covenant and the Conclave of Aevinor both held one shard of a powerful crystal in their possession; The Shards of Creation. The members of these organizations oversaw history, the rise and fall of nations usually at their hands. The groups would intervene in conflicts of the races to maintain peace within their universe, until one group realized the power the shards contained. The Umbran Covenant began to use propaganda to turn the other races against the Conclave, in an effort to claim the other shard for their own. It was their lust for the power of the shards that instigated the Clan Wars, and subsequently the event known as the Great Sundering. The Great ones witnessing their creation's failure made the decision to cleanse the planet, the forces that were unleashed upon Erothovar tore continents in half, created and cleaved mountains, and inadvertently imbued the races of Erothovar with the knowledge of magic. It finally tore the universe into three separate planes of existance... Ailfheim, the Realm of the Holy Ones... Idverodar, the realm of the mortals of Erothovar, and Oubliarr, the prison of the fallen.

It has been 500 years since the Great Sundering. Most members of the Covenant and the Conclave have died off, and knowledge of the location of the Shards of Creation has slowly become legend. The races of Erothovar have mostly found piece with one another, however recently strange figures dressed in dark robes have been spotted through out the land... mumbling something about a new universe forming, and talk of crystals blessed with divine power and lastly... rumors of a woman who clings to dying arts that may know the location of the shards.

I had a couple ideas on what could be done for this RP, Since we have a planned board on here... I'd like to see what you guys have as ideas for your characters, and maybe from the bio's I would be able to piece together a very interesting plot.

ok so the ideas, I thought about having a "Choose your own Adventure" aspect to this RP. Basically what would happen is once I have the plot formed, at specific points in the RP I would lock the thread and then post a poll, with different routes for our characters to take, I.E. Multiple choices each one of those choices would lead to a different variation of the plot line.

I also remembered a few people who mentioned that they really enjoyed the Clan Saga RP, specifically The Legend of the Zodiac Warriors... so my second idea is more of a question... are there any aspects from the Clan Saga RP that you guys really liked? And would like to see implemented into this RP?

Now.. there are some conditions for the characters, you'll see them in the bio below, though I'd like everyone to be as creative as possible to create a diverse range of characters!!

Name:
Sex:
Race: (Be Creative!! Pure Beast races are not allowed!! They must be humanoid in some aspect!! For example; Half-Dragons are ok, Pure Dragons are not... And if you want, give a small description of your race)
Height:
Weight:
Hair Color:
Eye Color:
Skin Color:
Description:
Class: (Be creative...make up your own if you want!! Just be careful with the strength of the class... we have to avoid god-modding.)
Abilities/Spells: (Melee oriented classes use abilities, and Caster-oriented use spells, MAX 6. All classes have innate abilities, for example all priests and paladins innately have the ability to heal, and therefore do not need to include a healing spell in their bio if they wish, allowing a slot for another offensive spell)
Unique Power: (All characters have a unique power, this does not have to be related to the class)
Weapons: (Not limited to your class)
Sheild: (Optional, you can have an excessively large weapon that requires two hands to use)
Affiliation/Organization: (Your character can belong to an organization, but this is purely optional)
History: (Be as creative as you want!!! Very Happy)

The Bio is subject to modification... I have an area in mind for the setting and I'll post it here once I have it thought out!!


Last edited by IJ on Fri Oct 01, 2010 11:23 pm; edited 10 times in total
Back to top Go down
Lak
Tavern's Head Custodian
Tavern's Head Custodian
avatar

Posts : 603
Points : 5681
Reputation : 9
Join date : 2010-07-29

Character sheet
Level: 5
Health:
100/100  (100/100)
Experience:
0/500  (0/500)

PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   Sun Sep 26, 2010 3:35 am

I am very pleased with this idea.

One thing i liked a lot about the clan saga was there was a lot of diversity in what we could be and what spells we could use.

With the taboo on being a pure beast race, i think there are a lot of creative options open.


