There's a bit of info to read through in the hiders below. These are important for making your character sheet. Particularly with Attributes, it's weird system but the goal is to balance power without being massively constricting. I've tried to explain it as best as possible, but if there are any questions please don't hesitate to ask.
Character Template
Appearance: [No photo-realistic] Name: Race: Class: Rank: [Copper, Iron, Silver or Gold] [Platinum and Mythril can only be earned throughout the roleplay] Affinities: [Maximum of two: Earth, Fire, Water, Wind, Electricity, Light, Dark, Spirit, Special*] *Can only have one special affinity. Ex: Beast taming, Music, Transformation]
Brief Backstory: Weapons: [No affinities or enchantments. They will be earned throughout the rp.] Abilities: [Any training they've had, the scope of their affinities and how they use them, and any other skills they've picked up along the way.]
Important Details
There are six ranks in total: Copper, Iron, Silver, Gold, Platinum and Mythril. All characters start at the lowest rank when they first join the guild. However, your character can be anything from copper to gold if they are already a member when you create them.
Note: They cannot start at Platinum or Mythril. Those ranks must be earned throughout the roleplay.
Your character can have a maximum of two affinities from copper to gold. However, once they reach platinum they may choose a third.
Certain affinities are forbidden. They are only used by antagonists. Any character using a forbidden ability will be treated as an antagonist.
Each character can only have one special affinity. The rest must be from the basic elements listed: Earth: Controls rocks and soil. Does not include manipulating plant life. Fire: Controls fire.
Note; there are several different colours with differing properties. (All people with a fire affinity can use red fire. Characters with excellent intelligence can use red fire plus one other type.) Red: Normal fire. Default for anyone with a fire affinity. Blue: Cold to the touch. Green [forbidden]: Necrotic; decays whatever it touches. White: Only burns living things. Animate objects. Black: Only burns non-living things. Inanimate objects. Purple: Burns mana/magic.
Water: Controls water. Can only be used in liquid form unless combined with certain affinities.
Wind: Controls currents and air density.
Lightning: Generates and controls electricity.
Light [cannot be used with dark]: Worship of the Sun. Strongest during day.
Dark [cannot be used with light]: Worship of the Moon. Strongest during Night.
Spirit: Has two strains of magic: body and mind.
Body: Includes the enhancement of physical abilities. Used often by fighters to boost the strength of their attacks. Mind: Seeing and communicating with spirits, OR using mental attacks [forbidden].
Special [Requires Approval]: Includes abilities such as:
Beast taming [Limits apply]: If wishing to change pets past a set limit one must be released first. Transformation [Limits apply]: A transformation can rearrange attributes. However, intelligence and constitution will always be low for animals. Plant manipulation, blood manipulation [forbidden], music, bloodline heritage, and so on [provide your own details].
Each character has six attributes (detailed below). No matter what rank they start at, they must be assigned [2 low], [2 average], [1 high], and [1 excellent] on their character sheet. These can be in any combination .
Each time a character ranks up, they can improve an attribute by one tier. Thus characters that start at a lower rank have more room for growth.
Notes: - Ranks effect the strength of an attribute. If a character is fighting one rank above, the attribute will be one level weaker. So an Iron rank character can have high strength, but against a Silver it would be average. Against a Gold it would be low. - The attributes are subject to common sense. A giant with average strength is not the same as a human with average strength.
Strength: Determines physical ability. Heavier weapons require more strength, as may breaking obstacles. Level can be affected by larger races and the spirit [body] attribute.
Intelligence: Determines strength and skill of affinities/spells. Effects ability to understand and dismantle enemy spells. Low: Can use affinity to enhance physical attacks. Average: Can use basic spells. High: Can use advanced spells. Excellent: Can combine elemental affinities. Use affinities to their full potential.
Agility: Skills requiring acrobatics or climbing. Things like infiltrating enemy strongholds, scaling cliffs, making it over dangerous traps. More unusual weapons may require this stat to wield.
Dexterity: Any type of crafting or skill requiring fine hand movements. Different items require different levels of ability. Magic crafting also makes use of the intelligence attribute. Skills like lock picking rely on dexterity.
