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Star Wars Kid
Captain

PostPosted: Thu Jun 25, 2009 9:55 pm


CHARACTER PROFILE
Name:
Race:
Gender:
Age:
Occupation:
Involved with any Armies, Guilds, or Militias:
Place of Birth:
Current Home:

PERSONALITY
Personality:

APPEARANCE
General Appearance:
Clothes:
Weapon(s):

TALENTS

HISTORY

Other:

[size=18][b][u]CHARACTER PROFILE[/u][/b][/size]
[b]Name: [/b]
[b]Race: [/b]
[b]Gender: [/b]
[b]Age: [/b]
[b]Occupation: [/b]
[b]Involved with any Armies, Guilds, or Militias: [/b]
[b]Place of Birth: [/b]
[b]Current Home: [/b]

[size=18][b][u]PERSONALITY[/u][/b][/size]
[b]Personality: [/b]

[size=18][b][u]APPEARANCE[/u][/b][/size]
[b]General Appearance: [/b]
[b]Clothes: [/b]
[b]Weapon(s): [/b]

[size=18][b][u]TALENTS[/u][/b][/size]

[size=18][b][u]HISTORY[/u][/b][/size]

[b]Other: [/b]


PET PROFILE
Name:
Species:
Age:
Appearance:
Other:

[size=18][u][b]PET PROFILE[/b][/u][/size]
[b]Name: [/b]
[b]Species: [/b]
[b]Age: [/b]
[b]Appearance: [/b]
[b]Other: [/b]


SHIP PROFILE
Name:
Appearance:
Weapons:
Description:

[b][u][size=18]SHIP PROFILE[/size][/u][/b]
[b]Name: [/b]
[b]Appearance: [/b]
[b]Weapons: [/b]
[b]Description: [/b]
PostPosted: Thu Jun 25, 2009 9:57 pm


Races


All of the Races in the Olde World Fantasy RP are allowed in this one. They have the same rules and abilities as in the previous RP so I see no need in describing all of those rules here. But I will discuss some new things here instead as well as list the playable races.

Humans
High Elves
Wood Elves
Dark Elves
Dwarves
Dragons
Orcs
Goblins
Half Elves
Ratmen
Lizardmen - The Lizardmen were almost entirely wiped out by a terrible disease 50 years ago that seemed to only target them. As such their entire empire is gone as well as much of their culture. There are some survivors but they are very rare and are often met with violence in fears that they carry the disease and that it might spread to the other races.
Werewolves
Ogres
Giants
Trolls

Undead
Vampires
Reverents
Liches

Spirit Creatures
Angels
Demons
Fairies
Demon Spawn

Other
Automaton- Automatons are clockwork machines, created with magic to think on there own. They are very doll or puppet like in construction and usually cannot have lifelike facial expressions. They are unable to use magic, but they can be enchanted like a ring to have magical abilities. Automatons are extremely rare, and few have ever heard of them.
(If you wish to have an Automaton PM me with your ideas on who they, what they can do, why they are here, and who made them.)

Transferring Characters
You are permitted to transfer characters from the Olde World Fantasy RP to this one. There are however some rules. Only Undead, Spirit Creatures, Dragons, and Elves are permitted to be transferred. Spirit Creatures and Vampires have no restrictions on transferring, the others however do.

Since this RP is set 600 years in the future age can take a major part in transferring characters. If you have an Elf or a Dragon that is over 400 years old in the Olde World RP then they CANNOT be transferred. The only exceptions to this are if they become and Angel, Demon, or Undead.

If you have an Undead Liche or Reverent that is over 1400 they CANNOT be transferred. Their body would be too rotted to maintain, even through magic. There are no exceptions except with specific permission by me, but don't expect me to give it to you, I am very serious about this.

Star Wars Kid
Captain


Star Wars Kid
Captain

PostPosted: Mon Jul 13, 2009 12:53 pm


Spells

These are the various Spells you can choose from. Please when Role Playing make your posts realistic. For example if you are a Novice Mage then you cannot resurrect a Zombie Dragon, or something ridiculous like that. If you have questions on how Spells work please PM myself or another Admin.