Name: Azrael
Sex: Male
Race: Half-Celestial
Height: 5 foot 7 inches
Weight: 150 pounds
Hair Color: Black
Eye Color: Hazel
Skin Color: Suntanned and weatherworn
Unique Features: Azrael wears a bright white robe with black outlined sewing of a trio of laughing skulls on his back, stitched by himself with pride.
Class: Necromancer
Spell1: Séance (Azrael calls from the void the spirit of the departed to communicate.)
Spell2: Shroud (A blanket of unnatural fog covers the area, limiting visibility.)
Spell3: Blight (Azrael can poison living tissue he touches, slowing killing and spreading)
Spell4: Bind and Release Spirit (Azrael can command spirits and trap spirits into objects, causing it to become animated. Example, Azrael once bound a wandering spirit to an old book, causing the tome to be haunted. Azrael can also free a bound soul.)
Spell5: Dark Soul Burst (Azrael calls forth the darkness, firing a malicious violent stream of black energy fueled by evil and darkness.)
Spell6: Necrotic Manipulation (Azrael can manipulate dead/decaying tissue and knit wounds together to perfection. However, the tissue is still dead. Azrael can also remove cysts and cancers, due to their necrotic attributes... Or cause them to eat the living tissue rapidly, making his Blight spell incredibly deadly.)
Unique Power: Reaper's Soul (Azrael's robes change from white to black, and a hood appears over his head, obscuring his face in impermeable shadows. A misty fog surround his feet and black feathered wings appead. The Staff and Sword Azreal carries combine. Soul Shredder's black blade binds to the back of Mannimarco's skull, and the entire scythe erupts in dark violet fire, stretching up Azrael's arms. In this temporary form, his Blight spell no longer need touch, undead become stronger, spirits flee from him, and his shroud spell becomes pitch, unbreakable, darkness.)
Weapon1: Staff of Worms (A dry-blood colored staff made from the leg bones, the arm bones, the hands, the skull, and the willing soul of a necromancer, Azrael's tutor Mannimarco. A Staff of Worms takes months to prepare properly, but when done correctly it makes for an indestructible, and cool looking, talking staff.)
Weapon2: Soul Shredder (an old katana made from a black metal. Mannimarco swears it's a haunted blade with sleeping soul inside, but Azrael just uses it when he needs a sword. So far, when Azrael slices a living thing with it, he feels rejuvenated for a short amount of time.)
History: Azrael's father was an angel.
His mother was a priestess at a chapel, where Azrael was born.
Growing up, he questioned death to an "Annoying, some called it," extent.
His mother pushed he should learn to be a Priest, or even a Templar, be Azrael felt much differently and became a Necromancer, chose to be a necromancer to understand death and the afterlife.
After kissing his crying mother goodbye, Azrael set off to find a tutor.
It took him almost a year on his own before he found a very old Highelf named Mannimarco willing to train him.
Mannimarco told him in his youth he had abused necromancy, and gained a healthier respect and fear for death in the process.
After training with the old man until he was on his deathbed, Mannimarco made him a deal. If Azrael crafted and bound him to a Staff of Worms, he would continue training him after death.
Azrael accepted.
It's been a year after Mannimarco was bound to the staff, and a year since Azrael began his quest to understand death.
He has been witnessed across the countryside investigating hauntings and putting evil necromancers down.

_________________
[You must be registered and logged in to see this image.]


Last edited by Lak on Mon Sep 27, 2010 1:17 am; edited 6 times in total
Back to top Go down
http://the-tavern-rp.darkbb.com
IJ
Tavern's Head Protector
Tavern's Head Protector
avatar

Posts : 98
Points : 3211
Reputation : 1
Join date : 2010-08-10
Age : 23
Location : Canada

Character sheet
Level: 100
Health:
1000/1000  (1000/1000)
Experience:
0/300  (0/300)

PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   Sun Sep 26, 2010 10:38 am

Alright, so maybe up the spell limit then, Should I add in an Ultimate Spell to the bio like we had in the clan saga? Also changed the Unique features to description... I can't believe I forgot that...