Constitution: Mental resistance. Needed against magic that attacks the mind. Influences like siren songs and fae trickery will be determined by constitution. Needed to wield weapons that are possessed or have a will of their own.
Resilience: Physical resistance. Must have for those wanting to explore treacherous terrain. Ability to survive conditions such as sandstorms, extreme heat or cold, hunger, illness, and so on.
Name: Oleda Kalyre [Guild Clerk] Race: Human Class: Witch Rank: Iron Affinities:
Fire: Red and Blue
Special: Plant
Attributes
Strength: Low
Intelligence: Excellent
Agility: Low
Dexterity: High
Constitution: Average
Resilience: Average
Brief Backstory: The wandering youngster appeared at the guild doorstep one day, promising aid in return for shelter. The previous guildmaster, heavily understaffed and drowning in bureaucracy at the time, reluctantly accepted. Not much is known about the witch, except that if she isn't at the guild hall then she'll be tucked away in her room experimenting with some sort of creation. She frequently issues collection missions to the members for materials she is in need of, the rewards being a part of whatever she's making at the time.
Apart from supplying general goods to the guild, she deals with member registration, finances and any dealings with the kingdom. Her workload is largely never-ending, and though she rarely participates on the battlefield, she is an integral part of the guild's operation.
Weapons: Gathering knife. Whatever creation she has on her at the time. Abilities: Oleda is a highly skilled crafter, particularly in regards to magical items. The most she's ever admitted to Cel of her history is that she learned potion brewing from her mother and the rest, she claims, she picked up along the way. Creations such as magic restraints, enchanted gathering knives and self-drawing maps are all within the scope of her ability. She also produces goods, with varying degrees of legality, that can be used in combat or reconnaissance. But convincing her those are worth the effort would be the greater challenge.
Her fire affinity assists her with heating and cooling potions, but their application in combat remains largely untested. For those who've caught a glimpse of her residency on the second floor, it is filled with all manner of strange species she's hand-grown herself. However, many are valuable and under heavy enchantment, leading entry to be at the individual's peril.
Appearance: Just shy of six feet tall with a slender build that is stronger than his appearance would lead you to believe. His skin is fair with a light olive tone to it without any visible blemishes or adornments. His hair is wood brown with a hint of red in it and is kept short and neatly trimmed. His eyes are leaf green and deeply set in his round, youthful face, which he keeps clean-shaven. His ears taper to slight points on the top, not prominent, but enough to be noticeable. Name: Velu Edricsson Race: Elf Class: Red Mage (AKA Battle Mage) Rank: Copper (New Recruit) Affinities: Earth
Water
Attributes: Strength: Average Intelligence: High Agility: Average Dexterity: Low Constitution: Low Resilience: Excellent
Brief Backstory: Velu was born and raised in the forest just outside the capital city of the Kingdom of Dawn. The elves of the forest, while techinically within the bounds of the Kingdom of Dawn, hold no loyalty to the kingdom or its rulers, which tends to lead to trouble when the people of the kingdom come into conflict with the elves of the forest as each will appeal to their own ruler for justice, and each ruler will almost invariably take the side of their own citizen. The enmity between the two kingdoms (for the elves consider themselves to be their own kingdom, though surrounded on all sides by the Kingdom of Dawn) is nearly as great as that which the Royal Guard have for the Adventurer's Guild. Within this climate, Velu tried his best to live as normal a life as possible, and that meant avoiding all contact with the citizens of the Kingdom of Dawn, which year by year seem to be encroaching further into the Elven Forest, be it for hunting or logging or adventure or some other reason. Unfortunately, this led to Velu confining himself to the innermost depths of the forest, which quickly became incredibly boring. Now, having grown tired of his mundane and sequestered life, Velu has left the forest, looking for what he has heard talk of among some of the people that ventured too far into the forest: The Adventurer's Guld, where he hopes to find just that, adventure. Weapons: a light, but sturdy longsowrd Abilities: Velu, like many of his brethren, was taught the use of the sword at an early age, due to the ever-present threat of conflict with the outside kingdom and the need many elves felt to defend themselves should this arise. Velu was a competent swordsman who has always trained hard, but his skill has begun to lose its edge from disuse. Velu is also an accomplished mage. He discovered his talent for magic early on and trained with one of the local magi of the forest. Most elves specialize in magic related to the earth and the life that flows from, and ultimately returns to, it. Velu's affinities lie in the earth and the water that flows through and nourishes it. He uses this magic mainly in helping to prepare land for various types of work or in bringing forth water in times of drought. His ability to use his magic effectively in combat is currently untested. He also longs to learn more practical magic that can be used in combat, either offensively, or defensively - spells to attack, and spells to protect and heal.
