A year after this RP began, there are still those who express interest in joining. In the interest of fairness, this post also goes out to those that didn't get a chance to complete an application before the RP closed, those who expressed interest but had to be turned away immediately after the RP got started, and those who might want to return after joining and then taking a break. This is a special invitation, and not a complete re-opening of the RP, so depending on crowd size once word gets out please contact me via PM if you're not one of the names mentioned here. Hopefully I didn't miss anyone. If you're no longer interested, hopefully the ping doesn't bother you, sorry!
@baraquiel@Chao@Zanderkvothe@Haeo@Pathtowrath@Stabby@CollectorOfMyst
Collector, if you'd like to resume using your original character, send me a PM and we'll figure something out to catch him up.
@baraquiel@Chao@Zanderkvothe@Haeo@Pathtowrath@Stabby@CollectorOfMyst
Collector, if you'd like to resume using your original character, send me a PM and we'll figure something out to catch him up.
The following Hiders should contain all necessary info, and should be considered as a sort of secondary Opening Post.
- NARRATIVE 1 contains a second version of the original Interest Check post, explaining the basic concept of the RP and introducing the Demon King. Can you spot the differences between this and the original? ;)
- NEW CHARACTER SHEETS contains both a Code CS that can be copy pasted, and an in-depth CS that has an explanation of different parts. There's no Example Sheet this time, so if there are any questions let me know.
- NEW PLAYER SKILLS includes a blurb about the new mechanics that will be used ONLY for this instance, for the sake of New Players only. Read this carefully, then use the TIER ONE AND TIER TWO lists of skills at the bottom of that first Hider to make your choices.
- NARRATIVE 2 contains the second version of the original IC post, assuming that New Characters are all on DAY 5 and have thus had their own little adventures in the backstory. Pay close attention to all the differences in your new environment! ;)
You died.
The crystal clear memory, the moment of your death, burns at the back of your vision in exquisite detail. In this image, time freezes and every minutia stands out for you to ponder at your leisure. Behind it, the rest of your memories stretch into infinity like an endless hall of mirrors. Somehow you know you will never forget any of it. Moments of bliss and despair, weakness and triumph alike, engraved into eternity.
It would seem that you are alone, in this “eternity.” Endless white stretches out in every direction. Yet you feel claustrophobic, as if sealed in a box waiting to be opened. You stand upon a floor, but to look down reveals no shadow nor footprint. You are not sure if the pristine, featureless expanse is light, or void. You have a body, but your eyes, nose, and every nerve may as well be nonexistent for all the perception they provide.
But your ears hear a voice.
You can't quite make out the words...but whoever they are, they're calling you. There is an urgency in their voice...and urging, as well. Not only are they calling you to come to them, at the same time they are reaching out to you. They want to help you out of this place. They are showing you the way. You can feel their guidance...your eyes are drawn to a window out of this endless white expanse. How long has it been there? You don't know. But you are drawn to it. Through it, there is a sun, though you cannot feel its warmth. There is a breeze among clouds, but you see it as if through a dream. Far below the sky, below you, there is a grand and majestic castle. Within its highest tower, in a magnificent chamber, the ones calling you reach out...
“Another batch, eh? A clever trick--but one I caught just in time.”
The window is slammed shut, disappearing into the blank, blinding flash of eternity. In white, there is now black, and with this disparity comes a return to sensation, to feeling. The gaping tear in reality, onyx flesh rent by necrotic claws, admits a man into your presence. His steps ripple upon the floor like water and bring with them undulating shadows. His red cloak's tattered hem reminds you of billowing flames. You can’t decide if his dark clothing is that of the plain layman, or that of the pragmatic general. His hair is blacker than ink, finer than silk, and his features might be considered handsome. But the red eyes and knowing grin are too unsettling. Shadows dance behind him, trailing like smoke. Are they the heads of many dragons, or some other beasts? Is it the phantasmal image of some hundred-armed figure, bearing weapons of destruction? You cannot be certain.
“Greetings, mortal soul.” He sweeps one hand out, throwing the cloak over one shoulder. “I’ll try to make this quick.” Now both of his hands extend, and beneath you the floor presents an image...an entire world laid out before you. A world that is not your own.
“Your world has quite the imagination, so perhaps you’ve heard this one before. An everyday, run of the mill, average soul is swept off their feet by a sudden, glowing circle of runes! Or a portal that appears out of thin air! Or, like now, they are plucked from death’s door. It doesn’t matter, as the end result is the same." You get the feeling this speech is almost rehearsed. He chuckles, and the infinite expanse ripples.
"You’re now a Chosen Hero, and you’ve fallen into a brand new world. Magic is real and brave knights wield magical blades against the forces of evil! You might become an adventurer! You could explore vast dungeons, discover ancient treasures! You might even get your own personal harem of romantic interests, or slay a Demon King!”
The salesman’s smile he wears now twists into a cold, seething rage with a mouth set in stony resolve. His fangs gleam white in a mad grin. With a thunderclap from his hands, the world below you disappears. The void around you goes pitch black. Somehow, he is still visible.
“But that’s not how it’s going to go! You see, I am the aforementioned Demon King. And this time, I’m summoning my own Damned Heroes!”
Something closes in on you; the claustrophobia before is now full blown restraint. The “Demon King” folds one leg over the other and either floats back, or sits on some unseen throne.
“Unfortunately, my followers don’t put much stock in “prophecy,” “blessings,” or “talent." And I find the idea of "cheats" to be overdone. You have to start at the bottom rung like everyone else, and claw your way up...over a mountain of corpses, if need be. Yet, I will allow you one boon: You may choose, from a handful of options, how your new life will begin. In both of our worlds, no one ever gets to choose the circumstances of their birth, right? So in a way, maybe I’m giving you the best deal of all…
Then again, all of your choices are pretty shitty.”
He shrugs, and the shell around you closes completely. You can no longer see anything, yet your other senses begin to stir. And you can still hear his voice, though it comes now from within you.
"Despite all that, in all your world's tales the Heroes are quite savvy. No matter their nature or abilities, they always seem to find a way. Yes...a way to completely, utterly BREAK whatever hackneyed system the gods design!" You can hear him cackle with glee. Then you hear an odd, almost digital sound right next to your ears. Images, each displaying a creature out of a story-book, appear before you.
"Choose among these weak and pitiful creatures. As you grow in power and experience, you will transform into something greater. Some have more options, and others may overlap. In the end it is reliant on you as an individual. Even if two of you become the same type of creature down the line, I doubt your abilities will be exactly the same." Strings of an unknown language appear below the images, and before your eyes they begin to make sense.