Name: Galderan
Sex: Male
Race: High Elf
Height: 5'10
Weight: 160 lbs.
Hair Color: White
Eye Color: Blue
Skin Color: Pale
Description: Altheran wears a long white robe adorned with golden patterns. On the back of the robe are long Kikiru(White Peacock) feathers.
Class: Templar (Templar are Priests who have surpassed their brethren in both the healing arts and holy combat)
Spell1: Denounce (A beam of light falls from the sky, harm the target and forcing them to the ground)
Spell2: Rebuke (Rings of holy thorns bind themselves to the target's head, neck, arms and legs. Each time a hostile move is made they dig deeper into the skin, burning the enemy.)
Spell3: Absolution (Purges the target of their evil will, and harms them by searing their skin)
Spell4: Templar's Verdict (Summons nine orbs of light which are fired at the enemy)
Spell5: Vindication (Thousands of tendrils of light shoot out from Galderan's hand and strike randomly in a line at the enemy)
Spell6: Conviction (Empowers the target with holy strength, boosting their power and speed)
Unique Power: Lucific Manipulation (Galderan has the ability to manipulate the light around him, bending it to his will. To this extent he can bend the light around himself to render him totally invisible --Save for the distortion caused by bent light--. He can use basic light energy manipuation to blind, damage, or heal enemies or allies. He also possesses the ability to 'meld' with the light, enabling him to move at the speed of light for a short period of time, during this time everything around him appears still and enemies are unable to see him. Light Meld takes a lot of Galderan's energy and when overused can result in very harmful effects)
Weapons: Embrava, Sword of the Templar (A long burnished handsword, with a golden crystal in the shape of a sun at the base of the hilt. Legend has it that an angel was sealed away within the blade.)
Sheild: Exilovar, Bulwark of the Templar (A Large golden sheild, A sun is painted in silver in the center of the sheild, in the center of the sun is a cross)
History: Galderan was the son of a man named Balder, the leader of a sect of priests called the Sages of Lucius. They healed the sick and wounded, be they evil or good if they were living was all that mattered to them. Galderan studied the healing arts under his father and was well on his way to becoming a powerful priest, before the country turned on them for healing criminals and those who had committed horrendous acts such as genocide. Their selfless acts unfortunately caused the Sage hunts, the country men systematically and carefully tracked down each one of the Sages until they were all but exterminated. Galderan was the sole survivor. He mainly grew up with out parents, living in poverty, and held on desperately to his father and his brethren's doctrine, "All life is a gift of the creators, we must do our best to preserve it, even if it means we be persecuted for healing those society deems unfit to live" Eventually his abilities and acts drew the attention of Lord Attonio, the arch-bishop of the captial city known as Aervenia. Attonio brought Galderan back to the capital with him and had him enrolled in the military, to learn the way of the sword. His training led to the birth of a new kind of warrior, he was no paladin, he was no priest... he was a master of both and even surpassed lord Attonio's ability to control the light. He was given the title of Templar.


Last edited by IJ on Fri Oct 01, 2010 11:32 pm; edited 3 times in total
Back to top Go down
Lak
Tavern's Head Custodian
Tavern's Head Custodian
avatar

Posts : 603
Points : 5681
Reputation : 9
Join date : 2010-07-29

Character sheet
Level: 5
Health:
100/100  (100/100)
Experience:
0/500  (0/500)

PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   Sun Sep 26, 2010 4:47 pm

By Alignment and Aspect, you mean a element they could be familiar to and like, Chaotic Evill, or Lawful Good, type of thing?

_________________
[You must be registered and logged in to see this image.]
Back to top Go down
http://the-tavern-rp.darkbb.com
Darkie
Tavern's Head Bartender
Tavern's Head Bartender
avatar

Posts : 272
Points : 3906
Reputation : 2
Join date : 2010-07-29
Age : 23
Location : New York

Character sheet
Level: 5
Health:
100/100  (100/100)
Experience:
0/400  (0/400)

PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   Sun Sep 26, 2010 6:39 pm

