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iwouldlikethisgone Captain
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Posted: Tue Apr 13, 2010 6:47 pm
Note on all Classes: These are only base starting points where certain points will be assigned. Though, some classes do have limitations to what they can do.] 2. Class System- We have a very flexable class system, with something for everyone. Nearly everyone will have a unique class. The proper way to fill out a class applicatio would be to put your class, with a short discription, and then put the derived classes in (), G stands for most influence, and L stands for a lesser influence. For example- Necromancer- One who uses the darkest of winds to manipulate souls and the dead. (Wizard- G, Summoner-L) Note, that even if you use the same class as another person, the derived classes might be dissimular, it all depends on your interpratation of said class, in example, another could make the necromancer to be a cleric, or a sorcerer, or really anything else (within reason). If the class is derived from 1 archetype, then the G and L are unnecessary. More than two influences are allowed of course.
Archetypes 2.1 Cleric 2.1.1- Cleric 2.1.1.1 These are the preachers and followers of the ordered gods, who ascended to the ordered planes through worship, instead of simple creation. The abilities and equipment of clerics vary wildly, depending upon the god worshiped. Though they generally separate into two categories, those who channel the favor of their god, and those that channel the wrath of their god. Note that plate armor is extroidinarily rare amongst this priest caste. A subset of this class, the monk, generally have these abilities manifest in more subtle ways as they carry out the wishes of their god. 2.1.2- Acolyte 2.1.2.1 Worshiper of an arcane god, one of chaos. As a result, the run of the mill followers are genarally insane to some degree. They get various blessings, depending on what they worship, like cerics, though they generally focus more on summoning. 2.1.3- Shaman 2.1.3.1 Worshipers of the elemental gods. These vary, from shapeshifting, to blasting foes with fire, from human sacrifice to protection of all living things. It all depends on the elemental lord they worship. 2.1.4- Paladin 2.1.4.1 These are the warriors amongst the clerics, fighting for the glories of their god. They wear all types of armor above cloth, and in some warlike cultures, these replace clerics altogether.
2.2 Mage 2.2.1 Wizards 2.2.1.1 Those who use the warp to induce effects upon the material plane. They are ofter addicted to the winds that they channel. To use a particular wind (or branch of the arcane), one must become attuned to it. Forming a dependency on it in order to foster a constant connection, drawing the energy towards the mage in question. The mage will then use various methods to cause the magick to manifest. Coming in a varied array of spectatcular effects. The strong ill effects of arcane magick can be alliviated with the use of pentagrams and other arcane symbols. These work by directing the magick around the caster, and not through the mage. 2.2.2 Sorcerers 2.2.2.1 These are the mages with a natural link to either the arcane or primal. Most of thier casting is spontanious, with the stronger spells requiring channeling the power through them. 2.2.3 Elementalists 2.2.3.1 These are somewhat simular to wizards, except that they use primal magick. Cast times are frequently shorter, and the spells thamselves are not qite as powerful as a general rule. These users of the elements generally focus on one, such as fire, water, wind, etc, etc. 2.2.4 Summoners 2.2.4.1 Mages that choose either the arcane or the ordered that summon various entities to fight. These generally focus on one type of entity.
2.3 Knight/Warrior 2.3.1 Warrior 2.3.1.1 These are the warriors of the world, fighting styles, equipment and everything else differ radicaly from person to person. The common bond between these fighters would be the fact that they mostly engage at melee. 2.3.2 Knight 2.3.2.1 These are warriors that almost exclusively wear plate armor, and subscribe to some sort of chivalry. They are generally honorable, and typicly can fight quite well mounted, armed with a long piercing weapon of some sort. And on the ground they typically use a shield of some sort, though this is not a neccesity. (Note that one does not actually have to be a knight in the literal sense to have this under a class.) 2.3.3 Battlemage 2.3.3.1 A mixture of a warrior and a mage. They are good at both but a master of none, blending the martial powers with the more fey powers. They vary, from the warrior who enchants his weapons before the battle, to the armored man in the battlefield that will blast you with fire as soon as decapitate you. 2.3.4 Possessed 2.3.4.1 People who have sold their souls to a spirit in return for control over a power of some sort. They sometimes lose much of their human form when the spirit fuses with their bodies, creating hybrids spirit and man. (Note- these can be a wide range of powers, and they could be more of a mage than a warrior, they may put this a lesser influence with other classes as a major to describe the what you actually do.) 2.3.5 Berserkers 2.3.5.1 Berserkers are frenzied, almost suicidal warriors that will usually have a single large weapon, or two smaller weapons, ignoring defense. These warrior will usually run into battle, attacking wildly. They generally have leather to scale armor on, so as not to impede movement.
2.4 Alchemists 2.4.1 Potions 2.4.1.1 These alchemists use different materials to create useful potions, such as energy boosters, pain relievers, etc. They can also create many different poisons. 2.4.2 Builders 2.4.2.1 These alchemists make wide varieties of golems and metals for use in thier expirements. Such things, such as metal that flows, or living rock are the speacialty of these people. They frequently use both arcane and primal sources for their creations, but generally through 'sensative' items. 2.4.3 Engineer 2.4.3.1 These are the alchemists that use purely physical processes to make various clockwork items, or even simple blackpowder weaponry. Dwarves generally flock to this proffesion.
2.5 Ranger 2.5.1 Ranged 2.5.1.1 These are the ones who fight at a range, with varied weapons. They have all sorts of armor on, but they generally stick to the ligter armor, to allow them to flee easier. 2.5.2 Rogues 2.5.2.1 Rogues specialize in stealth. They are the thieves and assassins. Individual equipment and skill vary by personal proffesion. They are fast and agile, and generall wear leather.
((Skeleton and skill points coming soon.))
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Posted: Wed Apr 14, 2010 4:18 pm
Each person shall have abilities, whether unique or not.
These abilities are bought and improved with points.
((Note that this is a tentative solution, if you have any thoughts on improving it, please post it in the suggestions forum.))
There are three types of skill points, Greater points, Cap points, and Plain points.
Greater points are used to actually obtain skills. These are very hard to obtain, new characters will start with four. They can be exchanged for two cap points.
The base cap of a skill is 100, and each cap point spent will raise the cap by 50.
When you make a skill for your character please mark it as either Unique, meaning only you can have it, or Standard, meaning the basics are well known with individual variations. Cap points are used to raise the cap of the skill, allowing one to spend more points on it. These will be awarded for participation in story driven events, good role-playing, and they may be auto spent by a crew member if you have been using a particular skill many times, or if you receive a enhancement of some sort. New characters will start with one.
Plain points are relatively easy to obtain, and they are used to improve skills. New characters will start with 50.
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iwouldlikethisgone Captain
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iwouldlikethisgone Captain
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Posted: Wed Apr 14, 2010 4:56 pm
Each account joined with this guild has a certain amount of character slots.
Each person starts with two slots.
Additional slots can be added by an application and approval by the oligarchy.
There are two main types of characters: pre-made, and original characters. Pre-made characters are characters made by the crew or even made by regular members. They are then voted on by anyone, a three/fourths of all votes majority will put it into the profile page, with the heading (Unclaimed) by its name. There must be a minimum of five votes to be considered. Premades are also vulnerable to vetoes if they do not follow the rules.
The reasoning behind the limited slots would be the fact that different characters have different levels of power due to balancing issues inherent in any role-ply. For example, a person could make many seemingly balanced characters, but use them in concert to overpower any and all opposition. This is a form of power-playing and must not be allowed.
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