"As former Humans, your "intelligence" and "wisdom" will far surpass many “normal” monsters. Feel free to use your memories and knowledge to your advantage. Just beware of thinking you’re a big fish when the pond is merely small." With no other option, and with the closed in feeling growing stronger, you make your choice.
"Now, off with you! If you want more than a snowball’s chance in Hell of surviving the world outside this Forest, defeat the Boss Monster! Use violence, subterfuge, even negotiation, I don’t give a damn! After that, make your way to my Palace...those who survive will be rewarded! Maybe I’ll even send you back home…" The shell emits a sharp crack. You see light.
You are reborn.
The crystal clear memory, the moment of your death, burns at the back of your vision in exquisite detail. In this image, time freezes and every minutia stands out for you to ponder at your leisure. Behind it, the rest of your memories stretch into infinity like an endless hall of mirrors. Somehow you know you will never forget any of it. Moments of bliss and despair, weakness and triumph alike, engraved into eternity.
It would seem that you are alone, in this “eternity.” Endless white stretches out in every direction. Yet you feel claustrophobic, as if sealed in a box waiting to be opened. You stand upon a floor, but to look down reveals no shadow nor footprint. You are not sure if the pristine, featureless expanse is light, or void. You have a body, but your eyes, nose, and every nerve may as well be nonexistent for all the perception they provide.
But your ears hear a voice.
You can't quite make out the words...but whoever they are, they're calling you. There is an urgency in their voice...and urging, as well. Not only are they calling you to come to them, at the same time they are reaching out to you. They want to help you out of this place. They are showing you the way. You can feel their guidance...your eyes are drawn to a window out of this endless white expanse. How long has it been there? You don't know. But you are drawn to it. Through it, there is a sun, though you cannot feel its warmth. There is a breeze among clouds, but you see it as if through a dream. Far below the sky, below you, there is a grand and majestic castle. Within its highest tower, in a magnificent chamber, the ones calling you reach out...
“Another batch, eh? A clever trick--but one I caught just in time.”
The window is slammed shut, disappearing into the blank, blinding flash of eternity. In white, there is now black, and with this disparity comes a return to sensation, to feeling. The gaping tear in reality, onyx flesh rent by necrotic claws, admits a man into your presence. His steps ripple upon the floor like water and bring with them undulating shadows. His red cloak's tattered hem reminds you of billowing flames. You can’t decide if his dark clothing is that of the plain layman, or that of the pragmatic general. His hair is blacker than ink, finer than silk, and his features might be considered handsome. But the red eyes and knowing grin are too unsettling. Shadows dance behind him, trailing like smoke. Are they the heads of many dragons, or some other beasts? Is it the phantasmal image of some hundred-armed figure, bearing weapons of destruction? You cannot be certain.
“Greetings, mortal soul.” He sweeps one hand out, throwing the cloak over one shoulder. “I’ll try to make this quick.” Now both of his hands extend, and beneath you the floor presents an image...an entire world laid out before you. A world that is not your own.
“Your world has quite the imagination, so perhaps you’ve heard this one before. An everyday, run of the mill, average soul is swept off their feet by a sudden, glowing circle of runes! Or a portal that appears out of thin air! Or, like now, they are plucked from death’s door. It doesn’t matter, as the end result is the same." You get the feeling this speech is almost rehearsed. He chuckles, and the infinite expanse ripples.
"You’re now a Chosen Hero, and you’ve fallen into a brand new world. Magic is real and brave knights wield magical blades against the forces of evil! You might become an adventurer! You could explore vast dungeons, discover ancient treasures! You might even get your own personal harem of romantic interests, or slay a Demon King!”
The salesman’s smile he wears now twists into a cold, seething rage with a mouth set in stony resolve. His fangs gleam white in a mad grin. With a thunderclap from his hands, the world below you disappears. The void around you goes pitch black. Somehow, he is still visible.
“But that’s not how it’s going to go! You see, I am the aforementioned Demon King. And this time, I’m summoning my own Damned Heroes!”
Something closes in on you; the claustrophobia before is now full blown restraint. The “Demon King” folds one leg over the other and either floats back, or sits on some unseen throne.
“Unfortunately, my followers don’t put much stock in “prophecy,” “blessings,” or “talent." And I find the idea of "cheats" to be overdone. You have to start at the bottom rung like everyone else, and claw your way up...over a mountain of corpses, if need be. Yet, I will allow you one boon: You may choose, from a handful of options, how your new life will begin. In both of our worlds, no one ever gets to choose the circumstances of their birth, right? So in a way, maybe I’m giving you the best deal of all…
Then again, all of your choices are pretty shitty.”
He shrugs, and the shell around you closes completely. You can no longer see anything, yet your other senses begin to stir. And you can still hear his voice, though it comes now from within you.
"Despite all that, in all your world's tales the Heroes are quite savvy. No matter their nature or abilities, they always seem to find a way. Yes...a way to completely, utterly BREAK whatever hackneyed system the gods design!" You can hear him cackle with glee. Then you hear an odd, almost digital sound right next to your ears. Images, each displaying a creature out of a story-book, appear before you.
"Choose among these weak and pitiful creatures. As you grow in power and experience, you will transform into something greater. Some have more options, and others may overlap. In the end it is reliant on you as an individual. Even if two of you become the same type of creature down the line, I doubt your abilities will be exactly the same." Strings of an unknown language appear below the images, and before your eyes they begin to make sense.
"As former Humans, your "intelligence" and "wisdom" will far surpass many “normal” monsters. Feel free to use your memories and knowledge to your advantage. Just beware of thinking you’re a big fish when the pond is merely small." With no other option, and with the closed in feeling growing stronger, you make your choice.
"Now, off with you! If you want more than a snowball’s chance in Hell of surviving the world outside this Forest, defeat the Boss Monster! Use violence, subterfuge, even negotiation, I don’t give a damn! After that, make your way to my Palace...those who survive will be rewarded! Maybe I’ll even send you back home…" The shell emits a sharp crack. You see light.
You are reborn.
As you may guess, this is a Fantasy, Anime style RP in the growing “isekai” or “other world” genre. The characters were once normal people on our version of Earth, like you and me. After their deaths, they reincarnate as monsters under a mysterious King of Demons. It's like series like Re:Monster, That Time I Reincarnated as a Slime, I'm a Spider, So What, and a few others. There’s also noticeable influence from monster raising games like Monster Rancher, Pokemon, etc.
