Kumii
Hydro Dragon
Brief DescriptionThe Rhythm Nation is a large nation isolated in the East, surrounded on all sides by bodies of water. With Ironshire City as its capital city, it is the largest Human/Elf combined city in Rhythm Nation. Ironshire also happens to be the trade capital of the Nation and, consequently, is al the wealthiest mortal city in the Nation. Surrounding Ironshire, are a few small cities and villages, one of the more notable ones are; Westshire Town to the West. Judice Village in the South. East Gentry City to the East and West Gentry City a little past that.
Mortal RacesHumans; Humans are abundant in cities, because of this, the Elf population suffers a fair bit. However, the Humans live in peace with the Elves. Some are a little less accepting however. Humans tend to have to have to work toward unlocking their magical abilities, making them a bit more skilled when it comes to magic.
Elf; Elf, or Elves if plural, are a race of tall mortals. Their signature look include pointy ears and their height, where females can reach a height of 6' or taller. All Elves have a higher chance to have a latent magical power then humans but suffer the technological know-how and innovativeness that Humans have.
Immortal RaceSpirit; Spirits are an immortal race of mythical creature that can vary wildly in appearances. From Kitsunes to Hellhounds. All Spirits have immense magical prowess and combat ability. Spirits have a passive connection to the Spirit Realm that grant them their immortality, if this connection is severed they become mortal and can die like a mortal can.
Magical AbilitiesMagic is separated into types and your Abilities depend on your type. You can master multiple types.
ALL users are taught the Ability "Spirit Severance" upon unlocking magic power. This is a basic level magic that allows the user to severe the Spirits connection to the Spirit Realm. Severing a Spirits connection will NOT weaken their powers, ONLY make them mortal.
Types;
Electric
Fire
Water
Earth
Weather
Ice
Nature
Void
Light
Fairy
Sound
Sub-types;
These are basically just sub types that may control a more specific element. (Will add more as they are discovered.)
Weather;
Wind
Stats and what they doStrength determines proficiency with melee weapons. Every point past 10 is +1 damage up to a max of +5, if below is -1 etc.
Dexterity determines proficiency with small weapons (daggers, etc.) and bows. Every point past 10 is +1 damage up to a max of +5, if below is -1 etc.
Intelligence determines your spellcasting aptitude and effectiveness with a staff or magic focii. Every point past 10 is +1 damage up to a max of +5, if below is -1 etc.
Constitution determines endurance. HP is determined by your highest damage die (a D12 is the highest) with modifiers adding a +10 to health or every +1 modifier. For simplicity sake, all characters start with level 10 Constitution. To help you, if your highest damage die is d12 you take the D12's highest number which is 12 and you roll 9 additional (for a total of 10) d12 die to the calculation. (In DnD the highest damage die is a d12. There are d4, d6, d8, d10 and d12 die.) For the sake of simplicity, you will give your character HP based on getting all maximum possible rolls. For example, say you have a max damage die of 6. Your starting health is 6 then you take 9 times 6 to get 54. Add 54 to 6 to get 60, your character's hp will be 60 without modifiers (remember, Constitution modifiers ad +10 HP per +1 and you can only have a max of +3.)
Wisdom determines your Magic Fatigue and how many spells you can cast before you enter this stage. After you hit this limit, every spell afterwards that you cast, you must make a Wisdom saving throw (no modifiers and disadvantage with a DC of 10) to remain conscious. With a two exceptions, if you have a -1 in either strength or dexterity, straight roll with no modifiers. If you have a -1 or lower in both strength and dexterity and a +1 or higher in intelligence, gain advantage with no modifiers.
Willpower determines your ability to cast healing spells. Everyone can cast basic healing spells. At 12 Willpower, you can cast intermediate healing. At 15 Willpower you can cast advanced healing spells. If a character as a negative modifier in Willpower, they are unable to cast healing spells of any kind.
