[img]http://fc06.deviantart.net/fs51/i/2009/316/0/8/Dragon_Age_Origins_Chibis_by_PolymorphicGirl.jpg[/img] This RP takes the form of a 'what-if' scenario where both the plot and characters of the original game's story, focusing around the 5th Blight, are greatly altered and I do mean greatly. This will not be a play-by-play repeat, but a complete remix which will defy expectations. Alterations include but are not limited to changes in random events, recent historic events, personality changes, gender-bending of cannon characters, appearance of cannon characters not normally present in Origins and the introduction of completely novel characters, talents, weapons and magics. Possible options include the following... [b]1) Completely unique characters.[/b] All such unique characters must be Grey Warden recruits present at Ostagar or arriving there with Duncan at the start of the story but they can have ANY origin possible within the Dragon Age universe including Qunari. Unique characters are encouraged to bring skills, weapons, talents, and magics into the story which are not normally seen in the Dragon Age universe, yet still fit the setting. An example would be an arcane fighting style based on a lyrium threaded whip or a new magical art which focuses on sonic manipulation or time dilation or anything provided you respect [url=http://dragonage.wikia.com/wiki/Codex_entry:_The_Cardinal_Rules_of_Magic]The Cardinal Rules of Magic[/url]. [b]2) Cannon characters from Origins with one or more interesting alterations.[/b] Example: Alistair as a Mage instead of a Templar, Leliana as a character who has lost her faith, Wynne as a young mage just past her harrowing, Zephran as a female... okay maybe that doesn't change much but you get the idea XD [b]3) Cannon characters from other Dragon Age settings[/b] Example: Varric Tethras, Fenris, Merril [b]4) Characters normally resigned to a nonheroic NPC role in Origins.[/b] Example: Shianni, Sandal, Avernus The game will start at Ostagar and a few other locations (depending on how many other players we have) and over the course of play converge into a single storyline following a group centered on the Warden characters. What this group does, how it plans to stop the Blight and where it travels, however, is totally up to the PCs and may vary widely from in-game events. I envision the game as high-casual, but since this is Dragon Age do not expect me to shy away from adult themes like sex and violence. Players who are not familiar with the Dragon Age setting but still want to join are welcome but they'll need to brush up on the world's basics by visiting the [url=http://dragonage.wikia.com/wiki/Dragon_Age_Wiki]wiki[/url]. [hider=Character Sheet]I use a kind of 'verbal' roleplay system where the written description of the character will determine how probable success is in any given action, so your wording on the sheet does matter in terms of what your character can do in game. In general the system is loose and story-based since this is forum RP. I only demand specific descriptions of abilities when it comes to mage spells for without this kind of restraint magic can become too OP in this setting. Name: Race: Nationality/Birthplace: Attributes: Choose three mental, physical or social descriptors which fit your character. Avoid overgeneralized descriptions like 'awesome'. Example: Dexterous, Acrobatic, Sly Appearance (pic optional, if you use a starry eyed anime girl I will smite you): Background (character origin and history up until Ostagar): Personality: Skills: Choose six skills (nonmages must choose at least one combat skill). These skills cover expert not general knowledge so not taking riding would not mean your character can't ride a horse, only that he might have trouble jumping an obstacle or negotiating a steep incline. Likewise a character without geography would not fail to pick out Ferelden or Denerim on a map, but they would fail to locate a little known pass in a mountain range or a ford on a river. Options include but are not limited to acrobatics, appraisal, scribe (covers not only calligraphy but the ability to forge documents), pickpocket, lockpicking, stealth, streetwise, coercion, trapcraft (making & disarming), survival (covers all wilderness skills in the given environment for example survival would cover surviving the harsh environment of an ice cream sundae...), herbalism (potions and poultices), apothecary (poisons and bombs), tactics, runecrafting (nonmages only), smithing, bowyer/fletcher, leatherwork, sailing, riding, lore (academic study of magic and magical creatures), history, geography, religion (advanced study of any one or related faiths from Andrastianism to Dalish Pantheism), etiquette (covers all aspects of courtlife, manners, dance, heraldry, genealogy, etc.), languages (one per skill point), archery (strung bows), crossbow, thrown weapons, reach weapon (polearms, quarterstaff and spears), dual weapon, single weapon, oversized weapon (mauls, great axes and great swords), weapon/shield, and unarmed combat. Knack: Choose one subskill within one of your noncombat skills with which you have a particular aptitude. Example Hiding in Shadows for Stealth, Incendiary Mixtures for Apothecary, and Paralyze Runes for Runecrafting (you know they're OP :-P) Combat style (nonmages only): Choose a more specific weapon style covered under one of your combat skills and in which you excel. Example: Sword/shield for Weapon/shield, Warhammer for Oversized Weapon, Throwing Daggers for Thrown Weapons, or Knife-Fighting for Dual Weapon. Spells (mages only): Choose three spells from the [url=http://dragonage.wikia.com/wiki/Spells_(Origins)]cannon[/url] being sure to take them in progressive order of difficulty (no firestorming before you can fireball) or select them from unique spell-lines created for the character and approved by the GM. Equipment: Nothing magical excluding potions and staves for mage characters. More impressive items are covered under advantages (see below). Advantages: Advantages include everything from an artifact sword passed down from your grandfather to a lyrium tatoo, specialized training or a useful animal companions. Anything that gives the character an edge. Have fun with this and use your imagination. Choose only one advantage unless you elect to take a second flaw, in which case choose two. Specialization: Eventually all characters will gain specialization but at the start of the game a specialization can only be taken as an advantage (see above). Specializations include the standard Dragon Age options, templar, blood mage, assassin, etc., in addition to unique specializations submitted by players and approved by the GM. Flaw(s): A significant disadvantage that afflicts the character, personality issue, physical injury, old age (older than 50), young age (less than 15), mental disability or illness, outlaw status, etc. Whatever it is it should be a major inconvenience. If you elect to take two flaws they need to be very different in nature not just two different personality flaws. Flaws can also be 'negative attributes'. Example: clumsy, inarticulate, weak.[/hider] [hider=Rules]These cover restrictions on both players and GM 1) Do godmode minor NPCs when necessary. Never Godmode major NPCs (powerful allies and villains) or PCs. 2) No GM bullshit. The GM is constrained by the same rules of the world that constrain everyone else and he can not break them whether it is to aid or thwart the players. 3) Write in 3rd person, limited perspective. No internal monologues. We can not hear your character's internal thoughts so when you write them it encourages metagaming. Exceptions to this rule include dream or Fade sequences, flashbacks and magic like telepathy. 4) Post weekly. More if you expect to play a central role in the story. Posts do not need to be massive in size (especially during highpaced scenes like combat). Quality>Quantity. 5) Don't machinegun post. Posting too often leaves others behind. Look at how often others are posting and try to match their pace. 6) Montages. When you or the group needs to travel, train, craft or do anything that takes time, just post MONTAGE: at the bottom of your post. For example MONTAGE: Travel to Lothering would request a trip to that village. If no one objects in the OOC then I will wave my GM wand and either you will get to your new destination or something will interrupt the montage partway (like an ambush or other encounter). This system greatly speeds things up and cuts through boring lulls. Use it. [/hider]