Strength: Average Intelligence: Low Agility: High Dexterity: Excellent Constitution: Low Resilience: Average
Brief Backstory:
He hails from The Hurricane Hills, a distant peninsula in the southwest that is home to a small Dracolvian community. It is here where the finest Dragoon Lancers are forged by harsh storms and even harsher masters. Becoming a Dragoon Lancer is a high honor in Dracolvian society, but he did not view it as such. To the young lizard, it felt like a regular job forced upon him for the sake of family reputation. So while he developed a natural talent as a Lancer, his jokester attitude showed lack of ambition. The masters did not think fondly of his ideals, and decided to teach him a lesson for desecrating their institution.
The masters sent him out to sea for a ‘special’ mission, and unbeknownst to him, was set for a course towards a violent sea storm. By the grace of the Winged Starlights, he somehow survived. Mercutio was rescued by a ship of self-proclaimed Poet Pirates. However, he sustained a concussion that gravely affected his memory...
Mercutio sailed with the vivacious Poet Pirates for as long as he can remember. Unfortunately, the dracolvian has no recollection of his past. Heavily influenced by the swashbuckling life at sea, he reinvented himself as a spear and net fighting adventurer. His time with the Poet Pirates eventually came to an end when Captain Consonance married a bard he’d secretly been dating. Overwhelmed with love, he decided to live happily ever after with her, disbanding the group, who all decided it was time to go about their separate ways.
Mercutio was sad about this sudden development. He thought their adventures were far from over, but the crew was old and weary. Truthfully speaking, they were looking for any excuse to retire from the pirate lifestyle (they were poets after all) but Mercutio’s story needed to continue. He needed to reclaim his past and find peace from it. Deep down inside he refused to confront this mysterious truth head on, but he obliged anyways.
What else was he going to do?
Mercutio said his goodbyes to the Poet Pirates on Captain Consonance’s wedding night, and set out on the open road the following morning (well, technically, the following evening, after he’d fully recover from partying). Alas, another adventure awaited him, but this time he’d do it alone.
The tasked proved to be difficult.
For starters, the name Mercutio didn’t come up on any dracolvian nesting registry. His non-traditional armor and weapons weren’t of high repute, and was even ridiculed for its comical design. Mercutio became a known laughing stock in the dracolvian communities as the Onion Lancer, a title which he proudly wears for some odd reason. After running into several dead ends, he eventually gave up. Alone and feeling empty inside, Mercutio continued to wander around in solitude. Then, he stumbled upon a beaten path, one that would lead him to a newfound purpose in life: The Adventure Guild.
Weapons: Halcyon’s Trident & The Kraken’s Net.
Abilities: Mercutio has the natural ability of a Lancer, fine-tuned through years of spearfishing and swashbuckling duels. He’s agile in most terrain, and amazingly accurate with the tools he uses. Mercutio credits the Sea Maiden Godling (a sailor’s myth he encountered in a dream before the Poets rescued him) for his affinity with wind and water. Usage of these elements is fairly limited. They allow him to jump high with controlled landings, and he can even speed dash in water, or on its surface, for very short distances.
He’s nowhere close to mastering or understanding these abilities, and often mistakes his attunement to them with his own natural instincts. Therefore, he believes these are inherent abilities, not some ‘hocus pocus haux-us’ as he calls it.
His armor was made by Poet Pirate Anaphora, a dwarf smith who modeled its design after The Legendary Sea Dragon Knight, a mythic hero among island dwarves.