Name: Koros Thuituloth
Sex: Male
Race: Kobold, tiny lizardfolk who travel in nomadic tribes.
Height: 2'4"
Weight: 87 lbs.
Hair Color: Kobolds don't normally have hair, but Koros has a bit of a thin, white, wispy beard on his chin.
Eye Color: Bright blue like the summer sky
Skin Color: Green-yellowish
Description: Koros wears a red and white robe made from Moonweave and Bloodweave, with an intricate draconic design on the back and a tassled belt. When not wearing this, he has traveling leathers that he made himself, enchanting them so that they would protect him from most danger.
Class: Bard
Abilities/Spells:
Spell 1 (Flametongue Wyrd)- Koros speaks an ancient wyrd of fire, and allows him to breathe out a gust of intense flames that affect the area in front of him, anyone caught in the blast is dealt a high amount of damage, depending on how close they are to the caster (closer proximity=more damage).
Spell 2 (Arrows of Truth)- With a quick, silvery tongue, Koros jabs his enemy with insulting words, cutting them with invisible arrows and sending them to their knees.
Spell 3 (Glossolalia)- Koros lets out a sharp shriek of gibberish and nonsensible words that affect the area in front of him in a cone-shape. The noise makes it hard for enemies, especially spellcasters, to concentrate.
Spell 4 (Poem of the Priest)- Blowing out light and relaxing notes from his flute, Koros incites the words of a special poem he learned, which allows him to heal himself or an injured ally.
Spell 5 (Illusive Anomaly)- Koros is able to create a quasi-real, illusionary anomaly that can smell, sound, and look like him or another being of his choice, but is intangible. It mimics his actions unless he tells it to act differently, will attack on command, and will stay until he dispels it. He is also able to channel his mind into it, establish control over it, and be able to see, smell and hear what it can, but in his own body he will be considered deafened and blinded until he severs the link between the anomaly and himself. While channeling energy to control the anomaly, he is also very susceptible to attack. This can also tire him out if used for too long, and requires time to recharge after he severs the link.
Spell 6 (Song of the Wilds)- Koros blows on his flute, producing windy tones that help to calm aggressive beasts. Note: this only works on beasts, it will not affect humanoids.
Unique Power: Astral Melody- Unleashing the music within him, Koros plays a song that was taught to him by an unknown master of music, the song of the Astral Beings. The song will rattle the ground beneath his foes, calling down the might of the Astral Beings to smite them, as well as increasing a few choice stats of Koros or his allies temporarily.
Weapons: Ishalarrah, Flute of the Land- a magically enchanted flute given to Koros by a special friend, whenever he plays it, it has an effect on anyone around him (ex.: if he plays a happy traveling song, anyone who hears it feels lighthearted and cheerful). It also allows him to channel his spells in the form of music and song, allowing his songs to help his allies and hurt his enemies.
Rakahshas, Beaded Needle of Adder's Fang- this weapon is not normally used, but whenever Koros is put in tight corners or a situation calls for being up close and personal, he whips out this dangerous looking stiletto. The hilt is covered in tiny beads known as Adderbeads, which contain deadly poison that can be channeled through the blade at will. The blade itself is made from bone, carved to a needle thin point, allowing Koros to slip it into the backs of foes with ease.
Shield: Koros does not normally have a shield, often using whatever is around him to defend himself, such as a log or even a fallen armored soldier.
Affiliation/Organization: Order of the Amalgamated Shield- a hidden cult consisting of metallic dragons (such as gold, silver, bronze, copper, etc.), a select few chromatic dragons (green, blue, grey, brown, black, etc.) and a mix of other races, who do what they can to maintain the right in the world, keeping chaotic doings in check. Despite this, they are not aligned to any side, though most consider them good. Koros is the High Minstrel of the cult, and attends meetings whenever they are called, but normally travels around the world.
History: Koros was born among the nomadic tribe of the Kuzzlefangs, a minor group of kobolds, and was raised like normal. But Koros was different, instead of raiding traveling caravans and pillaging with the others, he rather liked to study nature, listening to the music it made, and writing songs of his own. When he grew old enough, Koros left the tribe and went along his merry way. At first, people were hostile to him because to most, kobolds were mischievous, thieving lizardfolk who plagued travelers and small villages, but over time, he was grown to be loved, as he played music and told stories, and his seemingly always positive air had a great effect on those around him. He has a very exuberant and cheerful attitude, and it seems nearly impossible to foul his mood. As his reputation grew, he was invited to join the Order of the Amalgamated Shield, a cult of dragons and mixed races who came together to maintain the balance of the land. Koros happily accepted, and rapidly climbed the ranks, becoming the High Minstrel and an emissary of the cult. The kobold was granted the Gift of Draconic Life, which allowed him to live as long as dragons do, but it does not grant immortality. The gift only gives the recipient exponentially extended life, but they are still mortal and can be killed. Now, Koros wanders wherever the wind takes him, often stopping at villages and cities to enjoy a drink or two at the tavern or entertain the folk with stories and music. He has grown wizened and learned much on his travels, and is able to understand and speak most other languages, as well as learning to disguise himself. He has many aliases, such as an elderly peddler, a traveling gypsy, a rich merchant, and a few others.


