You have wandered for quite some time now. Perhaps sometimes in the company of others, perhaps sometimes all alone. You might've started out a pauper, a noble's scion, with fame and fortune, or a complete and utterly oenniless pauper. Perhaps you've walked this path on your own two feet alone, or perhaps you've ridden some kind of beast, or traveled by carriage or wagon. It doesn't matter how, and it doesn't matter what was. For a new day dawns, and with it, a new life for you.
Maybe you used to live in a bustling city, or a rural village with a scenic surrounding. You might hail from a region that's cold and wet, or dry and warm, steamy and tropical... And yet, you left that place behind. Mayhaps it was for personal reasons, or perhaps you were driven out. Maybe you had no choice but to go, or it might've been the will of fate. Regardless of what your reason was, it set you on the wanderer's path. But that journey is coming to a close, for a new day has come, and with it, a promise of new beginnings.
You don't know when and you don't know where, but at some point you began to hear... Something.. Describng it is hard, for it was neither a voice nor a sound, nor a sight or a vision. And yet, whatever this was, it was calling you. First quietly, distant and muted. But asa you trrekked, it got stronger, clearer and began to lead you, and you followed - whether by choice or coincidence. Eventually, travelling through a forest in the Farland Frontiers, you soon emerged from the underbrush, and there, you found it. The source of The Calling.
An old hamlet.
... An old, crumbling, uninhabited hamlet...
You don't know how or why you were brought here. But there's a feeling welling up inside you, one you haven't felt during all your travels nor in any other place you've visited. For once, for the first time in a long while, you feel... Like you've come home. Sure, the walls are coming downa nd the ceilings need re-thatching. And sure the window panels are loose or mostly rotted. And sure the floorboards are warped and every building is sorely lacking in functional and usable furniture.
But with a little elbow-grease, stubborn dedication and with the help of others who've been drawn here as well, you might just be able to carve out and make a new life for yourself in this strange, unfamiliar - yet home-y - place.
A new day dawnsm and your new life begins. ANd trat day is yours.
Overview:
Welcome to AND, a slice of lfie fantay village life Roleplay, inspired by games like Rune Factory, Stardew Vallry, Story of Seasons, and slie of life fantasy anime like Farming Life in Another World and I've Been Killing Slimes for 300 years.
In this RP, there's no great, overhanging threat that looms and glooms, ready to poise and destroy the world. This is meant to be a fun, chill and casual story about a group of people, meeting up at an abandoned old hamlet, and getting to work to build a life for themselves. Along the way they'll run into some random events and shennanigans, they may have to hunt or fight some monsters, explore old caves, ruins or mines, go fishing, have a beach party, attract new settlers and residents from elsewhere and build a reputation as a swell place to live. Do keep this in mind if you intend to join; This is a story driven by character interactions and your own ambitions and goals for that character, not by plot-devices or a hand-holding narrative.
In this roleplay you'll be able to do about everything you can do or expect from the games and shows I've mentioned. You can expand your house, learn new skills, find items/treasure, fight monsters, cook, craft, clean, build. You wanna build yourself a Duchal Estate despite just being a carpenter? As long as you can gather the materials and put in the labor for it, you totally can! You wnana invent the pizza and bring italian cuisine to the world of fantasy? Experiment with flavors and shapes and ingredients until you get ir just right. Wanna be the hopeless town drunk who does absolutely nothing productive except lay in a ditch, dead-ass-drunk all day and beg for money from your enighbours? Not sure why you'd want that, but hey, I'm not gonna stop you!
It's your character, their life, and a new day! So set your goals, make your ambitions real, and live your best cozy fantasy life the way you want to!
Setting:
A New Day is set in a fairly generic, high-fantasy world, full of swords and sorcery, dragons, goblins, dungeons, horse-drawn carriages, castles and knights. The story takes place in a geographic location known as the Farland Frontier, which is a large swathe of land that's largely uninhabited by the "civilized" races of the world. The climate is temperate, think central/western European, with four seasons. The currency used in this part of the world is known as Dol, which is a silver coin. Prices for items and services vary greatly depending on supply and demand, so feel free to set your own prices, or let the magic of GM-voodoo do it for you automatically!
Before you begin epxloring the Farland Frontier and your new home though, please take a moment to go through the information provided below, to get a better, but brief, understanding of the world and it's mechanics, and the mechanics of the roleplay as a whole.
