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The Norse God Primary Character

#1 {lang:macro__useroffline}   Red Sentinel {lang:icon}

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Posted 29 May 2005 - 08:08 PM

The Norse God - Hometown Forlon
NEUTRAL:
> Rogue: Rogues are the masters of deception and are disliked in many places (though are not dark). Instead, a Rogue's goal depends on the person. Some try to get as much money as possible from others, some like practical jokes, and some are scouts for their own cause.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 6
- Strength Effect (per point): Normal attack DP + 4
- Starting Affinity: 0
- Starting Constitution: 2
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Forest Elves: Forest Elves are generally based in the wilderness of Earthia, with excellent abilities with tracking and stealth. They are generally neutral, though will usually side with Light when conflicting with Darkness. Forest Elves' abilities in the wilderness make them exceptional Rangers and Druids, and many also choose the path of the Rogue due to their stealth.
- Vitality Effect (per stat point): Increases your hit points by 40
- Strength cannot be above one half of a Forest Elf's total points
- Can freely see invisible beings at a post count of 100 (thread requesting characters to be revealed)
- Can freely hide at a post count of 500 (can "leave" location but not actually leave)
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Strength 14 (56DP)
Intelligence 14(84 EP DECREASE) EP:2150
Vitality (X40= 600HP) 15
Constitution 14 (+2: rogue)
Devotion 14
and Affinity 15.
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Arielina of Euphracia: Considered the "Great Healer" as well as the guardian of the Eumidia. Arielina is often considered the mother of the Eumidia, the fairy-like people commonly aligned with light. Arielina, however, welcomes followers of all races and alignments who agree with her goals to one day rid the world of the disease and darkness which threatens to engulf it. While Arielina wishes to spread love and good health, her followers consider the undead to be their prime enemies.

Effect of Devotion Points: Arielina's Aura: Effect: Instantly heals a target by 11 HP x Devotion Points one time during a battle; DOES NOT CONSUME A TURN (can be used along with something else): When Arielina's followers are in trouble, she tries to conjure a healing aura for them.

Effect if Devotion Points are at least 5: Illusion of the Fay: EC: 0; Effect: Changes the form of the caster: For her followers, Arielina can provide the illusion of a Fay, a tiny glowing creature commonly associated with light and sometimes healing. Since it is an illusion, however, this spell does not actually give one the abilities of a Fay.

Effect if Devotion Points are at least 10: Illusion of the Espheir: EC: 0; Effect: Changes the form of the caster: Those who are Arielina's most devote followers are granted a spell to enshroud them in the illusion of the Espheir, a glowing creature similar to a featureless Eumidia embodied by light, which is often feared by those among the dead.

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INVENTORY:
Norses Trusted Spear
- Radiate Light (allows you to enter physically dark places, not recommended if you can already make light)
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Rogue:
- Hide (0): EC=0; Effect = Invisibility, though must make entrance post in the same exact location: Renders the Rogue invisible to all who cannot see invisible beings (will remain up until the rogue moves or takes an action).

- Pickpocket (0): EC=0; Effect = None officially: This is purely a roleplay ability at this time.

- Stab (100): EC=100; DP=5: The Rogue quickly stabs the target, doing minor damage. Due to its quickness though, it can be used along with another attack or ability (except Backstab).

- Sneak (500): EC=0; Effect = Always have the first turn in battle unless against another Rogue: Using the Rogue's ability to move silently, he/she provides himself/herself with the necessary time to plan an attack without notice. This allows a Rogue to always have the first turn in organized battle (always in effect) unless against another Rogue, in which case the normal rules apply. This does not affect the case of being attacked without notice (along with being hit by arrows).

- Concealed Dagger (800): Continuous Effect = Can hold a dagger in the off-hand: The Rogue's increased dexterity allows a dagger to be used in his/her off-hand.

- Slit Throat (800): EC=400; DP=Primary Weapon's DP total + 25: The Rogue slashes his/her primary weapon toward the target's throat, doing more damage than usual.

- Silence Target (1000): EC=400; Effect = No others can join the battle with the target: The Rogue silences the target, preventing others from knowing of any trouble.

- Pick Lock (1000): EC=0; Effect = Escape Jail; Enter Secure Locations: The Rogue picks a lock, opening doors which otherwise could not be opened.

- Blade Dance (1500): EC=800; DP=25; Effect = Damages all targets within location: The Rogue spins his/her weapon(s) around quickly, damaging all targets in the location.

- Poison Weapon (2000): EC=1400; DP=15 per target's turn in current battle: The Rogue stabs a target with a poisoned weapon, causing suffering throughout the battle. Can only be used once on the same target.

- Slash Achilles (2400): EC=1000; Effect: Reduces target's damage output by 30 DP per turn until battle ends (cannot be stacked) + target cannot move to another location for two turns: The Rogue jumps around the target and slashes his/her achilles tendon, reducing his/her ability to attack and move.

- Backstab (3000): EC=500; DP=35: The Rogue quickly jumps around the target, stabbing him/her suddenly and with force. Due to its quickness, it can be used along with another attack or ability within the same turn (except Stab).

- Lawless Fury (3000): EC=1400; DP=600 to Guards; Restriction = Target must not be a Guard from the Rogue's hometown: The Rogue unleashes his/her abilities in a furious attack toward an opposing Guard
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Rider
REQUIREMENT: NONE
A rider is a master of mounts of all kinds. By riding anything from horses to chimaeras, a rider is able to give himself/herself an advantage in battle. A rider must, however, purchase or earn his/her own mounts.

- Vertical Advantage (1000): Persistent Effect While On A Mount = Increases your physical DP output when on a mount by 15: A rider is able to use his/her position on a mount to gain the upper hand in a battle... Literally.

- Charge (2000): EC=1200; DP (While on a mount): Normal attack damage + 50: If correctly handled, attacking from a mount charging at the enemy will do significantly more damage than otherwise.

- Riding Companion (3500): Effect While On A Mount = Allows one additional character to ride with the rider on the same mount; All of the rider's persistent effects also affect the companion: With greater control over a mount, a rider can potentially ride with a companion.

- Quick Escape (4500): Effect While On A Mount = Allows an instant escape from combat once per day; must move to a connected region: A rider is not only better at combat from the back of a mount, but a rider is also trained at riding swiftly. This can be essential when a battle goes wrong.

- Mounted Fury (6000): Persistent Effect While On A Mount = Increases your physical DP output when on a mount by 35; replaces Vertical Advantage: A rider is able to use his/her mount and position to increase the power of his/her attacks.

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