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Fantasy When Myths become Legend: An Assassins Guild {wip}

Retro Nova

I'm okay with being average <3
dark-fantasy-city_14658249.jpg






In this roleplay you will be a member of the Angels of Death: Guild of Assassins. You will have the opportunity to go on adventures/missions and gain weapons, items and trinkets. Each member will get their own missions and I will role play with then individual. You will receive a mention on posts for YOUR quest.



Quests/Jobs can be selected in the Out of Character Tab. Rewards will be listed with them.







Ranking


4 different ranks from high to low



(A) Rank members:

@Wild Imagination (Valerie)


(B) Rank members:


© Rank members:


(D) Rank members:

@Kirito Kei (Karender)


You are (D) rank for now after every 3 successful missions you will be bumped up to the next rank. Quests/jobs will be separated by rank.



Rewards in quests will vary from ingredients to make items/weapons to said items and weapons. Go to the items tab to see what you can make with your item/weapon.



You will not succeed in all missions please accept that.



There will be three different location to role play. You may not always be in a mission. These will be the main tab for missions. IC 2 for the Guild Hall and IC 3 for roaming around the city that the guild is located.












What type of Assassin are you?


They say there are three archetypes to combat; The Warrior, The Rogue, and The Mage. While you're not limited to a stereotype of each, you must pick one patron archetype and pick three proficiencies for your character.


WARRIORS: Warriors are directly involved in the combat, whether acting as a shield for their allies or a harbinger of death for their enemies. They pick a major skill, a general skill, and a minor skill to shape their character's combat identity.


BLADES (Proficiency with swords and the like, single or dual wielding.)


BLUNT (Proficiency with hammers and blunt objects. Pole weapons fall under this category.)


SHIELD (Proficiency with shields and shaking off damage with them.)


ARCHERY (Proficiency with the use of a bow and arrows.)


LEADERSHIP (The ability to inspire those around you and raise morale.)


INTIMIDATION (The ability to inspire fear in opponents that feel fear.)


FORCE (The ability to shatter enemy blocks.)


FIRST-AID (The ability to heal injuries with makeshift medical equipment and natural ingredients.)


FORTITUDE (The ability to stand your ground and resist stuns, fear, or attacks that would overwhelm others.)




ROGUES: Rogues are more creative with their combat tactics, relying on cunning and guile to get them through a fight, whether they're an assassin or a thief. They also pick major, general, and minor proficiencies.


DAGGER (Skill while using one or two daggers or short swords.)


POISONS (Skill used to make quality poisons to be applied to weapons.)


INFILTRATION (Skill used for picking locks and getting around barriers to reach your goal.)


SNEAK (Skill used to bypass an enemy's awareness, whether it's to spring a sneak attack or steal a trinket.)


PERSUASION (Skill to manipulate NPCs into doing what you wish.)


STUN (Skill used to impede enemy movements, attacks, or halt them completely for a post.)


TREASURE HUNTING (Characters with this skill have a knack of finding some neat goodies when they search for them.)


CRITICAL ATTACK (Can deal great damage to compromised or unaware enemies.)


DODGE (Skill used to improve evasion of attacks.)




MAGES: Mages are practitioners of magic. They can learn up to three of the schools of magic, choosing a major aptitude, a general aptitude, and a minor aptitude. Two or three schools of magic can be combined in a spell. Magics marked as (BLACK) are perceived as wicked or tainted, and the land has outlawed their practice. However, this may change over the course of the roleplay. (They can still be picked, of course, but be wary of the roleplay effects.)


FIRE (The art of conjuring flames.)


FROST (The art of conjuring solid ice or blizzards.)


EARTH (The art of manipulating the earth.)


STORM (The art of manipulating the winds, the rains, and yes, powerful mages can shoot lightning.)


LIGHT (The art of mending wounds and smiting "evil" creatures with light magic, as well as conjuring light.)


DARK (The art of summoning demons and raising the dead.) (BLACK)


SHIELD (The art of casting protective wards over yourself or allies to mitigate damage at the expense of your magic energy, and if persisting, health.)


CHAOS (The art of dominating the minds of men and beasts and driving them to the point of insanity, whether for torture or battle confusion. Can be deterred by strong minds.) (BLACK)


ENCHANTING (The art of imbuing objects with magic to serve an extraordinary purpose. Enchants must be done with game master approval, and effects must be taken from either of your other schools.)
 
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