Sylph
Fickle
There are four ranks in total. When making a character you can start at tier I of your choice.
Regardless of rank, a character can be new to the guild or well-established. The process for being accepted is to complete a quest at the appropriate level (tier does not matter). It is up to the player whether they wish to have their character apply at the guild IC and complete their first quest as an initiation, or assume they have already been accepted by the first post. Neither option affects the starting points of a rank.
- Copper I (starts with 50 AP)
- Iron I (starts with 100 AP)
- Silver I (starts with 250 AP)
- Gold I (starts with 500 AP)
The attributes are used as a basic guideline for comparing character abilities. Each attribute starts at zero--the 'average' for an adult of the character's race who hasn't trained any of the related abilities--and points are added according to the starting rank. Anything past 100 is considered reaching an intermediate level.
- Strength: physical power.
- Magic: proficiency with the character's given affinities. (This recently changed from intelligence)
- Agility: better movement speed and more sophisticated use of weapons and equipment.
- Dexterity: affects quality of crafted items.
- Constitution: physical endurance, used to better survive in harsh situations or perilous environments.
- Fortitude: mental endurance, used in weathering stressful situations or attacks on the mind.
Your character may have two affinities. One of these MUST be a standard affinity, the second can be either a standard or specialised ability.
Red: Normal fire.
Blue: Cold to the touch.
Green [forbidden]: Necrotic; decays whatever it touches.
White: Only burns living things.
Black: Only burns non-living things.
Purple: Burns mana/magic.
Transformation: The character may assume one other form and change the distribution of their attributes.
Healing: Allows a healing version of the character's first affinity.
Mind [forbidden]: Attacks on the mind or manipulation of thoughts.
Plants: Growth and manipulation of plant-life.
Summoning: Allows a character to summon aid in battle. Summons must have the same affinity as the summoner, and the more there are of them the weaker they become.
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Template:
Appearance:
Name:
Race:
Class:
Rank:
Affinity:
Total Attribute Points:
Strength:
Magic:
Agility:
Dexterity:
Constitution:
Fortitude:
Background:
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