How Magic Works:
Magic can be used by almost anyone after enough teaching of how to use it. Some people are magically gifted at birth, and these usually make very powerful mages. Magic does drain your energy as you use more. How much is drained depends on how many spells you use, how powerful those spells are, and how experienced you are with using Magic. Magic Rings do not drain your strength though (see below "Enchantments."

Telekinesis
Tree Singing

(Allows you to speak with trees, which can move and bend their shape for you, and attack enemies, or lead them in mazes in the forests.)
Healing
Lightning
Fire Magic
Earth Magic
Water Magic
Wind Magic
Ice Magic
Illusion Magic
Magic Shield

(Creates a Magic Shield of energy that can deflect Magical Attacks only)
Summoning
(Allows you to summon creatures from other realms. A list of summonable creatures are in the Pets section.)
Necromancy
(Allows you to reanimate the dead, the higher the level the more advanced creatures you can reanimate, like zombie dragons.)
Magic Strength
Magic Speed
Magic Skin

(Magically makes your skin thicker, allowing you to better survive arrows and glancing blows from blades. More skilled mages can even survive bullets with this spell)
Scrying
(Allows you to use a mirror or any other reflective surface to see real time events anywhere in the world. Only allows you to see places your character has been.)
Transformation
(Allows you to transform into animals, Lizardmen and Ratmen can use this ability to turn into humans.)
Bestial Speak
(Allows you to speak with animals.)
Enchantment
(Allows you to forge Enchanted Items)
Invisibility
(This Spell is very difficult to learn, and can only be achieved by master Spellcasters, but when it is done successfully it renders you completely invisible.)
Blood Drain
(Allows you to drain the blood out of the victim so that it becomes a red mist around the victim. If a Vampire casts this Spell they can consume the blood. This spell takes a while to complete, but it's effects are immediate, albeit slowly and very painful.)
Life Drain
(Allows you to drain the life of the victim, and heal your wounds, but it's process is slow.)
Teleportation
(You can only Teleport to places your character has posted. If you want to ask for an exception to this, like to be able to teleport to your hometown, then please PM me.)
Bardic Magic
(Support Magic that can bolster a party's ability to fight or lessen the effectiveness of an enemy force.)
Holy Magic
(Holy Magic only affects Undead, Demons, Demon Spawn, and Werewolves. The effects vary for each target but for the most part it sears the skin painfully. Vampiric regeneration is slowed when they are hit by Holy Magic. Werewolves can be forced into Human form if exposed long enough. Liche and Reverent bodies can weaken and decay more quickly and fall apart if exposed long enough. Demons are forced out of their disguise when hit by Holy Magic. Finally if you are affected by Holy Magic you can NOT learn it.)
Metal Magic
(Metal Magic allows you to manipulate metal. You can cause the metal to heat up as if it were still in the forge, you can fix/break machines, open locks with a touch, and other such things. You cannot however make metal bend, this is Telepathy.)
Machine Magic
(Allows you to give life to machines there by making them automatons, allowing them to think completely on there own, or they can work when given orders.)
PostPosted: Mon Jul 13, 2009 1:00 pm


Enchantments

Enchantments are magical abilities that can be put into your items when they are being forged, or reforged. Items can only have 2 enchantments on them at a time.

Weapon Enchantments
Flaming
(On fire.)
Burning
(Glowing hot.)
Freezing
Life Drain
Magical Sharpness
Lightning
Poison
Magic Bonus

(Can only be put into a staff/wand. It helps you to focus your magical abilities to create stronger spells, and to have your energy last longer. Magic Bonus does not help Ring Spells)

Armor Enchantments
Magic Protection
(Protection from Magic)
Magical Durability
(Magically durable/will not break)
Fire Protection
Water Breathing
Invisibility

(Invisibly Enchanted armor is not completely Invisible, you can see the edges of the user's clothes as light reflect on them.)
Magic Strength
Magic Speed


Ring Enchantments
Enchanted Rings are a very valued commodity, because unlike normal spells, those that are Enchanted into Rings do not take energy away from the user, and can be used so long as the Ring is intact and still Enchanted. The only draw backs are that a ring can only hold a maximum of 2 spells per ring (you can only wear two rings at a time) and also Ring Spells can never reach the same level of power as those that have been conjured by an individual.