Though there might be references to terms like “stats,” “experience,” and so forth, there won’t be any dice rolling or number crunching. If the “stats” are revealed, they’re vague comparisons meant to show an Ogre is stronger than a Troll or something like that. They aren’t the end-all-be-all of combat.
Players will choose one of six monsters types to be when they are reborn, unless I'm convinced to add more. If you want to suggest a new type, remember you're all supposed to be weaklings. Start with the kind of mooks an RPG would have at Level 1. Depending on how many players we have, I’d like to have one of each or at least a good variety. The characters will advance by performing all sorts of actions. Fighting is one option, training or learning new skills is another, and then there might be some odd stuff you wouldn’t expect. There are three forms of growth: Skills, Transformation, and Variance. Skills are things like magic spells or proficiency with weapons. They typically improve with practice or personal insight. Transformation is evolution; a Goblin becoming a Hobgoblin and then an Orc, for instance. Variance is the most unique of the three, and is only earned through special instances that will likely become unique to each character. Depending on different characters' backstories, I may grant them a few "carry overs" from their past lives at my discretion.
Here are your choices:
Slime - The Tank of the group. In stat terms, they’d have higher HP and Defense. They have many options for Transformation, and are adaptable to almost any environment. As they grow they might gain shapeshifting abilities or better offense without giving up too much of their specialty. Starting Skill: Physical Damage Resistance I. (A bundle skill applying to all three types, Blunt, Slash, and Pierce)
Dire Rat - The Damage Dealer. It might seem odd, but even though they’re small their speed and strong jaws mean that taking big bites out of an enemy can be very effective, among fellow weaklings. Their Transformations will allow them to branch out into other beast-type monsters. These usually focus on being physically powerful and having sharp senses. Starting Skill: Beast Senses I (A bundle skill applying to all physical senses).
Wisp - The Magic Attacker. A floating orb of magical energy, this monster can fire spells from range and levitate. But it can’t actually “fly” and is very weak up close. As it Transforms it will grow more powerful magically, and may gain various elemental affinities. And of course it won’t stay a featureless glowing puffball forever. Starting Skills: Mana Orb I, Lesser Force I, Levitation.
Goblin - The Jack of All Trades. The long eared, big nosed, green skinned and child-sized peon we’ve all come to love. Goblins aren’t especially strong at anything, but they’re well-balanced. They are the first monster that can use tools, limited to simple things like sharpened sticks. As they Transform they can specialize more, but it'll be hard to match up against creatures with natural specialties. Starting Skill: Use Light Equipment.
Fanged Lizard - The Status Effecter. Physically not much, but a single bite has the chance to paralyze any enemy, even stronger ones. It can also spit poison to wear an enemy down over time. It has fewer Transformations than some of the others. Yet each one offers distinct advantages and may hint to some interesting possibilities…Starting Skills: Stun Fang I, Poison Spit I.
Pixie - The Healer. Like the Wisp, this tiny winged humanoid is magically focused. Though weak, its healing and defensive spells (one of each) allow it to work very effectively as part of a group. As it Transforms it may become more independent with magical offense or different elements. Starting Skills: Minor Heal I, Lesser Flight I, Shield I.
[b]Name:[/b]
[b]Theme:[/b]
[b]Gender:[/b]
[b]Species:[/b]
[b]Appearance:[/b]
[b]Goals:[/b]
[b]Past Life:[/b]
[b]New History:[/b]
[b]Abilities:[/b]
[i]Level:[/i]
[b]Transformations:[/b]
[b]Inventory:[/b]
Name:
Theme:
(I feel like theme songs can help solidify the central idea of a character. But honestly this one’s optional.)
Gender:
(As fun as genderswap shenanigans can be, I’d rather they stick to whatever they were in their past life. Unless there’s a better reason for it than “isn’t this so comically inconvenient, lol?” or snowflake-isms)
Species:
Appearance:
(I’ll go into more detail on how the different monster species look, but any special physical traits--perhaps carried over from a past life--will be described here. For instance, maybe your Goblin has a more square jaw than most or beautiful blue eyes instead of piss-yellow ones. Maybe your Dire Rat’s fur has features of a certain hair style, or your Fanged Lizard has a tattoo that persists through all your forms. As time goes on you might add things like clothing or armor too. It may be difficult to find pictures for this, but feel free to use them if you can.)
Goals:
(Are you going to find a way back home? Just try to survive? Obey the Demon King? Go off on a tangent and try to experience this new world for yourself? These help flesh the character out, but they also allow me to build up more relevant story events or come up with interesting “quest” lines.)
Past Life:
(Give us a sense of their personality and backstory before they were reincarnated, but be aware that this will carry over into how they’re played. Don’t make them some kind of genius modern renaissance man who knows how to build firearms from scratch and program computers and is a black belt in several martial arts, but if you want them to have certain skillsets or knowledge they could carry over that’s fine. I might even grant them a few bonus abilities off the bat, depending on how well-fleshed out they are. That said, I don’t need an entire life-long biography.)
New History:
(Since many of you are joining us for the first time, you will be selecting some of your Skills and such from the start and starting at Level 4. Skills are normally developed through your actions. For instance, if a Goblin spent all his time pushing big rocks around to make a stone hut, he might get the skills Stronger, Crafting, and Fortify. Stronger would reflect the increase in muscle mass he got from that exercise, Crafting would reflect how he learned to put things together, and Fortify would reflect how he made the structure stronger. So, based on the Skills you select when creating your character, give us a bit of backstory based on what your character, in their new monster body, has been up to.
The Time Period you'll want to make note of is this. During the FIRST WEEK of their reborn lives, all characters acted solely on instinct. They were fresh born from eggs or newly split from their mothers, whatever, and all they new was that this world was new and strange and they needed to eat and drink and hide and sleep. During or after this period, though, they Reawakened their old memories, and their bodies matured enough for them to begin an independent life-style. Since the Reawakening, you will all start on DAY 5--but that is a TOTAL of 12 days to go over in your history, during which you would have learned the Skills you have selected. IN ADDITION, you are starting in a NEW ENVIRONMENT. Read all the NARRATIVE parts of this post carefully to pick up what you'll need to know about the DEEP FOREST.)
Abilities:
Level:
(NEW PLAYERS WILL START AT LEVEL 4)
(Any Skills, Variances, or other traits you develop will be listed here. During the process of approving character applications I’ll let you know what they would have and you can add it during the final draft. You’ll also want to periodically update this as the RP goes on. The format will be Name - Description - History, with history simply being how it was earned (transformed, learned by doing X thing, learned from a book, etc.)