Name: Issa Kacilifyr-Thuituloth
Sex: Female
Race: Sergal (Northern subspecies) (Sergal ref. here: [You must be registered and logged in to see this link.] )
Height: 6'3"
Weight: 197 lbs.
Fur Color: Blue-black with white on underside
Eye Color: Violet and red (separate colors)
Skin Color: Pink
Description: She wears a Shirite metal suit forged by Metalmaster Zuron, consisting of a enchanted changing helmet, crested breastplate, full leg length plate cover, spiked shoulderguards, gauntlets that cover her palms, neck plate, razor edged elbow guards, and back plates. When not in her armor, she wears a purple cloth wrap with matching bandana and sarong, with a knotted cloth girdle.
Class: Warrior
Abilities/Spells:
Ability 1 (Slayer's Strike)- Using all of her strength and might, she swings Brakasha with such force, even the most protective of armor will be sliced through like paper.
Ability 2 (No Pain, No Gain)- In addition to her heavy armor, Issa also has a high tolerance for pain, therefore it is harder for her enemies to become empowered to defeat her. She believes that enemies become emboldened by their foe's pain, and if she can resist the pain, then her foes will not be so absolute in their attacks against her.
Ability 3 (Dance of the Whirling Blades)- Using her speed and agility, Issa whips around the battlefield in a devilish tornado of destruction, beheading and slicing through any foe who dares to stand in her path.
Ability 4 (Vengeance Will Be Mine)- Whenever an ally falls in battle, a sense of anger and want of revenge overtakes her. Issa snarls angrily, and leaps at the enemy who landed the blow to grant their deathwish, striking and landing blow after blow until either she or her foe is dead.
Ability 5 (Shield Bash)- Issa makes a daring run at the enemy, bringing up her shield and bashing straight into them, this can prove devastating against most magic users.
Ability 6 (Quicksilver Tactics) - Using her speed as an advantage, Issa slips through enemy lines like liquid silver, striking and wounding enemies in the blink of an eye, then leaping to another location before they have a chance to retaliate.
Unique Power: Empowering Heart Strike- Aiming her sword straight for the weakest point of an enemy, Issa dashes forward with unmatched speed and drives it home, piercing them right through and killing them instantly. As an aftereffect, the blood-lust and adrenaline from the kill powers her up, making her stronger and allowing her to shake off any ailments that may afflict her.
Weapons: Brakasha- a huge, monstrous claymore with a carved ivory hilt, a grip made of silver that resembles twin dragon horns, a gleaming ice sapphire set into the pommel, and a long, runed, knotted blade. Invoking the ice sapphire’s power makes the sword able to freeze enemies when hit or stabbed, invoking the runes causes it to split into two smaller copies of itself that are just as deadly.
Shield: Rizarin’s Shifting Buckler- a large rune-inscribed metal buckler that may not seem like much, but it counters this with its ability to shift at will, being able to turn into a large tower shield or grow spikes so it may be used as a bashing or throwing weapon. The shield's ability to shift between these two forms is also versatile, especially when as a buckler, Issa can put it on her back so she can dual-wield the twin Brakashas.
Affiliation/Organization: None
History: Issa was an orphan, and a strange one at that. No one had ever seen or heard of her species before, because the Northern Sergals lived up in the frigid north lands, where very few ventured. She had been set adrift on a loose ice floe and drifted to the southern lands. Her parents had died in a war earlier, and she sent herself to the warmer lands to seek refuge. It was then that she met Koros, a friendly kobold bard, who had been walking on the shores at that time. He felt sorry for the poor, unusual, unloved child, and took her in as his own. He taught her all about music, told her stories, took her to special trainers to train her for combat. Koros' always positive attitude had a calming effect on her, and she knew that with him, nothing could go wrong. She trained to become a warrior, and while her species is not among the strongest, she makes up for it with adequate stamina and excellent speed. Issa was given a specially forged set of armor made of Shirite (a shiny grey metal that often feels cold to the touch), the enormous claymore, Brakasha, and the Shifting Buckler by Metalmaster Zuron, who helped her make them, and so they contain a part of her soul. When she was 20 years of age, she had grown into a fine warrior, and has since then devoted her life to being Koros' personal bodyguard, even adopting his surname, but keeping her own as well. She follows him wherever he goes, even to the meetings of the Order of the Amalgamated Shield. While Issa is not a part of the cult, she is allowed to attend meetings as long as she is near Koros. As of today, she and Koros travel around, exploring and visiting towns and cities. She was given a set of clothing for when in town, a purple cloth wrap with matching bandana and sarong, with a knotted cloth girdle. While she has not much in the arts of song and music-making, she makes up for it with her skills at dance, and will often dance at elaborate celebrations or small parties in time to the music.

