In Character Thread
Aesterland: Hero, Hunter.Applications are still open!
If you're interested, have a look at the OOC -- it has even more information!
Basically what it says in the title. If you were expecting Polar Bear fights, sorry. Setting & time is optional, though if no one cares it will be fantasy medievalish. Two kingdoms of equal (but malleable for character creation) culture have waged war for a long time, but finally came to a peace treaty. However there are still harsh feelings and many want to continue the fight. Wustopia in the west hates Aesterlands in the east, and vice-versa.
And then the creatures of the wild (and some humans...!) get more dangerous and violent. And then a few years later one dark and menacing tower rises from the earth, makes the area all dark and edgey like a teenager going through puberty, and all the monsters and twisted human beings gather in there. Rumor spread of a Demon King gathering an army to conquer the land, and so the naturual course of action came about: Fuck sending an army, throw a team of five moderately powerful people together and send them out to grind and save the world.
The twist? Both countries sent out their team of heroes! The hard feelings remain, and as they're all heroes of the country they could have even fought against each other in the war that ended a few years (5 if you want to be precise, though it's changeable for convienience,) ago. So with the Peace Treaty holding their swords from each other's throat, it's a race to see who can save the world!
Stats? More like guidelines!
More or less to scale things for your convienence. Hero Stat 1: B means he kicks the hell out of a Minion Stat 1: E and you can fully control the situation. But if he comes across Boss Stat 1: S, then he can't do much in that catagory unless he gets some help.
???---> SSS---> SS---> S---> A ---> B ---> C ---> D ---> E ---> F ---> Abysmal
'Unique' exists for special types like physical strength that fluctuates with light or something.
Physical Power: Straightforward Strength. Affects damage from attacks with physical sources.
Physical Defense: Defense. For practical purposes, damage from physical attacks is reduced unless they are at least a full rank above your defense. Bullet to the face? Only a flesh wound!
Dexterity: Nimbleness, technical knowledge, accuracy and technique/finesse.
Magical Power: Destructive ability of offensive magic. When combined with MD, determines energy supply.
Magical Defense: Durability of magic. This effects summonings, shields, healings and buffs, but also the 'density' of offensive magic (harder to dispel & stuff.) Support magic such as healing falls under this catagory.
Luck: Straightforward, except I'll actually look at this stat. You have a high luck stat? You'll actually have 100% of getting better goodies than the others. Trigger a trap? The arrow misses you, bounces off the wall, and stabs the smuck with E luck in the foot.
Open Skills & Classes!
Skills don't need explaination or much reason. You were a baby that could breath fire! You found a sword in your travels that turns weakened monsters into an energy drink! Your robots run on the flesh of the wicked! Make your character relatively strong, but not enough so that they could just blow up the Demon King's tower instead of explore it. Gravity, Time, and even nuclear stuff are all A-Ok as long as they're within reason.
Classes will be defined by stats, but will be pretty open and everything else will be free reign. For example if you pick Mage class, your skills could be elemental weapons, energy provision, and physical shielding to make you more like a Warrior. A warrior can have a skill that has him gather mana through the air as he moves, and have acompanying spells to make him more of a mage. The classes are listed below, but if 3 people want to change one class, then I'll change it. Be aware that there can only be one class on each team, for a total of 2 class limit. Political Baggage and Mascot can be used as second characters. Note that the stats are guidelines and not rules, so feel free to experiment as long as it fits the class. All of them but Hero should have some weakness in return for strengths, though. All unoccupied/dropped slots will be NPCs unless a new member shows up. There will be ways to incorporate people that join in half-way!
Hero --- Not neccessairily the leader of the group. Has higher stats, but has more balanced & defined stats. All stats start at A. Two stats can move up to S if one stat moves down to B. If the hero dies/quits/becomes inactive, another class will become the hero (gaining more stats to their current class.)
Warrior --- Trained for physical combat. Stats should average around B. Doesn't necessairly require a high amount in physical stats. A mix of half and half can be used, such as Dexterity + Magic Power + Strength for a pure damage fighter, though at least one high stat must be physical based. Can have 1 S rank if one stat becomes D (or worse) ranked.
Hunter --- Focused on skill over power. Stats should average around B. Specialists, they have a much wider range of attributes. Must have one of each rank from D to S, (D, C, B, A, S,) with the remaining stat another B.
Magician --- Focused on magic. Stats should average around B. Two stats, one of them magical, can be rank S if two stats, one of them physical, become rank D. One magical stat can become rank SS, but all the other stats become rank D with exception of one rank B.
Devoted --- A class balanced in choices. Stats should average around B. Generally believes in something, such as Justice, a Religion, or Arrogance. Luck and another stat can become S rank if one stat becomes F rank.
Political Baggage --- Someone thrown into the hero group because of this or that. Stats should average around D. Stats cannot exceed C. Feel free to make them annoying, selfish, or even stupid.
Mascot --- Something distinctly foreign, usually an animal, that travels along with the group. Brings little to the table, although what it brings can be useful. Stats should average around D. One stat can reach Rank B if two others become F.
Never a Dull Moment or Repeated Choice!
Naturally since there's two groups going into the dungeon, there will be multiple paths. There are no dead ends, even if it looks like there is one. I will post path choices at least day ahead in the OOC, and then majority that responds wins. (Feel free to have your character argue or even persuade people IC though. They can even split off on their own journey, and I'll have you find your way back to your group [or the other's!] eventually.) Bosses are a bit special in that there are multiple of them. Team A can choose right and get Boss A, and Team B can choose left and get Boss B (which may or may not be stronger!) Bosses respawn, get upgraded, or change if one team beats it before the other gets there. If two groups pick the same path near the same time, then teamwork (or mocking the other team as they fail at killing the boss) becomes a possibility. Bringing up that point, at various parts of the RP the two groups will meet up with each other. Expand your character relationship horizon! Become Romeo and Juliet! Piss in your enemy's shoes!
Another important point is that this will not be purely fighting. Quests, riddles, and TREASURES await you. And events. Seldom will you take a right and have another choice between left and right. There will probably be a blind breakdancing gnome there, asking for donations. Maybe he'll give you something in return. Maybe he won't. Maybe he'll eat your gift and turn into a beefy bald werewolf that runs off down the left path, giving you the option to follow it or avoid it. Expect STUFF.
Very Few Character Guidelines!
Character sheets will require History and Personality, but not much of them! History must at least contain what the average everyday joe would know about your character. If you want your character to be mysterious while still being on the hero quest, have him the type stay away from the people. Naturally a rumor or two will pop up that he's a leper or he's allergic to people's snot, and so thats why he avoids them. This would go in the History, even if it's not true. Personality requirements are at least two words. That's right. Not paragraphs, not even sentences. Two Words. Examples include: Angry Kid. Arrogant Leader. Insane Gentleman. Personality will develop in the RP~
So that's that. If low # of members is an issue, I'll move you to one team unless you guys don't want that. So who's interested?