Ops: Harbertia
Concept: Our characters would all be in the town of Hefeld. The town will be preparing for celebration of the Solar Solstice, however something will happen that will require heroic action. Those involved won't necessarily be well known.
Note: I've got a situation in mind, an individual with a plan, the actions of the characters will decide where the plot leads.
HER
The town of Hefeld is preparing for celebration of the second solar solstice of the year, when the sun will be at it's highest. Rumors that the Lord of Light himself, Solaris, will be attending the Hefeld celebration has attracted outsiders, and intrigued natives alike, though many rightfully doubt the rumors. Still, it's enough to spark conversation. Hefeld isn't the largest of towns in Equalia, though it is one of the most diverse. Hefeld is located near the dark Glamwood forest, and east of the capital. It's surrounded by small farms; with agriculture being it's life blood. The wheat here is an exceptional gold.
Equalia
Equalia is the nation that claims the valley. It's governed by a form of Aristocratic Monarchy by the Enlentai though they largely allow the population to live their lives as they see fit, rarely intervening in their affairs. The land is one of rolling hills, a central mountain, with forests around. The valley it's self is largely sheltered by a crecent like ring of mountains to the north, west, and east, with warm winds blowing in from the southern plain lands which gradually take on a Savannah like nature. The lands to the south are currently being colonized though they remain largely unclaimed. Occasionally some signs of civilization down that way will reveal themselves, such as the Arubans, or nomadic folk. To the north the land is still cold, though not as frosted as they had been in centuries back. Equalia's capital is Camelot, which is located at the base of the central mountain. It's a city of white marble, with a towering palace over looking the valley.
Player Races
Fae
The Fae are a race born with the ability to manipulate nature, an ability that comes from an ancient heritage linked to Dryads, Nereids, and other spirits. In times of old the Fae had established powerful states of warriors that had practiced wars of expansion before the Ice Age that claimed most of the world's population, and lead to the death of various empires. One band of Fae, under their Legate Mario, had discovered the valley during the Age of Ice, and lay claim to it. However it was soon found that others had as well, Humans, and Sorcerers. This ignited a war between them, each wanting to lay claim to paradise. That's when the Enlentai, the natives of the land stepped in, and forced the warring leaders to make peace. It wasn't long after that the Enlentai came to govern the Fae, and the other tribes in what is now the nation of Equalia. The Fae of today still show signs of a warrior's past, many serving in the armed forces, or verily competing for championship titles.
Human
Humans are the least empowered of the races, they can't cast spells, or manipulate the weather; but that's actually their benefit. They have learned to work an honest living as craftsman, and farmers; finding their own ways to connect with nature, and strive for knowledge. Humans had developed a technologically advanced society prior to the Age of Ice. Legends tell of wheeled machines that moved on there own, and torches of eternal flame. However, despite their accomplishments they where powerless against the Age of Ice, no form of machine powered heating, or insulation could save them from an encroaching death which is why many left their walled cities in search of a new home, which lead them at last to the valley. They came together to form a small community only to have Fae approach from beyond the hills, with threats made clear, a war began. As with the Fae, the natives of the valley captured the Human leader, and peace was made. Knowledge of how to build the great machines of old have largely vanished now, though Humans still find pleasure in invention, and the use of labor to complete aims that would other wise be solved with magic.
Sorcerer
Sorcerer's are born with the ability to tap into Metamagic, and thus to create spells. Some will come naturally while others will require practice. Being born with magic however doesn't restrict one to a magic trade, and many sorcerer's instead prefer to live mundane lives rather then devote themselves to ancient texts. Their natural abilities are not attached to nature manipulation, and transcend the fabrics of existence. Despite this power they, like the rest of the world, were affected by the cold, and using their power to resist it, only weakened them; for the more they resisted, the stronger the cold became. An order of Sorcerer's had made it's way to the valley, and lay claim to a section of it before noticing the war taking place between the Humans, and Fae. They sought to step in when both sides where weak, however the Enlentai had other plans, and taking the leader thrusted upon the three factions that there would be no war in the valley. The Sorcerer's of today are integrated, as are the others into Equalian society.