(( the Sergal race does NOT belong to me, they were made by Trancy Mick, and are therefore owned by her. ))

_________________
[You must be registered and logged in to see this image.]

What does life mean to you?

Friendship is: with the strong bond you share, there will always be someone to care.
Charity is: Kindly acts for those in doubt, rewarded by warm feelings, knowing that you helped them out.
Beauty is: Not to be appraised by outer look, not to judge by the cover of a book.
Grace is: The very essence that is wholly amazing, from of your love, I am gratefully praising.
Bliss is: Laying in the grass on a warm summer's night, watching the fireflies above me with their cheerful glowing light.
Honesty is: An honest affinity with one whom I can trust, without any lies or taint of lust.
Love is: Holding the hands of the one I dearly love, and enjoying the life I am a part of.
Praise is: Thank you, Lord, for the world I live in, and for all the faith and love you've given.


Last edited by Darkie on Tue Oct 05, 2010 6:53 pm; edited 10 times in total
Back to top Go down
IJ
Tavern's Head Protector
Tavern's Head Protector
avatar

Posts : 98
Points : 3211
Reputation : 1
Join date : 2010-08-10
Age : 23
Location : Canada

Character sheet
Level: 100
Health:
1000/1000  (1000/1000)
Experience:
0/300  (0/300)

PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   Sun Sep 26, 2010 8:09 pm

Yeah basically... I kinda thought it would go in conjunction with the polls... each decision would affect the group's alignment maybe?

Edit: Have the starts of a plot.. kinda started coming a bit to me while I was working... I'll post it when I've got it figured out better!
Back to top Go down
CrimsontheWolf
The Sober
The Sober
avatar

Posts : 186
Points : 3511
Reputation : 2
Join date : 2010-08-10
Age : 25
Location : London, Ky

Character sheet
Level: 4
Health:
100/100  (100/100)
Experience:
17/400  (17/400)

PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   Fri Oct 01, 2010 12:52 am

Name:Alandorn Proudclaw
Sex: Male
Race: Wolf anthro
Height: 6'5
Weight: 220
Hair Color: (fur) coal Black with swirls of crimson in his fur
Eye Color: Blue
Description: a tall wolf man with black fur with crimson swirls that start glowing when he controls fire. He has a cross shaped scar on his snout.
Class: Dragoon
Unique Power: complete control over fire
Weapons: Lance of fire
Sheild: none
Affiliation/Organization: servent of god
History: He was born in the woods to parents that were wild they raised him to be a warrior a soldier to fight for thier clan but he couldn't kill the way ward traveler or harm the inocient which due this he was tested by the almighty he proved worthry and he gained the abillity to controll fire.
Back to top Go down
IJ
Tavern's Head Protector
Tavern's Head Protector
avatar

Posts : 98
Points : 3211
Reputation : 1
Join date : 2010-08-10
Age : 23
Location : Canada

Character sheet
Level: 100
Health:
1000/1000  (1000/1000)
Experience:
0/300  (0/300)

PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   Sun Oct 03, 2010 11:24 pm

Awesome!!! Only one more person till we can start Very Happy
Back to top Go down
Bill MD
Tavern's Head Guardian
Tavern's Head Guardian
avatar

Posts : 248
Points : 3243
Reputation : 0
Join date : 2010-07-30
Location : Earth

Character sheet
Level: 4
Health:
100/100  (100/100)
Experience:
60/400  (60/400)

PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   Sat Oct 09, 2010 9:56 am

Name: Devon Adamska
Sex: Male
Race: Human/Vampire hybrid
Height: 6'2
Weight: 190lbs
Hair Color: Black
Eye Color: Left red, right green.
Skin Color: Very pale.
Description: With his shoulder length hair, different eye colours and pale skin, he looks almost identical to a real vampire. Razor sharp incisors with long sharp fingernails.
Class: Warrior/Fencer/Scout
Abilities/Spells:
Muscle Reading
Devon can read the muscle movements of any living thing. With it, he can accurately dodge physical attacks. However, a person with erratic muscle spasms/movements lowers the effectiveness of this skill.