Telekinesis
Healing
Lightning
Fire Magic
Earth Magic
Magic Shield
Water Magic
Wind Magic
Ice Magic
Illusion Magic
Summoning

Necromancy
Magic Strength
Magic Speed
Magic Skin
Scrying

Transformation
(In ring form you can only turn into 1 kind of Animal)
Blood Drain
Life Drain
Teleportation

Pets, Creatures, and Summons

When making your character you are also permitted to have pets. There is no limit on the amount of pets you have. All pets can attack your enemies to varying degrees of success. Some pets have special abilities, and they will be listed below. Finally, some pets require you to know Necromancy, or Bestial Speak for you to own/control.

Creatures

Technically you can have any normal animal as a pet. Whether it be a kitten or a dog or a tiger. Also here are some magical creatures that we would allow you to interact with, some are however too strong to be controlled.

Phoenix
(Phoenixes can set themselves on fire magically, and not be destroyed. They can fly)
Undead Horse
Pegasus
(They can fly and carry a rider)
Unicorn
Zombie Dragon
(These are very difficult to resurrect with Necromancy. Zombie Dragons can spray acid breath onto enemies. They can fly and carry a rider)
Giant Eagle
(They can fly and carry a rider)
Undead Wolf
(An Undead wolf's bite is infectious, and can cause death if untreated)
Giant Spider
(Bite is very poisonous)
Griffin
(They can fly and carry a rider)
Wyvern
(Looks like a dragon, except it has no forward arms, only wings and hind feet. They can only breath fire, and they are unintelligent creatures. They can fly and carry a rider... if you can control one)
Minotaur
Harpy
(They can fly)
Hydra
(The can regenerate from wounds, and if one of their heads is removed then two more will grow in it's place. The only way to kill them is to remove all of the beast's heads, which is done by cauterizing the wounds.)
Basilisk
(Their bite is highly venomous.)
Chimera
(They have the body of a Lion, the wings of an Eagle, and the tail of a Snake as well as the heads of a Lion, Eagle, and Snake. The Snake's head's bites are highly venomous. They can fly and carry a rider.)

Summoning Creatures

This is a list of various creatures you can summon. The stronger you are magically the more powerful creatures you can summon. For example a Novice Mage cannot summon a Balrog. Also if you drain your magic too much the creatures you summon may stop obeying you, and if they are darker creatures they may even turn on you.