The Fae are a race born with the ability to manipulate nature, an ability that comes from an ancient heritage linked to Dryads, Nereids, and other spirits. In times of old the Fae had established powerful states of warriors that had practiced wars of expansion before the Ice Age that claimed most of the world's population, and lead to the death of various empires. One band of Fae, under their Legate Mario, had discovered the valley during the Age of Ice, and lay claim to it. However it was soon found that others had as well, Humans, and Sorcerers. This ignited a war between them, each wanting to lay claim to paradise. That's when the Enlentai, the natives of the land stepped in, and forced the warring leaders to make peace. It wasn't long after that the Enlentai came to govern the Fae, and the other tribes in what is now the nation of Equalia. The Fae of today still show signs of a warrior's past, many serving in the armed forces, or verily competing for championship titles.
- On one's own, a Fae can can create mild weather effects, small clouds, or a light mist. When working in groups however their power grows. Legends speaks of armies causing hurricanes, and great winds to befall their foes. Despite their ability to manipulate the weather, they where powerless over the Age of Ice, and due to this, have interpreted the Age to have been a punishment upon all.
Human
Humans are the least empowered of the races, they can't cast spells, or manipulate the weather; but that's actually their benefit. They have learned to work an honest living as craftsman, and farmers; finding their own ways to connect with nature, and strive for knowledge. Humans had developed a technologically advanced society prior to the Age of Ice. Legends tell of wheeled machines that moved on there own, and torches of eternal flame. However, despite their accomplishments they where powerless against the Age of Ice, no form of machine powered heating, or insulation could save them from an encroaching death which is why many left their walled cities in search of a new home, which lead them at last to the valley. They came together to form a small community only to have Fae approach from beyond the hills, with threats made clear, a war began. As with the Fae, the natives of the valley captured the Human leader, and peace was made. Knowledge of how to build the great machines of old have largely vanished now, though Humans still find pleasure in invention, and the use of labor to complete aims that would other wise be solved with magic.
Sorcerer
Sorcerer's are born with the ability to tap into Metamagic, and thus to create spells. Some will come naturally while others will require practice. Being born with magic however doesn't restrict one to a magic trade, and many sorcerer's instead prefer to live mundane lives rather then devote themselves to ancient texts. Their natural abilities are not attached to nature manipulation, and transcend the fabrics of existence. Despite this power they, like the rest of the world, were affected by the cold, and using their power to resist it, only weakened them; for the more they resisted, the stronger the cold became. An order of Sorcerer's had made it's way to the valley, and lay claim to a section of it before noticing the war taking place between the Humans, and Fae. They sought to step in when both sides where weak, however the Enlentai had other plans, and taking the leader thrusted upon the three factions that there would be no war in the valley. The Sorcerer's of today are integrated, as are the others into Equalian society.
- Sorcerer's are born with some innate abilities that do not require practice; these abilities are as follows; Telekinesis, and Sparkling Hands. What's Sparkling Hands? The ability to create harmless sparks from ones finger tips. With self practice they can make their hands, or a hand glow faintly, or make the sparks more entertaining. Any magic that would result in flames, bolts, or alteration of a material would require study though one of the Mage Class.
None Player Races
Doppleganger
Most commonly referred to as the Changelings, Dopplegangers are perceived as an insidious race whose very nature makes them subject to suspicion. They are considered largely legendary, the subject of myth meant to exploit fear. Something to be spoken of on dark nights around a camp fire. Most stories revolve around someone being visited by an old friend, perhaps a fling, and relighting the spark only to either have the Doppleganger rob them, or to learn of the truth, and have the creature flee.
Dragon
Coming soon
Enlentai
Taller then the other races, and possessing the powers of both the Sorcerer's and the Fae the Enlentai are an elder race, ancient, and long lived... perhaps even immortal. They are a minority that governs from the capital of Camelot. Directly descended from the gods themselves, the Enlentai are considered the purist of the races, and possess powers even Sorcerers are unable to obtain. They currently rule Equalia in their own fashion, giving their kin governorship over trades, seasons, and even the realms of night, and day; a practice they have borrowed from their ancestors, who since days inmemorable, have remained silent.
Most commonly referred to as the Changelings, Dopplegangers are perceived as an insidious race whose very nature makes them subject to suspicion. They are considered largely legendary, the subject of myth meant to exploit fear. Something to be spoken of on dark nights around a camp fire. Most stories revolve around someone being visited by an old friend, perhaps a fling, and relighting the spark only to either have the Doppleganger rob them, or to learn of the truth, and have the creature flee.
Dragon
Coming soon
Enlentai
Taller then the other races, and possessing the powers of both the Sorcerer's and the Fae the Enlentai are an elder race, ancient, and long lived... perhaps even immortal. They are a minority that governs from the capital of Camelot. Directly descended from the gods themselves, the Enlentai are considered the purist of the races, and possess powers even Sorcerers are unable to obtain. They currently rule Equalia in their own fashion, giving their kin governorship over trades, seasons, and even the realms of night, and day; a practice they have borrowed from their ancestors, who since days inmemorable, have remained silent.
Classes
Level system: Multiclassing limits how far one can advance in a class, for no characters total class can exceed 20. So if your a level eight Rogue, and decide to become a fighter you'll only be able to advance 12 levels unless you sacrifice a level in the Rogue class. Some classes don't have as many levels as other classes, which will encourage multi-classing. Taking on another class doesn't mean you stop improving in your other class(es), only that you must decide what class to level, till your total levels (Class Level + Class Level) is 20. Their is no limit to amount of classes one may take on, only the amount of levels a character can have.
When an ability is being used it should be announced with he following attachment under the post;
- Code: Select all
[box][b]Ability Name Here Uses Left as a #/#[/b]
[b]Effect:[/b][/box]
Example:
Sure Shot 0/1
Effect:Guaranteed hit upon an NPC (including Animals), PC character, or other target. Wither to pin or injure is up to the shooter.
Dark Mage
Requires: Sorcerer
Dark Mages are usually glum. They're power comes from Void Magic, which calls upon the repelling of light, and to draw upon the deepest of shadows. They are rare, and generally not well understood by those around them. How can a Sorcerer, a being born with the power to create light, come to repel it? As they are not usually ones to speak on the subject of emotion, few will ever know. Tomes on the use of Void Magic, or Black Magic as it's some times called, are scarce, though not as scarce as those who practice it.
Druid
Requires: Fae
Druids are Fae who have recognized their connection to nature, and taken to explore that connection. They are healers, and guardians of the wild lands. Their powers require the individual to live closer to nature then the rest of society; either in a woodland cottage, or, as some have, tents, or caves. Druids maintain their powers though maintaining a strong connection to nature. Thus they tend to shy away from big cities.
Fire Mage (Pyromancer)
Requires: Sorcerer
Fire Mages are a hot headed lot who's spirit burns with an inner flame. The first sign of real potential in becoming a fire mage is to create a flame in the palm of one's hand. When a youth has done so, parents will usually encourage their child to explore the flame, and might even get them in touch with a skilled teacher. Fire Mages are one of the most common mage types in Equalia.
Frost Mage
Frost mages are a callous, and secretive lot who seem as cold as winter's hand. The Equalian School originated prior to the nation, having been brought along with the order which had been studying ways to control the icy cold in order combat the Age of Ice. However, those who seeped into it's study became almost unattached to the others in the order, and thus suspicion grew around them. A Suspicion that has carried on into the current Era, for many fear the Ice. For Ice has claimed many lives, and many more shall fall to it.
Hunter
Meta Mage
Requires: Sorcerer
Meta Magic is a school that doesn't focus on the conjuring, or command, of elements, but rather the manipulation of mystic energy in general. It requires a bit more study, and thought then the other schools. There is a risk in the study of Meta Magic, just as their is in the other schools, however the risks of Meta Magic are generally well known due to the tragedies that have come from it's study. It's one of more controversial schools of magic, if not the most controversial.
Soldier
Soldiers are disciplined fighters with a focus on versatility, and team work. Soldiers rely on tactics to overcome their foes, and work best in groups of three or more. Soldiers are usually organized into companies, and squads with a captain coordinating the groups actions. It's rare to find a lone soldier, as a lone soldier is a vulnerable soldier.
Swordsaint
Master swordsman
White Mage
Requires: Sorcerer
Generating light comes naturally to a Sorcerer, in fact, by their teens they already know how to make their hands glow. Those who decide to continue to pursue the element of Light, are the White Mages. Light Magic is one of the easiest magics to master, and thus is generally the most appealing.
Requires: Sorcerer
Dark Mages are usually glum. They're power comes from Void Magic, which calls upon the repelling of light, and to draw upon the deepest of shadows. They are rare, and generally not well understood by those around them. How can a Sorcerer, a being born with the power to create light, come to repel it? As they are not usually ones to speak on the subject of emotion, few will ever know. Tomes on the use of Void Magic, or Black Magic as it's some times called, are scarce, though not as scarce as those who practice it.
- Seep into Shadow: You sink your self into a nearby shadow, and allow the darkness to cover you, concealing your self in it's hold. Where any entity to search the shadow, it would find nothing, for the shadow, and your self are as one, your very nature, intangible for as long as one does not stir.
- Hands of Darkness: As if your magic gives life to darkness you seem to gather it to your hands, and with a touch allow it to cover a surface of your choice. Can be used to conceal an object, or other person. If used on someone's face, it can block their vision. The concealing effect will last for as long as one's hand touches the target, or for 30 minutes. If a shadow is left upon an individuals face the effect will last for the same amount of time, making them blind for it's duration.
- Shadow Bolt: You can not launch bolts of darkness upon your foes, which can obscure their vision.
- Void Walker: You have become like a moving shadow, your entire being is concealed from recognition. The form can last for 30 minutes in light, yet can be recharged instantly upon reaching a place of darkness. If it does wear off, one will need an hour to realign one's magic.
- Shadow Manipulation: You have now become proficient enough to move shadows beyond your immediate area, you can now create areas of darkness as you see fit, or surround your target in darkness so thick as to make vision around them impossible.
- Suffocating Shadow: Your shadows can become so thick as to put pressure upon an individual or group making it hard for them to breath. It would take seven minutes for one to pass out.
- Suffocating Hand: You Hand of Darkness latches upon your target's face, depriving them of air, causing them to pass out with in a matter of seconds.
- Consuming Shadow: Your shadows can now bit away at the spirit of others, causing their magic to diminish, and for them to eventually pass out after 10 minutes of exposure. This effect can be forced upon a group, or individual alike.
- Consuming Shadow Bolt: Your shadow bolt nips at your target's magic reserves.
- Shadow Servant: Your powers of manipulation have at last allowed you to animate shadow it's self. This shadow that you will animate can take on what ever form you choose, may it be a misty beast, or humanoid. The animation will follow the will of your whim. It can lift, it can carry, and it can fight. Unlike the elemental constructs of some mages this being will not vanish till you your self dismiss it, or light claims it. The servant can only survive a matter of seconds in direct sunlight, and can be easily dispatched by users of white magic. However it is not effected by the light of the moon, or the gentile glow of a candle.
Druid
Requires: Fae
Druids are Fae who have recognized their connection to nature, and taken to explore that connection. They are healers, and guardians of the wild lands. Their powers require the individual to live closer to nature then the rest of society; either in a woodland cottage, or, as some have, tents, or caves. Druids maintain their powers though maintaining a strong connection to nature. Thus they tend to shy away from big cities.
- Healing Touch: Can heal straps, and bruises with a touch of the hand.
- Animal Empathy: Able to sense the emotional state of nearby animal life, this connection can allow you to approach them in confidence.
- Healing Hand: Can heal more advanced wounds such as punctures, and sprains with a touch of the hand.
- Animal Speak: The Druid can understand the language of three animals of their choice.
- Simple Form: The Druid can take the form of a small land dwelling animal (Mouse, Snake, Ferret, etc) of their choice, gaining all the attributes, and restrictions that come with the form. The choice is permanent, you can not change the animal after it is chosen.
- Healer to the Bone: Now able to heal broken bones with a touch of the hand.
- Noble Form: Druid can take the form of larger land dwelling animal of their choice, gaining all the attributes, and restriction that come with the form. The choice is permanent, you can not change the animal after it is chosen.
- Aquatic Form: Druid can take the form of sea creature, or amphibian of their choice, gaining all the attributes, and restriction that come with the form. The choice is permanent, you can not change the animal after it is chosen.
- Avian Form: Druid can take the form of a flying animal of their choice, gaining all the attributes, and restriction that come with the form. The choice is permanent, you can not change the animal after it is chosen.
- Command of Vines: The Druid has become so in tune with nature that they can will the branches, vines, and roots around them to do their bidding.
Fire Mage (Pyromancer)
Requires: Sorcerer
Fire Mages are a hot headed lot who's spirit burns with an inner flame. The first sign of real potential in becoming a fire mage is to create a flame in the palm of one's hand. When a youth has done so, parents will usually encourage their child to explore the flame, and might even get them in touch with a skilled teacher. Fire Mages are one of the most common mage types in Equalia.
- Searing Hands: Your hands are a light with destructive flame which while harmless to your self, shall burn any you touch.
- Fire Ball: Focusing your inner magic to your hand, you begin to form a ball of flame, and with simple control lunge the ball of fire at your foe.
- Fists of Combustion: Your fists, when they come in contact with a target, cause a small explosion of fire which does extra damage and burns your foe.
- Bending of Flame: You have at last learned how to control flame that is not of your making, able to bend it to your will.
- Fire Stream: Channeling the magic with in to your finger tips you generate a 1.5 meter stream of searing flame. Can be used to create a wall of fire, if the target surface is flammable.
- Cloak of Fire: You have learned how to cloak your self in flame, harmless to your self, but blazing to all who come near. Touching you is to burn one's self. The Cloak also offers protection from the cold, and cold based attacks. You can sustain the cloak for 30 minutes time, and must wait an hour before you will again have your magic aligned to create the cloak again.
- Blazing Construct With your bending powers you have at last learned how to mimic life in the flame, able to create, and control a small fiery construct of your design. The entity will last for two minutes time.
Frost Mage
Frost mages are a callous, and secretive lot who seem as cold as winter's hand. The Equalian School originated prior to the nation, having been brought along with the order which had been studying ways to control the icy cold in order combat the Age of Ice. However, those who seeped into it's study became almost unattached to the others in the order, and thus suspicion grew around them. A Suspicion that has carried on into the current Era, for many fear the Ice. For Ice has claimed many lives, and many more shall fall to it.
- Touch of Frost: Your touch can now freeze liquid, including the human body. You can freeze limbs and body parts with sustained contact.
- Cold Water Mastery: You can manipulate and control cold water, freezing it when
- Frost Breath: You can breath a chemical akin to liquid nitrogen, freezing so intensely it creates a burning sensation.
- Ice Spike: You may send out a spike of ice which impales its target. It also causes the targets body temperature to drop.
- Hail of Ice: You call down a hail of icy spikes which damage your opponents and reduce their body temperature
- Ice Constructs: You may summon and shape constructs of ice, whether they be weapons,
- Winter Blessing: Around you, you can form a bubble for an hour which protects against extreme temperatures. This can protect against fire, but that drains its charge faster. You are also very resistant to ice and cold.
- Frost Immunity: You are now completely immune to ice and very resistant to fire.
- Avatar of Frost: Your skin is now a dark blue and your eyes now clear. You can now shape ice constructs which are much larger. You are also completely immune to heat of any kind, and anything that touches your frosty skin risks being frozen from extreme cold. However you are far more noticeable, it is almost impossible for you to be stealthy, the frost around you getting peoples attention. Armour is now completely useless as it freezes around you to the point where it's completely brittle.
Hunter
- Bowman: Your skill with the bow gives you increase accuracy. This ability also makes the character more agile.
- Tracker: You can intuitively track animals and people over long distances, whether it be a wandering caravan on dirt roads, a ravenous wolf pack in a forrest or a legendary beast in the great mountains and hills. This also gives you an initiative knowledge of most natural creatures.
- Companion: Able to form a close empathetic bond with a simple animal of your choice. Your options are a Dog (breed is up to you), Falcon, Ferret, or Hawk. The creature will be exceptionally loyal, and respond to your calls to the best of it's ability. You may only have one Companion at a time.
- Sure Shot: Guaranteed hit upon an NPC (including Animals), PC character, or other target. Wither to pin or injure is up to the shooter. Ability may be used once a day.
- Rapid Shot: You may fire several arrows in quick succession while still maintaining accuracy.
- Companion II: You can now bond with more advanced creatures; such as bears, and Dire Animals.
- Multi Shot: You may now shoot multiple arrows at once, whether it be in the same direction or multiple directions,
- Weapon Ranger: You may now seamlessly blend melee and ranged combat, able to swap between the two in the blink of an eye. Your movements are much faster and your reflexes sharper than a knife, your knowledge of melee weapons has also increased, though you mostly use light blades and hand axes.
- Companion III: You can now bond with mystic beasts, like the Wyvern.
Meta Mage
Requires: Sorcerer
Meta Magic is a school that doesn't focus on the conjuring, or command, of elements, but rather the manipulation of mystic energy in general. It requires a bit more study, and thought then the other schools. There is a risk in the study of Meta Magic, just as their is in the other schools, however the risks of Meta Magic are generally well known due to the tragedies that have come from it's study. It's one of more controversial schools of magic, if not the most controversial.
- Palm of Power: Your palm is sparks with magical energies, with a simple touch you stun your target in shocking pain.
- Mystic Bolt: You fire a bolt of mystic energy at your target, causing them harm.
- Teleport Self: You seem to dematerialize, and reappear some distance away, so long as the location is visible by the users. The complicated aligning, and channeling of this power means it can only be used twice a day, anymore puts the user at risk of permanent dematerialization.
- Personal Shield: You create a personal shield like covering of solidified, yet transparent, energy to protect yourself from physical blows, and magic attacks. The shield will last for up to 30 seconds. When time runs out, it will take 12 minutes to realign one's magic to create another.
- Teleport Other: You are able to teleport an object, or person (other then your self) to any where in visual range, or that you've been to in the last 42 hours.
- Flowing Power: From your finger tips come streams of energy which torments all those in it's radius of effect (a 60 degree angle in front of the user).
- Mystic Barrier: You align mystic energy to construct a solid, yet transparent, barrier which will last for 20 minutes, or till destroyed. The Barrier can be up to 3 by 3 meters in area.
- Spark of Life: You animate a previously inanimate object, causing a suit of armor to move on it's own, or books to fly. The object will remain animated for 20 minutes.
- Eye in the Sky: You create a kind of floating eye which is directly linked to your mind. Using this power requires one's complete focus, and those using it will be unable to take any action while the power is in use. You see, what it sees.
- Master Level Spell: You are able to learn one of three Master Level Meta Magic Spells. Your choices are as follows; Summon Entity: You can mark objects, beasts, or people to all ways be on call. Using a scroll that has a sample of the entity you transport it, or them to your side no matter how far away the object, beast, or person may be so long as you possess the scroll. Replicate Self: Your ability to dematerialize, and rematerialize your self has progressed to the point that one can create a clone of one's true self. In a way as real as one's self, however it's not as free willed, and will feel an obligation towards you, the original. Clones created in this fashion are known to be molecularity unstable, and thus have a rather short life span of three hours before they dematerialize into the matter from wince they came. Portal: You are able to generate a portal to anywhere you have been, or have read sufficiently about that exists on the mortal plane. The portal will last for up to 20 minutes, or till closed at your bidding.
Soldier
Soldiers are disciplined fighters with a focus on versatility, and team work. Soldiers rely on tactics to overcome their foes, and work best in groups of three or more. Soldiers are usually organized into companies, and squads with a captain coordinating the groups actions. It's rare to find a lone soldier, as a lone soldier is a vulnerable soldier.
- Shield Fighter: The shield is not cumbersome to you, you are able to move just as easily as one could with out a shield.
- Forceful Bash: With a mighty thrust you force your opponent back by a meter's distance. three times a day.
- Shift: You switch your position with an adjacent individual, either moving them out of harms way, or your self. Shift requires consent from both individuals.
- Iron Wall: Requires up to two other soldiers adjacent, all with shields. By linking shields you create a barrier that will block most melee blows.
- Spear Tripping: Requires no shield, pole arm only. With a mighty swing at your opponent's feet you trip them over, leaving them vulnerable.
- Porcupine March: Requires Spear, and up to two other soldiers adjacent. With linked shields, and armed spears you and your comrades approach your opponent(s) in such a way that makes harming them easy, while harming your comrades difficult.
- Charge: With a burst of energy, and the fitness of endurance training you ready your weapon, and rushing a distance of three meters or less strike an opponent. Nearby Soldiers, if involved in this charge receive a coordinating attack bonus, which causes any opponent adjacent to your target to stumble. Can be used once a day.
Swordsaint
Master swordsman
- Swordsman: A sword is not merely a weapon to a Swordsaint, but an extension of the self. With a blade you may now perform complex manoeuvres and tactics. You also have intuitive knowledge over all weapons.
- Feint and Strike: You may feint an attack that draws your opponents weapon, leaving them open for a second strike.
- Parry & Counter: You deflect your opponents blow, drawing your opponents weapon away from you, and leaving them open for a strike, which you may instantly make.
- Armor Piercing Strike: With careful precision your blade slips past armor, and into vulnerable flesh.
- Disarm: After using Parry & Counter, your strike may now disarm your opponent if that is your desire.
- Storm of Metal: You bombard your foe with dozens of attacks, exhausting them, and putting them on the defensive.
- Deflect: With careful precision, and timing you deflect a single incoming projectile. Can be used twice a day.
- Dual Wielding: Ability to fight with two swords proficiently i.e. with equal attention.
- Whirlwind:You become a living whirlwind of blades, able to strike and combat multiple foes as if you were fighting them singularly. This also gives you a special move where you may strike all those around you that are within range.
White Mage
Requires: Sorcerer
Generating light comes naturally to a Sorcerer, in fact, by their teens they already know how to make their hands glow. Those who decide to continue to pursue the element of Light, are the White Mages. Light Magic is one of the easiest magics to master, and thus is generally the most appealing.
- Transferred Light: You make your hand glow, and with a simple touch cause that glow to transfer from your hand, to another surface where it will remain for 30 minutes time.
- Suspended Light: With a simple gesture of the hand you causes a floating light to appear, which you can either have follow you for as long as you care to focus upon it, or can leave suspended for up to an hour in the location of your choice.
- Blinding Flash: You cause a flash of light which stuns all those who can see around you, and blurries their vision for 30 minutes time.
- Smite: Light, like Fire, can burn. With a thrust of your hand you send a bolt of pure light upon your foes, some, will be more effected then others. If the bolt hits a target in the eyes it will have the stunning effect, and blurred vision effect of Blinding Flash.
- Invisibility: Binding the light around you allows one to become unseen so long as one remains still.
! ==Suggestions? Contact Harbertia, or discuss them over the OOC== !
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! == Content will expand from time to time, get involved== !
Character Sheet
- Code: Select all
[b]Name:[/b] Name of Character [b]Total Level:[/b] Every new character shall be level one
[b]Race:[/b]
[b]Gender:[/b]
[b]Character Summery:[/b] (Include appearance, in the form of a description or image, as well as personality, and other details)
[b]Class:[/b] Class [b]/[/b] Level
[list][*]List class abilities here[/list]
[b]Assets:[/b] (property, like shelter, and equipment)
Additional Lore for those Interested
The Legendary Atlas Whitemane
The best known of Sorcerers Whitemane was one of the Sorcerers to arrive in the valley, and after peace was decreed, was appointed as emissary between the Enlentai, and the three tribes. His skills as both a mage, and diplomat aided in ensuring a lasting peace, and he became known as a great sage. His deplomacy shaped Equalia into what it is today. As he aged, he drew into seclusion, living in a great tree that grew in the western woodland. There, he wrote many works; from spellbooks for novice mages, to essays on Equalian politics. The national Library has an entire shelf devoted to his work. Having become something of a friendly recluse, it took a while for his absence to be discovered, myths revolving around his disappearance can be found in almost every corner of Equalia, all of them involving some secret project.
The best known of Sorcerers Whitemane was one of the Sorcerers to arrive in the valley, and after peace was decreed, was appointed as emissary between the Enlentai, and the three tribes. His skills as both a mage, and diplomat aided in ensuring a lasting peace, and he became known as a great sage. His deplomacy shaped Equalia into what it is today. As he aged, he drew into seclusion, living in a great tree that grew in the western woodland. There, he wrote many works; from spellbooks for novice mages, to essays on Equalian politics. The national Library has an entire shelf devoted to his work. Having become something of a friendly recluse, it took a while for his absence to be discovered, myths revolving around his disappearance can be found in almost every corner of Equalia, all of them involving some secret project.