Hypnotic Suggestion
Devon can 'suggest' things to his victims into doing things they would not normally do. This works on all but the strongest minds. Includes higher-tiered beasts. (Monkeys, Dolphins, Gorillas. etc.)

Auspex
Devon reads the aura of a person, thus enabling him to see if they are hostile, scared, immortal, friendly, impostors...

Sonokinesis
Devon lets out a high pitched sonar that curdles the blood and boils the brain. An enemy standing directly in front of him would be dead as the vibration from the sonar kills them. Can be reflected.

Transform
Being a vampire hybrid, he can transform into certain things temporarily. He can transform into: mist, bat, statue, another person(imperfect) and other non-living things.

Dark Light
Blasts a beam of light which is the opposite of the Holy Light. Harms all living things, destroys objects and empowers the dead.

Unique Power:
Super Regeneration
Being a vampire hybrid, he has an incredible regenerative state. He can survive most forms of damage and recover within a few moments. Normally fatal wounds, such as heart strikes, head shots, etc. takes a longer time to heal. Does not include decapitation.

Weapons: An assortment of short swords, daggers and darts hidden all over his body. Has a rapier hanging from the side of his belt.

Shield: None.

Affiliation/Organization: As yet, none.

History: Devon was an experiment created by vampires to be the perfect vampire by mixing their blood with human blood. He was the first successful hybrid created and was raised by the vampires without knowing his true self. Devon discovered the truth when they introduced another hybrid like him, reading the tomes and books written by the vampires in his clan. In a rage, he killed everyone within his clan and regretted it almost immediately after. After feasting on their bodies and blood, he gained their powers, albeit not completely. Posing as a human, he managed to travel from place to place, learning all the skills necessary to survive. He learned how to use the rapier from an old man on his travels, and learned how to throw knives with pinpoint accuracy.

_________________
To be is to do ~ Socrates

To do is to be ~ Sarte

Do be do be do ~ Sinatra
[You must be registered and logged in to see this image.]
Back to top Go down
IJ
Tavern's Head Protector
Tavern's Head Protector
avatar

Posts : 98
Points : 3211
Reputation : 1
Join date : 2010-08-10
Age : 23
Location : Canada

Character sheet
Level: 100
Health:
1000/1000  (1000/1000)
Experience:
0/300  (0/300)

PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   Sun Oct 10, 2010 8:29 am

Alright we have enough now!! I'll probably have this RP up either tomorow or tuesday... really busy =X
Back to top Go down
Lak
Tavern's Head Custodian
Tavern's Head Custodian
avatar

Posts : 603
Points : 5681
Reputation : 9
Join date : 2010-07-29

Character sheet
Level: 5
Health:
100/100  (100/100)
Experience:
0/500  (0/500)

PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   Tue Oct 12, 2010 9:50 am

I'm looking forward to this RP Razz

I'm also looking forward to seeing what Plot IJ has written out Wink

_________________
[You must be registered and logged in to see this image.]
Back to top Go down
http://the-tavern-rp.darkbb.com
Sponsored content




PostSubject: Re: Clan Saga RP Reboot/Choose your Own Adventure RP   

Back to top Go down
 
Clan Saga RP Reboot/Choose your Own Adventure RP
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» New CLAN : Brutes_NeVeR_DIE
» Omicron Provisional Galaxy of Clan Blood Spirit
» Clan Skryer 2250
» Clan Eshin 2000 pts
» Clan | Die alten Haudegen

Permissions in this forum:You cannot reply to topics in this forum
The Tavern RP Forum :: Stories, Art, and Role Play. :: RPs :: Planned-
Jump to: