War of the Vampire Kings

Elysium

Nuts
Alright, Classes and other character malarky. This... Is going to be a bit of a read. But so is this whole roleplay . Hope you don't mind that.


First off, races. There are many on the planet of Malius, some common, some not. When you build your character, you'll choose a race. This is primarily for backstory, cosmetics, and some advantanges over other races, but some disadvantages as well. Also, racism exists in this mideval fantasy world, so some races are disliked in some areas, etc.


Second, Classes. I have an exhaustingly long list, divided into three categories. These categories are Combat, Stealth, and Magic. These categories give the for dummies explanations of what each class' basic function is. Each class within the categories plays that same specializatin differently. For instance, a Thief and an Assassin Class, they are both stealth, but Thieves prefer not to fight in their pursuit of wealth, and Assassins are stealthy fighters that earn money through murder. They might not be as physically powerful as a combat class, and very disadvantaged in straight combat, which is why Assassins aren't Combat Based. See? Easy enough. Just ask if there's more questions.


Third, we have attributes. These are what will tuly seperate how you play your elf wiza4rd over how another plays his. Is your elf wizard more intelligent, or better with people? Or is he better with magic, but physically more pathetic compared to the other wizard of the party? Attributes are stats, like strength, agility, intelligence, ecetera, and these will define your character more than any other choice in the game, simply because these are blocks you cannot get around, until you rank up.


Each class also has its own individual attributes to add to the list, which some other classes may or may not share. These will seperate each class further, since some Knights will be better at certain Knightly things, while other Knights will excel elsewhere. It's just to make it more lifelike, and limit the way you play so no one thinks their character is perfect and tries to write themselves better than everyone else.


These attributes all start at average, and you can add or subtract points to increase or decrease those until you have exactly the character you want. There are some limits to how high you can level each character depending on rank, and each rank only has a few points to buy with. the attributes and the point buy charts are as follows:


Strength - A character's physical strength. Usually affects a character's size too.


Agility - The character's speed, flexibility, and dexterity.


Stamina - How much punishment a character can take, as well as how long he/she can dish it out, how far they can run at top speed, etc.


Skill - How tactically intelligent and precise a character is. Higher skill levels tend to use more instinctual fighting and complicated combinations, aiming for lowered guards and weak points, while lower skill levels get to be more wild swings and rely on lucky hits.


Intellect - How much booksmarts a character has, as well as how "with-the-times" a character is. Lower intelligence doesn't necessarily mean a stupid character, it just means they don't have a great educaton or don't get out much, and therefore do not really know what's new, who's new, etc. NPC's will tend to look down on low intelligence characters.


Wisdom - How patient, logical, and perceptive a character is, also has an effect on how good a character's senses and instincts are. High wisdom characters are rarely caught with their pants down, and can often assess the situation and make solidly good plans for that situation with little effort. Lower levels tend to be more rash and foolhardy, and generally don't think before they act, and generally aren't very observant or completely understanding of what's going on around them.


Charisma - Finally, charisma is how persuasive your character can be. Higher levels tend to be more eloquent and silver tongued, while lower levels would have a hard time persuading a mouse towards cheese. Low charisma people also tend to bad liars, as well as dull to talk to. Low intelligence characters tend to have low charisma as well, simply because a lack of knowledge tends to lead to a lack of having things interesting enough to say.


Fourth, we have the ranks. Ranks are just your character's level. There are only five of them, and they just stack your relative ability compared to 0ther characters, nothing complex about that. The ranks are:


Apprentice - The most green of the rookies. These are usually the students still learning the theories or the tactics in a more class-type setting, or still not allowed to spar with real swords. It will take an apprentice character 1 chapter to level up.


Journeyman - Rookies who are adept enough with their education that they are allowed field experience and the rights to actual weaponry or actually dangerous spells. They can fend for themselves if need be, but are still just amateurs in a harsh world. Journeymen characters will rank up in 1-2 chapters, depending on how long they've been this rank at the start of the RP.


Expert - Veterans of battle, and banks of theoretical and practical knowledge, Experts make up most of the fighting world, since most soldiers and knights are expert class before they are allowed to serve. Experts are the solid warriors, the low level magic teachers, and the moderately priced hitmen. For most people, Expert is the limit. There are very few master soldiers, or master monks in the world of the normal man. Those who have to potential to rise higher usually take about 5 years total as an expert, amassing knowledge, strength, and experience, before they are even barely thought of as Masters.


Master - Top tier purveyors of their individual crafts, Masters are not to be trifled with, ever. Almost supremely experienced, Masters go into battle virtually unafraid and indestructable, except by those of their same level, or against Grandmasters. Masters are the guildmasters, the veteran generals, or the archmages of the palaces, those with the world at their fingertips, in their own respective ways. This is as far as basically anyone can achieve. It's the summit of the mountain for Mortalkind, unless they can survive and defeat tribulations far above themselves and their limits...


Grandmaster - ... And then they are considered Grandmasters. Grandmasters are it. For an analogy, Masters are standing on the summit of the mountain, and Grandmasters are standing on their tiptoes on a boulder on the summit to just rise a bit higher. But basically everyone who makes it to masterhood is too tired from the climb to begin to tackle that last boulder. Grandmasters are the legendary heroes you read about in stories, or hear in a bard's song.


And finally, every character has strengths and weaknesses listed in the sheet, and these don't have to be related to combat. For instance, my character is illiterate. He can't read or write, at least not in a useful language to this RP. But for a strength, he's an extremely able tracker, rivaling rangers and assassins who have been doing it for a living longer than he has. I'd like each character to have at least four of each, but if you want a list of eight each, I don't care. Go nuts if you like. If I think it's ridiculous, I'll ask you to reduce the list.
 
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The Races of Malius


Races:


(These are the most common races and classes. If you have an idea, PM me. We'll sort it out.)


Dwarf: Dwarves are tough, rowdy warriors with a knack for all things construction, from forging weapons and armor to crafting buildings and mines. They are grim and gruff, but what they lack in social graces they more than make up for in hardy endurance and brutish strength. Dwarves are between 4 to 5 feet tall, and weigh between 150 and 230 lbs. They become adults at age 30.


Combat based Dwarves are the stereotypical "heavy armor and bigass weapon". Stealth Based Dwarves tend to be more of the Thug archetype, using fear tactics and violence to get the loot. Magic Based Dwarves are extremely rare, but gifted ones tend to be Druids, whose powers are more earth and stone based than their non-dwarven counterparts.


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Dragonkin: Not exactly common, but they are seen enough to not be written off as a figment of some blabbering idiot's imagination. Dragonkin are rarely seen in the civilized world, preferring their tribes and isolation from other people. The occasional one seen in the civilized parts of the world is usually an exile, a member who broke one of the Ten Essential Words of Torond (their patron deity). They are thick and brutish, even more so than dwarves. They are also not as socially graceful as the grumpy dwarves. Dragonkin stand anywhere between 6'6" and 8' tall and weigh from 300 to 500 lbs. They become adults at 30 years of age. Dragonkin also don't really have a set look, but all are reptilian humanoids.


Dragonkin Combatants are usually the barbarian type, light armor, big axes, and their only plan being the "beat up and leave" one. Dragonkin Stealthers are usually the Highwayman type, combining enough stealth expertise and combat skill to pull off a heist on some nobleman's wagon as it travels. Dragonkin Mages are always druids, without exception.


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Elf: The Longest lived of the mortal races, Elves distance themselves from others. Inspired by the simple beauty of the world around them, Elves hate nothing more than war and wanton destruction. They are fair and graceful, but physically frail. Elves stand between 4'6" and 5'6" and weigh from 75 to 120 lbs. They become adults at 50 years of age.


Elven Warriors tend to be the "Wear light armor, wield a light weapon, and stay moving" type. Elven Rogues are the "sneak in the shadows, and kill them when they aren't looking... Or steal their valuables when they aren't looking" type, depending on their morals. Elf Mages tend to be the wizarding type, throwing lighting and conjuring beings to fight for them. Healers are common too. Dark Magic elves are extremely rare.


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Orc: On the opposite side of the coin that the elves sit on, there are the Orcs. Stories say they were descended from a elven noble family who fell out of the graces of the elven gods in the most taboo way (for elves), possible, and were cursed into their current form. Whether or not that's true, the are ugly, and brutal, unlike the graceful, beautiful elves. They are physically powerful, and have incredible amounts of stamina, some individuals are able to run for a day straight and still capable of fighting once the march is over. Orcs stand at between 6' to 7' feet tall, and weigh anywhere between 180-280 pounds. They become adults at the age of 20.


Orc warriors wear thick, heavy armor, and are generally merciless and cruel warlords, slaughtering their opponents with hardly a second thought. Orc rogues tend to be more guerilla-fighters, wearing light or medium armor and ambushing their foes. Orcs are afraid of magic, and those who exhibit signs of any magic other than the crude dark magic of their shamans are generally killed, and since it's another Orc doing the execution, it's generally not quick and painless.


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Halfling: Halflings are the little tricksters of the world, each one full of guile and charm. Also very light on their feet, Halflings are famed for their stealth skills and silver tongues. However, just because they can talk/coerce/blackmail their way into something doesn't mean they do. Most Halfings are just going through their days, just like their bigger counterparts, the Humans. They live in their own little communities outside just about every city, human or not, since they can get along with just about every race just fine. They tend to stand at no more than 3'6", and generally all weigh in the 40-50 pound region.


Halfling warriors are archers, that's it. Due to their small size, they make terrible fighters or swordmasters, and they know it. Halfing rogues are where this race shines in the world of adventurers, because there is no race better suited for sneaking and hiding, and that's what Halfing rogues do. Halfings also have many magic users, but it's not the most common for them, and the positive and carefree Halflings tend to loathe dark magic, just like most races. Dark Magic Halflings are not outcasts necessarily, but they are avoided or shunned in a Halfling community.


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Humans: The most common of the common races. Humans are the innovators, the dreamers, and the destroyers. There are no limits to how much good a human with steadfast morals can do, and there is no telling how much damage an unscrupulous one can cause. They are the most widely varied of all the races in terms of body structure, but the average human stands from 5'0" to 6'0" and weighs from 130 to 200 lbs. They reach adulthood at 17 years of age.


Since humans are so creative and unique from one another, there really isn't a "typical" style of human warrior, rogue, or mage.


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(Note: Height and Weight Figures are given for male specimens. Females tend to be shorter and lighter.)


Half-Breeds





It is possible to have a half-breed character, such as a half-elf or a half-dwarf. Half-elves tend to be the only real half-breed people see or hear about, since most other races tend to stick to their own people, for some obvious reasons, and generally, half of the half-breeds' lineage is human, since they are generally the ones who can find the attractiveness in other races, while the other races tend to be more aloof about love and other races, and in several races/families/whatever, it is considered a grave offense to marry (or have sex with) someone out of your race. Also, there is racism to fit in there. If elves are hated in some part of the world, a half-elf will be shunned as well.


Sub-Races


It wouldn't be fantasy if there weren't eight types of everything. So there are. I won't list them, since that would make this list about a dozen times longer. But be aware that you can play characters such as Dark Elves, or Surface Dwarves, or something, and they'd play (and just generally be) different than average elves or dwarves.


Alright, that covers it for races. Now on to classes.

 
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