Transformations:
(This will be a record of what forms you’ve taken over the course of the RP. At first there won’t be anything here, but it’s just preparation for the future. The format will be First Species > Next Species > And so on.)
Inventory:
(Items like Weapons, Tools, Potions, etc that you’ll gather over time. There will be rules for which monsters can and can’t use certain types of items, but there will be a few things everyone can make use of...and with some ingenuity, maybe you can get around some of those equipment limits...The format will be a simple Name - Description.)
Theme:
(I feel like theme songs can help solidify the central idea of a character. But honestly this one’s optional.)
Gender:
(As fun as genderswap shenanigans can be, I’d rather they stick to whatever they were in their past life. Unless there’s a better reason for it than “isn’t this so comically inconvenient, lol?” or snowflake-isms)
Species:
Appearance:
(I’ll go into more detail on how the different monster species look, but any special physical traits--perhaps carried over from a past life--will be described here. For instance, maybe your Goblin has a more square jaw than most or beautiful blue eyes instead of piss-yellow ones. Maybe your Dire Rat’s fur has features of a certain hair style, or your Fanged Lizard has a tattoo that persists through all your forms. As time goes on you might add things like clothing or armor too. It may be difficult to find pictures for this, but feel free to use them if you can.)
Goals:
(Are you going to find a way back home? Just try to survive? Obey the Demon King? Go off on a tangent and try to experience this new world for yourself? These help flesh the character out, but they also allow me to build up more relevant story events or come up with interesting “quest” lines.)
Past Life:
(Give us a sense of their personality and backstory before they were reincarnated, but be aware that this will carry over into how they’re played. Don’t make them some kind of genius modern renaissance man who knows how to build firearms from scratch and program computers and is a black belt in several martial arts, but if you want them to have certain skillsets or knowledge they could carry over that’s fine. I might even grant them a few bonus abilities off the bat, depending on how well-fleshed out they are. That said, I don’t need an entire life-long biography.)
New History:
(Since many of you are joining us for the first time, you will be selecting some of your Skills and such from the start and starting at Level 4. Skills are normally developed through your actions. For instance, if a Goblin spent all his time pushing big rocks around to make a stone hut, he might get the skills Stronger, Crafting, and Fortify. Stronger would reflect the increase in muscle mass he got from that exercise, Crafting would reflect how he learned to put things together, and Fortify would reflect how he made the structure stronger. So, based on the Skills you select when creating your character, give us a bit of backstory based on what your character, in their new monster body, has been up to.
The Time Period you'll want to make note of is this. During the FIRST WEEK of their reborn lives, all characters acted solely on instinct. They were fresh born from eggs or newly split from their mothers, whatever, and all they new was that this world was new and strange and they needed to eat and drink and hide and sleep. During or after this period, though, they Reawakened their old memories, and their bodies matured enough for them to begin an independent life-style. Since the Reawakening, you will all start on DAY 5--but that is a TOTAL of 12 days to go over in your history, during which you would have learned the Skills you have selected. IN ADDITION, you are starting in a NEW ENVIRONMENT. Read all the NARRATIVE parts of this post carefully to pick up what you'll need to know about the DEEP FOREST.)
Abilities:
Level:
(NEW PLAYERS WILL START AT LEVEL 4)
(Any Skills, Variances, or other traits you develop will be listed here. During the process of approving character applications I’ll let you know what they would have and you can add it during the final draft. You’ll also want to periodically update this as the RP goes on. The format will be Name - Description - History, with history simply being how it was earned (transformed, learned by doing X thing, learned from a book, etc.)
Transformations:
(This will be a record of what forms you’ve taken over the course of the RP. At first there won’t be anything here, but it’s just preparation for the future. The format will be First Species > Next Species > And so on.)
Inventory:
(Items like Weapons, Tools, Potions, etc that you’ll gather over time. There will be rules for which monsters can and can’t use certain types of items, but there will be a few things everyone can make use of...and with some ingenuity, maybe you can get around some of those equipment limits...The format will be a simple Name - Description.)
For NEW PLAYERS, I've compiled a list of the most common skills that were developed over the current course of the game. The fact that they were so common means that, for whatever reason, human-brains-in-monster-bodies trying to survive must be more likely to develop all these skills, so I figure it won't hurt anything to "give" some of them to you in this fashion as you're less likely to have advantage over others. However, due to the strength or other qualities of some of these skills, they'll be sorted into "tiers" in a way. These tiers will have DIFFERENT COSTS.
New Players will start at LEVEL 4. You will have 30 Skill Points (normally a level up is 5, but there were some bonuses given out over time as we reached milestones) to spend on these Skills AND your SPECIES SKILLS. One Skill Point makes a Skill's Rank go up by 0.1. A Skill becomes Useable at 1.0, attaining Rank I. IF YOU WISH TO DEVELOP A SKILL PAST RANK I, IT WILL COST TWICE AS MANY SKILLPOINTS. So from Rank I to Rank II, each Skill Point will increase the Rank by 0.05 instead. From Rank II to Rank III, a Skill Point increases Rank by 0.025. And so on and so forth.
HOWEVER, it MIGHT benefit you not to try and max out too many skills from the get go...after all, current players who read this are probably thinking "what? My skill points never decreased in value at higher levels..." and I'll tell you why that is. Because the New Players are getting some of their skills at Character Creation, I'm balancing out how high they can actually pump those skills. ONCE YOU ENTER THE GAME, Skill Points return to their original value of 1 per 0.1, if you have any remaining after Creation. That reduction, however, will continue to apply as you develop the Skills without using the Skill Points. In other words, by practicing Fireball many times, you'll increase its Rank without using Skill Points...but as Fireball gets stronger, you'll see diminishing returns without Skill Points unless you change the method of training you use to be more creative, more intensive, etc.
You also might want to think in a long-term fashion about what skills you want. A Skill is UNUSABLE until it gets to 1.0, but it's still there on your Skill List if it even has 0.1 in it. You might just want to enable a Skill, then work it up to Rank I IN-GAME rather than pumping all your points into it. That would allow you to have more variety...but at the cost of power or actual available Skills.
You can put Skill Points into your Species Skills as well, the ones you start the game with. And if you gain a Past Life Skill after your backstory is submitted, you can also put points into that.
IF A TIER TWO SKILL IS ONE OF YOUR SPECIES SKILLS, TREAT IT AS TIER ONE.