Magic exist all around in the world; In the air, in the earth, in the water, in every living and/or inanimate object. An invisible force that, sometimes, can cause problems or miracles on its own, or be tapped into by those in-the-know, and used for their own, or others, benefit.
Using magic falls into one of two categories: Tomes or Wand/Staves. Magic and its effect(s) are also impacted by the weather - especially in the wild, untamed Farland Frontier.
All magic spells fall into one of five tiers of power: - Novice (Lowest) - Apprentice - Adept - Expert - Master (Highest)
This is true not just for the magic that the "civilized" races use, but also for the spells, or magic effects, of monsters or other beings as well.
Tomes: Tomes are books of magic, written by sagacious wizards or sorcerers. By reading a magic tome, a person can gain the knowledge and ability to cast spells on their own, without the use of a wand/staff. However, in order to learn how to cast any spells, one must first read a tome that teaches one how to control and make use of one of the six eelements, which are:
Thus, one would start by reading a Novice Tome of [ChoiceEelementHere]. Once you've read such a tome, memorized it and understad its contents, then you would move on to learning a Tome of [ElementalNoviceSpellHere]. Each tome only contains one spell, and you cannot learn it if you don't have the Elemental Magic affinity/skill of the proper tier to go with it. It'd basically like trying to understand algebra when you can barely read a picture-book.
Wands/Staves: Unlike spells that're learned form tomes,. anyone can use a staff or wand, regardless of if they have knowledge about an elemental sphere or not. Wands/Staves work like pre-packaged, automatic spellcasting tools, in that each one has a single spell imbued onto it, and when used, it draws in magic from the surroundings, creates the spell and then unleashes it at the wielder's command.
However, wands/staves break down with use and can only be used so many times before being "burnt out". Higher tier spells obviously consume more magic and thus degrade the staff/wand quicker. Wands/staves are also typically more expensive than tomes, as they're far more convenient and don't require any effort or time-investment to be used on the side of the wielder. People who know enchanting or magic artifcing can also craft their own wands/staves, provided they have the right materials and tools. However, even then, you can only enchant wands/staves with spells you yourself already know and have learned.
Casting Spells: So, you bough a tome, sat down and read it, and now you're ready to cast your first spell? Well, this is how it works.
You think of and visualize the spell you want to cast inside your mind. You hold out one or both hands. You activate a little bit of magic energy inside yourself as a catalyst (as taught by the elemental skill tomes) and draw in the necessary ambient magic from around you. And then, there you go! Once that's done, the spell is formed and ready to cast from your very own fingertips. But if you cahgne your mind, you can always disperse it by quickly flailing your hand(s) to make the magical energy evaporate.
Weather: Weather can have a strong impact on how magic functions and acts. Different kinds of weather also has different effects, and anyone who uses spellcasting or magic in general should be mindful of this. However, this information is not common knowledge and only thsoe who've attended magic academies or had proper wizard training would know about this. As for what effect each typ of wrather has... Well, that's something you'll have to learn the hard way.
Elemental Interactions: All of the six elements work in a pair-system. In that they're simultaneously strong and weak against their counterpart, but completely neutral to any of the other elements. Obviously, elements resist their own elemental effect.
As an example, attacking a monster or perosn who is using Air Magic to defend themselves, your best bet would be Earth Magic. However, if you want to defend against them, you'd want to use Air Magic yourself, or any other element aside from Earth Magic.
Spell List: Your spell list consists of four parts. As I would like to keep all CS'es uniform and the same, you will be required to follow this format if you intend to have magic. How it works is very simple:
The orang part in the example below is the spell's name. The blue part is what element the spell is. The green part is what profiency/skill-level the sepll is. And the white part is the description of the spell.
Ice Barrage, Water (Adept): This spell allows the caster to fire off a burst of multiple icey shards in a cone, like a shotgun, in a single direction.
Of course, you don't need the coloration done above, I just used it to mark and clarify things. Actually, don't use colors. Like, at all. Just keep it clean and neat and follow the example and everything's fine~
The world of AND is populated by monsters, many, many monsters. Some big, some small. Some cute. Some not so much. Some fairly harmless, while others are living natural disasters. Luckily for you, this RP isn't about fighting the endless hordes of the abyss and their hellspawn, so don't fret. That said, one should still keep in mind that monsters can be dangerous, and they can hurt if you're carless or unprepared! But... They can also be a lucrative source of income, and a good way to get certain materials or ingredients.