Armor Class determines how hard you are to hit. The higher your armor class, the higher the roll needed to hit you. For the sake of RP, no characters are allowed to have higher then a 15 Armor Class unless you are a Knight or a Boss character.
Difficulty Class mainly applies to saving throws and checks. The higher the DC number, the higher the roll needs to be to succeed in said throw or check.
Mortal RacesHumans; Humans are abundant in cities, because of this, the Elf population suffers a fair bit. However, the Humans live in peace with the Elves. Some are a little less accepting however. Humans tend to have to have to work toward unlocking their magical abilities, making them a bit more skilled when it comes to magic.
Elf; Elf, or Elves if plural, are a race of tall mortals. Their signature look include pointy ears and their height, where females can reach a height of 6' or taller. All Elves have a higher chance to have a latent magical power then humans but suffer the technological know-how and innovativeness that Humans have.
Immortal RaceSpirit; Spirits are an immortal race of mythical creature that can vary wildly in appearances. From Kitsunes to Hellhounds. All Spirits have immense magical prowess and combat ability. Spirits have a passive connection to the Spirit Realm that grant them their immortality, if this connection is severed they become mortal and can die like a mortal can.
Magical AbilitiesMagic is separated into types and your Abilities depend on your type. You can master multiple types.
ALL users are taught the Ability "Spirit Severance" upon unlocking magic power. This is a basic level magic that allows the user to severe the Spirits connection to the Spirit Realm. Severing a Spirits connection will NOT weaken their powers, ONLY make them mortal.
Types;
Electric
Fire
Water
Earth
Weather
Ice
Nature
Void
Light
Fairy
Sound
Sub-types;
These are basically just sub types that may control a more specific element. (Will add more as they are discovered.)
Weather;
Wind
Stats and what they doStrength determines proficiency with melee weapons. Every point past 10 is +1 damage up to a max of +5, if below is -1 etc.
Dexterity determines proficiency with small weapons (daggers, etc.) and bows. Every point past 10 is +1 damage up to a max of +5, if below is -1 etc.
Intelligence determines your spellcasting aptitude and effectiveness with a staff or magic focii. Every point past 10 is +1 damage up to a max of +5, if below is -1 etc.
Constitution determines endurance. HP is determined by your highest damage die (a D12 is the highest) with modifiers adding a +10 to health or every +1 modifier. For simplicity sake, all characters start with level 10 Constitution. To help you, if your highest damage die is d12 you take the D12's highest number which is 12 and you roll 9 additional (for a total of 10) d12 die to the calculation. (In DnD the highest damage die is a d12. There are d4, d6, d8, d10 and d12 die.) For the sake of simplicity, you will give your character HP based on getting all maximum possible rolls. For example, say you have a max damage die of 6. Your starting health is 6 then you take 9 times 6 to get 54. Add 54 to 6 to get 60, your character's hp will be 60 without modifiers (remember, Constitution modifiers ad +10 HP per +1 and you can only have a max of +3.)
Wisdom determines your Magic Fatigue and how many spells you can cast before you enter this stage. After you hit this limit, every spell afterwards that you cast, you must make a Wisdom saving throw (no modifiers and disadvantage with a DC of 10) to remain conscious. With a two exceptions, if you have a -1 in either strength or dexterity, straight roll with no modifiers. If you have a -1 or lower in both strength and dexterity and a +1 or higher in intelligence, gain advantage with no modifiers.
Willpower determines your ability to cast healing spells. Everyone can cast basic healing spells. At 12 Willpower, you can cast intermediate healing. At 15 Willpower you can cast advanced healing spells. If a character as a negative modifier in Willpower, they are unable to cast healing spells of any kind.
Armor Class determines how hard you are to hit. The higher your armor class, the higher the roll needed to hit you. For the sake of RP, no characters are allowed to have higher then a 15 Armor Class unless you are a Knight or a Boss character.
Difficulty Class mainly applies to saving throws and checks. The higher the DC number, the higher the roll needs to be to succeed in said throw or check.
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