So without further adieu, here's the list of Skills you now have available at Character Creation:
New Players will start at LEVEL 4. You will have 30 Skill Points (normally a level up is 5, but there were some bonuses given out over time as we reached milestones) to spend on these Skills AND your SPECIES SKILLS. One Skill Point makes a Skill's Rank go up by 0.1. A Skill becomes Useable at 1.0, attaining Rank I. IF YOU WISH TO DEVELOP A SKILL PAST RANK I, IT WILL COST TWICE AS MANY SKILLPOINTS. So from Rank I to Rank II, each Skill Point will increase the Rank by 0.05 instead. From Rank II to Rank III, a Skill Point increases Rank by 0.025. And so on and so forth.
HOWEVER, it MIGHT benefit you not to try and max out too many skills from the get go...after all, current players who read this are probably thinking "what? My skill points never decreased in value at higher levels..." and I'll tell you why that is. Because the New Players are getting some of their skills at Character Creation, I'm balancing out how high they can actually pump those skills. ONCE YOU ENTER THE GAME, Skill Points return to their original value of 1 per 0.1, if you have any remaining after Creation. That reduction, however, will continue to apply as you develop the Skills without using the Skill Points. In other words, by practicing Fireball many times, you'll increase its Rank without using Skill Points...but as Fireball gets stronger, you'll see diminishing returns without Skill Points unless you change the method of training you use to be more creative, more intensive, etc.
You also might want to think in a long-term fashion about what skills you want. A Skill is UNUSABLE until it gets to 1.0, but it's still there on your Skill List if it even has 0.1 in it. You might just want to enable a Skill, then work it up to Rank I IN-GAME rather than pumping all your points into it. That would allow you to have more variety...but at the cost of power or actual available Skills.
You can put Skill Points into your Species Skills as well, the ones you start the game with. And if you gain a Past Life Skill after your backstory is submitted, you can also put points into that.
IF A TIER TWO SKILL IS ONE OF YOUR SPECIES SKILLS, TREAT IT AS TIER ONE.
So without further adieu, here's the list of Skills you now have available at Character Creation:
Alert - Though this skill is limited by the strength of your senses, and does not sharpen your senses on its own, it allows you to become more aware of your surroundings. Without conscious effort, you will pick up on signs in your environment more easily, especially if they present some form of danger to you. Essentially this is an anti-ambush skill.
Charisma - Like other charismatic skills, your personality is almost a magical charm unto itself. You’ll have greater luck convincing others to go along with your suggestions, but only within their own natural reasoning. This skill may not work on those with stronger Wills.
Crafting - Your knowledge and understanding of mechanics, workmanship, and other such things enable you to craft better items. The process of creating many items is still an unknown to you, but if you ever succeed in such a creation its Sub-Stat Enhancements will be higher than normal.
Faster - Your base speed and movement stats are increased.
Harder - Your base defensive and constitutional stats are increased.
Magic Analysis - You may now analyze Magical energies or objects to learn their most basic magic characteristics. Less effective on Materials and Monsters unless they are magical in nature.
Mana Orb - A simple blast of Energy elemental magic with a range of 30 feet. At the moment it only does as much damage as a strong punch on average, unless the enemy is weak to magic. As it gets stronger it becomes a generic, non-elemental energy blast. Due to its simple nature and lack of elemental properties the Mana Orb spell is easily malleable into other spell forms.
Material Analysis - You have developed an eye for determining the qualities of inorganic or non-living objects. At this rank, you will only be able to gain surface information about an object. When used in conjunction with a crafting skill, it may help discover more compatible items.
Meditate - By concentrating and calming oneself, increase the regeneration of Magic Power and Stamina. This skill cannot be used in battle. Any distractions in the environment will drastically decrease the effectiveness of this skill. This skill cannot be used in conjunction with other Active skills.
Monster Analysis - Gain basic biological information about a Monster or its parts by carefully observing it.
Muffle - This skill grants you the ability to be just a little bit better at being stealthy, with a focus on reducing the sound of your movements.
Overwork - Push through, break the limit, and--probably need a nap later. When you really need it, you’re able to summon up just that little extra bit of power, at the cost of slowly stressing yourself to death.
Plant Analysis - Gain basic biological information about a Plant or its parts by carefully observing it.
Stronger - Increase your base physical strength stats.
Soil Manipulation - An Earth Elemental Magic Spell. At this Rank, you may move up to 5 pounds of loose soil (sand, dirt, and powdered minerals, but not gravel, pebbles, or anything made of larger fragments) freely within a 10 foot radius around your body. Using this soil to create a shape or exert a larger amount of force consumes more MP, and takes 30 seconds at minimum. At this rank, created shapes cannot consist of more than one part, or be more complex than quadrilateral structures. At this rank, created shapes cannot change the quality of the soil (sharper, harder, etc) nor its color or texture.
Rabid Fit - Fly into a mindless rage, and destroy the enemy! A sudden burst of fury grants you increased strength and damage, but you’ll become more vulnerable to damage yourself.
Charisma - Like other charismatic skills, your personality is almost a magical charm unto itself. You’ll have greater luck convincing others to go along with your suggestions, but only within their own natural reasoning. This skill may not work on those with stronger Wills.
Crafting - Your knowledge and understanding of mechanics, workmanship, and other such things enable you to craft better items. The process of creating many items is still an unknown to you, but if you ever succeed in such a creation its Sub-Stat Enhancements will be higher than normal.
Faster - Your base speed and movement stats are increased.
Harder - Your base defensive and constitutional stats are increased.
Magic Analysis - You may now analyze Magical energies or objects to learn their most basic magic characteristics. Less effective on Materials and Monsters unless they are magical in nature.
Mana Orb - A simple blast of Energy elemental magic with a range of 30 feet. At the moment it only does as much damage as a strong punch on average, unless the enemy is weak to magic. As it gets stronger it becomes a generic, non-elemental energy blast. Due to its simple nature and lack of elemental properties the Mana Orb spell is easily malleable into other spell forms.
Material Analysis - You have developed an eye for determining the qualities of inorganic or non-living objects. At this rank, you will only be able to gain surface information about an object. When used in conjunction with a crafting skill, it may help discover more compatible items.
Meditate - By concentrating and calming oneself, increase the regeneration of Magic Power and Stamina. This skill cannot be used in battle. Any distractions in the environment will drastically decrease the effectiveness of this skill. This skill cannot be used in conjunction with other Active skills.
Monster Analysis - Gain basic biological information about a Monster or its parts by carefully observing it.
Muffle - This skill grants you the ability to be just a little bit better at being stealthy, with a focus on reducing the sound of your movements.
Overwork - Push through, break the limit, and--probably need a nap later. When you really need it, you’re able to summon up just that little extra bit of power, at the cost of slowly stressing yourself to death.
Plant Analysis - Gain basic biological information about a Plant or its parts by carefully observing it.
Stronger - Increase your base physical strength stats.
Soil Manipulation - An Earth Elemental Magic Spell. At this Rank, you may move up to 5 pounds of loose soil (sand, dirt, and powdered minerals, but not gravel, pebbles, or anything made of larger fragments) freely within a 10 foot radius around your body. Using this soil to create a shape or exert a larger amount of force consumes more MP, and takes 30 seconds at minimum. At this rank, created shapes cannot consist of more than one part, or be more complex than quadrilateral structures. At this rank, created shapes cannot change the quality of the soil (sharper, harder, etc) nor its color or texture.
Rabid Fit - Fly into a mindless rage, and destroy the enemy! A sudden burst of fury grants you increased strength and damage, but you’ll become more vulnerable to damage yourself.
Blunt Resistance - Take less damage from Blunt attacks, such as being hit with clubs, rocks, or simple crushing physical force. If Blunt, Pierce, and Slash Resistance are all acquired the rank of Physical Damage Resistance will increase.
Dextrous - Your practice with fine manipulation and using your [forepaws, mouth, etc] has earned an unusual skill for your species [unless you're a Goblin, in which case omit this clause]! Your [hands, mouth, etc] can now be used to manipulate small objects and tools, though you still aren’t strong enough yet to “wield” weapons or pick up very large things.
Fire Resistance - Take less damage from Fire and Fire Elemental Magic. If all other Elemental Resistances are acquired, this will also increase the rank of Magic Resistance.
Fireball - The fire-themed version of a basic magical attack. With roughly the same power, range, and MP consumption as a Mana Orb, it has the unique property of being able to inflict a burn on the target. However, as an elemental spell, these same properties render it harder to use in certain circumstances. Non-flammable or elementally opposed targets, for example, will be much less effected.
Focus - By spending at least 30 seconds focusing before using an offensive Skill or Spell, you can increase its damage or range. At this rank it is comparable to increasing the power by one rank (eg Mana Orb I to Mana Orb II) while also increasing the MP cost by half again (spend 1.5x Mana Orb I's cost).
Fortify - When creating something, especially a Structure of some type, you are able to imbue it with your own magic in order to strengthen its resilience. A piece of wood will not break so easily, a piece of stone will withstand weathering longer. With a better understanding of the Materials, or higher Crafting skills, this skill's effect is boosted.
Keen [Sight, Ear, Nose, or Taste] - Expend stamina to increase the range and clarity of physical senses. At this rank it is only barely superhuman but not above that of say, an animal. If all Keen Senses are acquired, they raise the rank of Beast Senses.
Lesser Force - A conversion of Mana into physical force. It has a short range (arm's length around the caster) and is relatively weak at this rank, but allows one to pick up small objects without using a limb.
Mana Drain - You have experienced the flow of mana inside your own body, and felt the energy of other creatures being used upon you. Like siphoning water through a tube, this ability allows the user to draw the energies of others into themselves. By using Stamina, you will drain MP from an opponent and add it to your own. However, certain factors may come into play--you are not guaranteed to restore the exact same amount of MP that you drain. At this rank, in order to use this skill you must be touching the creature or object to be drained. While you are using this skill you cannot use any other spell or skill that is offensive in nature or requires complex movements.
Mana Shape - You can shape your raw Mana into the appearance of something. At this rank, your Mana does not have weight, force, or other physical qualities. Your Mana cannot produce sounds. Your Mana cannot move freely. Your mana can have its color changed. Your shapes must be relatively simple with no moving parts. The shape cannot be held for long without more MP.
Mana Strike - Infuse a physical attack with non-elemental Magic to increase its damage. The attack's physical type of damage is unaffected, but Magic damage is simply added. Thus a creature with Slash Resistance would still take the Magic Damage if this Skill were used with a sword. Like Mana Orb, this technique is malleable and often a starting point for other forms of enchanting skills.
Mental Resistance - Take less damage from Psychic-type spells or skills, and have a better chance of resisting mind-altering effects such as Confusion or Hypnosis. This counts as an Elemental resistance for the purposes of Magic Resistance.
Minor Heal - The most basic of healing spells. In most cases, only surface level wounds are affected. Cannot cure diseases. May even accelerate certain conditions not healed by the body's natural recovery. Cast upon a single target within eyesight.
Pierce Resistance - Take less damage from Piercing attacks such as spears, arrows, or even teeth. If Blunt, Slash, and Pierce Resistance are all acquired, the rank of Physical Damage Resistance will increase.
Point Strike - With a discerning eye, take aim at an oppenent's weak point and concentrate your own power into a single point of attack. Slightly increase the power of any attack, and gain an increased chance for a Critical Hit. Using this Skill in conjunction with other attack Skills, however, may cause it to lose effectiveness.
Poison Resistance - Take less damage from poisonous attacks and reduce the chances of being poisoned by them.
Prehensile Tail - Unranked Skill. Your tail has become dextrous and strong enough to be used as a fifth limb, though it lacks digits or protection compared to other parts of your body. It can do whatever your normal manipulating limbs could do within reason.
Shield - The most basic of defensive support spells. An aura effect reduces incoming damage, but no physical barrier or counteractive forces are generated. Only natural resistances to damage are reinforced. Can be cast on objects.
Skewer - Expend Stamina to increase the power of a Piercing physical attack.
Slash - Expend Stamina to increase the power of a Slashing physical attack.
Slash Resistance - Take less damage from Slashing physical attacks, such as swords or even claws. If Blunt, Slash, and Pierce Resistance are all acquired, the rank of Physical Damage Resistance will increase.
Smash - Expend Stamina to increase the power of a Blunt physical attack.
Stone Shot - You have learned to charge a piece of stone with your energy before hurling it at your opponent. This attack does blunt, piercing, and Earth-elemental magic damage. It consumes less MP than most spells, but requires ammunition.
Suppress Presence - Using your magical power, you subtly mask your presence from the senses of others around you. By comparison, it's a similar ability to those shy people who seem to disappear at the corner of the crowd's vision as they hover in the corner.
Throw Item - Using an item from your inventory, you hurl it at the opponent by expending Stamina. Different items may have different effects and some are more suited than others as projectile weapons. At this rank, the chance to destroy the thrown item is very high. Damage type depends on the item.
Tremor Sense - You can feel vibrations through the earth within a 30 foot radius or so around you, whether they be footsteps, tunneling creatures, etc. by Activating this skill. At this rank you cannot magically enhance your own vibrations, but simply stomping or beating the ground might work to initiate a sonar of sorts.
Use Light Equipment - Unranked Skill. Allows the use of smaller weapons, tools, and other items with a degree of proficiency. Requires opposable thumbs or some other method of actually holding the object. Size limitations may be relative.
Warcry - Unleash a loud, violent roar that causes enemies to shift their focus to you.
Dextrous - Your practice with fine manipulation and using your [forepaws, mouth, etc] has earned an unusual skill for your species [unless you're a Goblin, in which case omit this clause]! Your [hands, mouth, etc] can now be used to manipulate small objects and tools, though you still aren’t strong enough yet to “wield” weapons or pick up very large things.
Fire Resistance - Take less damage from Fire and Fire Elemental Magic. If all other Elemental Resistances are acquired, this will also increase the rank of Magic Resistance.
Fireball - The fire-themed version of a basic magical attack. With roughly the same power, range, and MP consumption as a Mana Orb, it has the unique property of being able to inflict a burn on the target. However, as an elemental spell, these same properties render it harder to use in certain circumstances. Non-flammable or elementally opposed targets, for example, will be much less effected.
Focus - By spending at least 30 seconds focusing before using an offensive Skill or Spell, you can increase its damage or range. At this rank it is comparable to increasing the power by one rank (eg Mana Orb I to Mana Orb II) while also increasing the MP cost by half again (spend 1.5x Mana Orb I's cost).
Fortify - When creating something, especially a Structure of some type, you are able to imbue it with your own magic in order to strengthen its resilience. A piece of wood will not break so easily, a piece of stone will withstand weathering longer. With a better understanding of the Materials, or higher Crafting skills, this skill's effect is boosted.
Keen [Sight, Ear, Nose, or Taste] - Expend stamina to increase the range and clarity of physical senses. At this rank it is only barely superhuman but not above that of say, an animal. If all Keen Senses are acquired, they raise the rank of Beast Senses.
Lesser Force - A conversion of Mana into physical force. It has a short range (arm's length around the caster) and is relatively weak at this rank, but allows one to pick up small objects without using a limb.
Mana Drain - You have experienced the flow of mana inside your own body, and felt the energy of other creatures being used upon you. Like siphoning water through a tube, this ability allows the user to draw the energies of others into themselves. By using Stamina, you will drain MP from an opponent and add it to your own. However, certain factors may come into play--you are not guaranteed to restore the exact same amount of MP that you drain. At this rank, in order to use this skill you must be touching the creature or object to be drained. While you are using this skill you cannot use any other spell or skill that is offensive in nature or requires complex movements.
Mana Shape - You can shape your raw Mana into the appearance of something. At this rank, your Mana does not have weight, force, or other physical qualities. Your Mana cannot produce sounds. Your Mana cannot move freely. Your mana can have its color changed. Your shapes must be relatively simple with no moving parts. The shape cannot be held for long without more MP.
Mana Strike - Infuse a physical attack with non-elemental Magic to increase its damage. The attack's physical type of damage is unaffected, but Magic damage is simply added. Thus a creature with Slash Resistance would still take the Magic Damage if this Skill were used with a sword. Like Mana Orb, this technique is malleable and often a starting point for other forms of enchanting skills.
Mental Resistance - Take less damage from Psychic-type spells or skills, and have a better chance of resisting mind-altering effects such as Confusion or Hypnosis. This counts as an Elemental resistance for the purposes of Magic Resistance.
Minor Heal - The most basic of healing spells. In most cases, only surface level wounds are affected. Cannot cure diseases. May even accelerate certain conditions not healed by the body's natural recovery. Cast upon a single target within eyesight.
Pierce Resistance - Take less damage from Piercing attacks such as spears, arrows, or even teeth. If Blunt, Slash, and Pierce Resistance are all acquired, the rank of Physical Damage Resistance will increase.
Point Strike - With a discerning eye, take aim at an oppenent's weak point and concentrate your own power into a single point of attack. Slightly increase the power of any attack, and gain an increased chance for a Critical Hit. Using this Skill in conjunction with other attack Skills, however, may cause it to lose effectiveness.
Poison Resistance - Take less damage from poisonous attacks and reduce the chances of being poisoned by them.
Prehensile Tail - Unranked Skill. Your tail has become dextrous and strong enough to be used as a fifth limb, though it lacks digits or protection compared to other parts of your body. It can do whatever your normal manipulating limbs could do within reason.
Shield - The most basic of defensive support spells. An aura effect reduces incoming damage, but no physical barrier or counteractive forces are generated. Only natural resistances to damage are reinforced. Can be cast on objects.
Skewer - Expend Stamina to increase the power of a Piercing physical attack.
Slash - Expend Stamina to increase the power of a Slashing physical attack.
Slash Resistance - Take less damage from Slashing physical attacks, such as swords or even claws. If Blunt, Slash, and Pierce Resistance are all acquired, the rank of Physical Damage Resistance will increase.
Smash - Expend Stamina to increase the power of a Blunt physical attack.
Stone Shot - You have learned to charge a piece of stone with your energy before hurling it at your opponent. This attack does blunt, piercing, and Earth-elemental magic damage. It consumes less MP than most spells, but requires ammunition.
Suppress Presence - Using your magical power, you subtly mask your presence from the senses of others around you. By comparison, it's a similar ability to those shy people who seem to disappear at the corner of the crowd's vision as they hover in the corner.
Throw Item - Using an item from your inventory, you hurl it at the opponent by expending Stamina. Different items may have different effects and some are more suited than others as projectile weapons. At this rank, the chance to destroy the thrown item is very high. Damage type depends on the item.
Tremor Sense - You can feel vibrations through the earth within a 30 foot radius or so around you, whether they be footsteps, tunneling creatures, etc. by Activating this skill. At this rank you cannot magically enhance your own vibrations, but simply stomping or beating the ground might work to initiate a sonar of sorts.
Use Light Equipment - Unranked Skill. Allows the use of smaller weapons, tools, and other items with a degree of proficiency. Requires opposable thumbs or some other method of actually holding the object. Size limitations may be relative.
Warcry - Unleash a loud, violent roar that causes enemies to shift their focus to you.
And now, to set the scene. As the second group of Damned Heroes, for some reason the Demon King has seen fit to drop you somewhere else...
Leaves rustle. Strange blue flowers glitter, as if covered in morning dew no matter the time of day. To the northwest, and to the east, if one travels far enough they can hear the rush of twin rivers. Moss creeps here and there, only where the pale fingers of sunlight poke through the canopy to reach the hard ground below. Though it seems quiet, in reality a tranquil harmony has formed between all the instruments of the forest. Birds, insects, shivering blades of grass, and the creaking boughs all meld into the orchestra of nature. But there are other creatures here as well...
And they are many. Almost too many for this much space it seems, despite the lush resources of the deep wood. Creatures of all shapes and sizes, reptiles and mammals and flying things. Yet to call them beasts would be too simple. They are too varied in form to be classified by the same typologies one would use for nature--they do not follow the same rules in their beings, nor in their interactions. They are...aberrations? Deviations?
Monsters.
Different pairs of small, humanoid figures with gossamer wings and brightly colored hair, flutter in and out of hollows in the great trees. The Pixies giggle and buzz among themselves, every so often drifting down towards the ground to pick the strange blue flowers. Occasionally, as one draws too close to a hollow log, or a burrow hidden between rocks, a growling Dire Rat or hissing Fanged Lizard lunges out with teeth bared. An unwary Pixie could even find itself attacked by rotund balls of moving goop. The Slimes had plenty of plantlife to feed on here, and often grew large and slow...but if they waited, carefully slithering and hiding in places that solid-bodied creatures couldn't fit into, they could make quite the ambush predator. Spheres of glowing light, feather soft around the edges and leaving trails of shimmering ozone, rise up through the tangled network of the treetops. Every so often, one crackles angrily and zooms down at some unlucky creature, launching sparkling displays of magical fury.
But despite how many creatures lived together in this ecosystem, they seem wary to venture too far from their dens, or to forage overmuch for food and shelter. Why? It likely has something to do with the worn trails one finds here and there. Though never traveling in a straight line, and never in an orderly fashion, the trail makes a rough circle of sorts that winds for a long, long time around this area of the woods. And the creatures that made this trail often patrol it, searching for anything they can find to slaughter and devour. The weaker creatures have learned to avoid them. Though they too are weak, they have numbers, and weapons. The stronger monsters have either been brought down--though not without casualty--or simply avoid the territory. The weaker monsters are trapped within it, for they dare not risk crossing the trail overmuch and running into the hunters.
These hunters, of course, are the last of our many basic monsters--the Goblins. There are many, far more than their rivals in the cave a day or so's journey away. Up until recently, they were quite successful...but, long unbeknownst to the forest's new arrivals, this was the doing of the previous generation. Those Goblins are gone now...though they leave quite the legacy behind. Still, the greenskins are nothing to scoff at for other weakling monsters. Especially not their two leaders...the Hobgoblin and the Redcap.
The Hobgoblin has sharp eyes, constantly watching, constantly planning. He wears armor all over his body, made from the bones of various creatures strung together with bits of twine and sinew. Necklaces and bracelets of claws and fangs adorn him. Standing at four and a half feet tall, he towers over many of the goblins. His build is more muscular than theirs as well, but more impressive is how leanly toned he is; his face, too, is more refined. Though his ears are still long and his nose still pointy, and two fangs jut from his lower lip, he has much more hair than other Goblins to soften these features. It is so black that it appears blue, and roughly spikes about his head like a wild mane. His skin is a much darker shade of green, less saturated, but he has painted himself with various blue and white tattoos using dyes likely made from plantlife. He carries a spear, holding it close as if afraid to be without it for even a moment. Its haft is made from a sturdy branch, not the gnarled things many other goblins cling to, and its point seems to made of a purple, jagged horn that comes to a devious tip. Yet near its base the horn branches somewhat, more like an antler...and skewered through two of the small points near its base, four on each side, are eyeballs that have somehow hardened and now shine like red and orange gemstones.
The Redcap's skin is his namesake's color, and while he too has a full head of hair it is solid white. There is much less of his build to be seen, though it is slightly broader and more muscular than his companion's if not as tall. He wears dark furs, blacks and greys, fashioned into a long shirt and pants--even a cloak. He too wears accessories made of small bones, fangs, and claws strung together with vines. His weapons look simple at first glance, knives made out of stone--but they are larger and sharper than most of the other stones in the area. The mountains are far to the west of this tribe's territory. Did he brave all that way, all the challenges along that road, to find those stones and make better weapons? Like the Hobgoblin, his features are less grotesque than the other Goblins...but his scowl and glare have a palpable cynicism.
It is a common sight to see these two fighting amongst themselves. The other Goblins, especially three larger ones who can be seen barking the orders when these two are distracted, often circle up and chant or cheer. The Redcap is always the challenger, the Hobgoblin always the defender...and the victor. When the tribe unites for some other purpose, however, the Redcap seems to begrudgingly obey. No matter their rivalry, the Goblins always stick together. Thus, the Hobgoblin is their Boss from now, until the day he allows himself to be seen as unfit...and he is too crafty, too determined, for that.
Thus far, this is all you have seen...
It has been 12 days since your new life began. Or at least, that’s what you believe based on what natural light you see and the apparent sleep cycles of other creatures you’ve observed. For some of you the first week was as if coming out of a deep sleep. Groggily, you acted on auto-pilot until those first few primal needs were met, but now you have truly awakened to your predicament. Some of you had to grow a bit before you could really accomplish anything. Some of you had to find a place to hide, or a source of easy food and water, before you could relax and really begin to examine your surroundings. But now you think you’ve got the hang of it. You’re probably not fully grown yet, but all of these creatures are the type of lower life forms that live fast and die faster, so your maturation rate matches that pace. And now, with an understanding of what you are...it seems like it’s the right time to figure out where you are, and where you’re going from here…
Of immediate note in your surroundings are four things: The strange blue flowers, which pop up here and there in clusters among the rocks or catch the eye every so often from vines crawling up the trees; the green herbs growing so thickly in one large, peaceful clearing that many creatures avoid due to its lack of cover; the large, elder tree that climbs higher than any of the others, being so large that six goblins can't wrap their arms around it; and finally, the ramshackle lean-tos around which you see the shadows of a few goblins...
Oh, and just now there was that HUGE EXPLOSION from the mountains in the distant West...
Please post new character applications in the OOC first, and after I check them out I'll let you know when they're approved for the CS tab. The Discord link has broken, let me know once you're sure you're going to join up and I'll PM you a new one. If you have any other questions, let me know.
And welcome, one and all, New Mooks. Lucky you, you're a half-step from the bottom rung unlike those other shmucks. How's that for your Isekai Cheat?
1x Like