Balrog: Balrog's are very large and fearsome creatures. They are made of volcanic rock that heats up into lava the more angry they get. They have massive wings as well, and are able to create weapons of fire for their use. They can only be summoned by those who are Evil.
Fury: Similar to a Werewolf in form, but instead of a wold Furies are a cat. Furies are very strong and fast predator, these creatures are known for their ferocity. They have razor sharp claws which are poisonous. Furies can only be summoned by Evil people.
Shrike: Shrikes resemble Vultures, but instead Shrikes are much larger and are completely black. Shrikes are large enough to lift people.
Ghost Sword:Ghost Swords are a magical sword made of energy that float through the air and attack enemies. The color of them is determined by the mage who summoned it. Although Ghost Swords are magical they behave just like normal blades and can be blocked just as easily.
Fairy: Fairies are often times mischievous creatures, but never mean serious harm. They can fly, and can glow, although they can stop glowing to hide better. Fairies can range in size from those as small as a hand to as large as a child.
Imp: Like Fairies, Imps are mischievous creatures as well, but these creatures do mean to harm people. They are also quite small, usually the size of a small child. They are very bony creatures, and are usually color black or gray with some red here and there. They have small claws at the ends of their fingers which they can use to either attack people directly, or to cut ropes and cause mayhem.
Seraphim: Seraphim are mighty Angelic creatures. They are as tall as a Balrog, and they have 6 marvelous Angelic wings, and they are always glowing beautifully. The usually wield a shining long sword. Although Seraphim resemble Angels, they never talk, and only fight to protect those that summoned them, and then leave again. Seraphim can only be summoned by good people.
Elementals: Elementals are creatures that are made up of whatever element they are. For example a Fire Elemental would be a creature that is just fire. They have basic magical abilities and can move around by some sort of magical means.
Zodiacs: Creatures that are from or represent various Star Constellations. They can be very powerful (if you are familiar with Final Fantasy 12 Espers then that is what I am thinking of)
Familiars: Familiars look like any normal animal, but have a magical ability that they can use. They only can have one magical ability. Familiars can never be killed, instead they just return to the spirit realm. Once you summon a Familiar you can only summon that one Familiar and no other, also no one else can summon your Familiar till you die. Familiars can talk with their masters telepathically.
Colossi: The most feared of all summonings. For centuries they were thought to simply be a myth, but in reality they do exist. A Colossi is a giant creature usually about 500 feet tall. They can look like anything from humanoids, to animal like, to even bird like. They are various shades of dark gray and black, the reason being is that they are made up of powerful shadow magics long since forgotten. The Colossi are relics from the war against Skorne, but they were so powerful that none of them were ever permanently killed, instead the shadows that formed them simply disperse for a time till they come together again to reform the Colossi. Summoning a Colossi is so rare that some consider it impossible. All recorded encounters with these creatures come from when a Colossi had escaped the realm in which it resides. How this happens is not quite clear, but it seems that after centuries of rest they grow strong enough to summon themselves. No Colossi has ever been defeated in recorded history so the best way to defeat them is to wait till the summoning tires from being in the mortal world and returns to whence it came. (If you wish to summon a Colossi you must PM me first with who/why/when/where because summoning one of these is not easy; thus you should expect consequences to your character who summons it)

Star Wars Kid
Captain


Star Wars Kid
Captain

PostPosted: Mon Jul 13, 2009 1:01 pm


Technology


Standard Technology
Technology in this RP is comparable to that of the 1910s. There are films, which are silent. Some have records playing music with them, and many films come with readers to explain what is going on in the clip. There is radio which is very limited and telegrams are often times preferred. There is of course electricity in all major cities and lights. There are telephones, printing machines and many more different inventions. Automobiles, motorcycles, and trains also exist for transportation.

As far as war machines go there are tanks, which are slow, noisy, and clunky. There are bi-planes and tri-planes. Poison gas, gas masks, and barbed wire. There are revolvers, bolt-action rifles, semi-automatic guns with clips for easy reloading, machine guns that are mounted on stands and are too big for just one person to carry. There are grenades, flamethrowers, incendiary bullets, mortars, and cannons are more accurate, bombs that can be dropped by planes and airships, mines for both the sea and land, there are u-boats, and sea ships like those of the world war eras.

Finally there are airships. Airships were first invented about 100 years ago and have advanced greatly as other technology has been invented. Unlike other devices which use petroleum and coal airships are actually powered by special magical crystals called "Sky Crystals." Sky Crystals can be infused with magic and then allow the ability of flight. At first these stones were thought of as trinkets for fun since they could only lift small loads like a child, but then a device was invented that amplified their power hundreds of times over. This device, called a Flight Engine. has changed the way people travel forever. Now almost every nation makes massive airships for commerce, exploration, transportation, and of course war. Flight Engines can only be made large and as such only large craft can be constructed, thus planes are still used for fighters. Below are the different styles of airships for various races.

Airship Styles
These are different styles of airships for the various races. You are of course not required to use these styles, they are just suggested, also they are the default style of the militarys' of the world.

Human and Dwarf style.
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High Elf style.
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Orc and Goblin, and Ratmen style.
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Dark Elf style.
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Other Pictures
Here are some pictures that I thought might help you better understand what technology looks like as well as perhaps inspire you.
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PostPosted: Wed Jul 15, 2009 4:21 am


New monsters


Some new and rather odd things have come into being in the last 600 years.

Golden Keepers The Mindless Golden knights that serve the wall. They can be found almost anywhere trying to further the Wall's odd goals

Golden Serfs Basically an unarmed Keeper. They do farming and servant work inside the Wall.


( more to come.)

Valencrow
Crew

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