Monsters come in two varities, as listed below.
Wild Monsters: These are the naturally occuring monsters of the world, who're as much part of the eco-system as the regular non-magic beasts and plants. They live, breathe (if not undead), procreate and die eventually. Over-zealous hunting of a specific monster may cause it to decline, or outright vanish from an area altogether. On the other hand, if left unchecked, some monster populations may grow to unsustainable levels and can have an adverse effect on the enviroment and other flora and fauna in the area.
Portal Monsters: These are monsters who appear from the mysterious Magic Portals, that sometimes pop up in the world. These portals look like strange, elemental whirlpools or maelstroms, usually about the size of a mature pumpkin, hovering a few feet above the ground. At regular intervals, these mystic vortexes will 'spit out' a monster, one that usually corresponds to the elemental affinity of the portal. Once it has spent all of its magic energy by generating monsters, or if "attacked", it will break and disappear - often leaving behind an elemental crystal. Portal Monsters are not natural inhabitants and are formed solely from magic, and for this reason, they can be any type of monster, even ones that aren't native to the region or climate. It is genrally agreed that destroying any portal one comes across, as soon as possible, is the best course of action.
Generally speaking, you'll all be free to craft, cook and make whatever you want, from whatever recipes or combination (or lack thereof) that you come up wth on your own. The only thing I ask that is, again, you be reasonable and fair when make stuff, no matter what it is. You can't always succeed or make have a great result, especially the lower your skill-level in that prticular field is. Like, an Apprentice carpenter won't always saw their planks straight, or hit the nails in correctly. When you 'fail', consider the resources or materials you used to be "wasted" and the resulting item being either a "mess" or a "disaster".
Of course, the higher your skill-level is in something, the less mistakes you make, that's a given. But even very skilled people make oopsies every now and then. Also keep in mind what you're attempting to make: You're more likely to screw up when making something you've never tried or done before, because you don't have muscle-memory of how to do it yet. If you repeatedly succeed and never - or very rarely fail at every craft you do - I'll have to take away this privilege of freedom and trust, and police every single thing you try to craft. So do us both a favor and just be a good sport.
But the recipes or combinations of items you makae are, as I mentioned, up to you. If you want a bit of flour and a bowl of water to make a loaf of bread, sure, let's go with that. If you want an iron bar and a wooden handle to become a dagger, that's fine. If you want a mixture of rose petals, dandelion milk and swamp water to become a cure for the common cold, then we'll roll with that. Just try and keep tabs on your own recipes and what they make and require.
As with the games and series this RP is based on, you find materials outside the village. If you want wood and lumber, you'll have to go to the nearby forest, if you want stone and metal, you'll have to find a mine, if you want fish you'll have to find a river, pond, lake or the ocean. Suspension of disbelief applies here, so it's totally reasonable to smack a big rock or boulder with a hammer, and expect some kind of ore to fall out of its crumbled, shatteted remains. Likewise, crops and plants totally reach maturity in a few days, rather than weeks - because lt's face it, if all you guys had to eat was forage and wild game, you'd all probably starve.
Just keep in mind that the better, higher tier or rarer a material is, the further you need to go to find it. As an example, you may find copper ore on the first few floors of a mine or dungeon or cave, but if you want something like gold or iron, you'll have to go deeper. Likewise, if you want better wood than that provided by young trees on the edge of the forest, you'll need to head deeper inside to find the old and magical trees. Obviously, the deeper and further you go to find materials and resources, the greater the threat becomes.
Also keep in mind that you need the right tier of tools to harvest certain things. Cutting low-grade plants and weds with a copper sickle is fine, but try to harvest mandragora with a copper shovel and you're more likely to ruin the plant than obtain it. Likewise, you're not gonna be able to harvest mithril ore with a bronze pickaxe. Just a few examples.
How much material and resources you can carry home also depends on if you've got something to carry, drag or push them in. If you ain't wearing a backpack, carrying a bag or got a cart of some kind, to expect to be able to lug large hauls of stuff back home - after all, you'd have to carry it all in your hands/arms. Keeping track of exact numbers is a pain, so just try and be fair and reasonable. Like, you're not gonna be able to haul back 50+ chunks of iron ore in a simple rucksack, nor are you gonna be able to fix six dozen logs into a small handcart
.
Do stuff, get tired.
Simple to understand, hard to master.
But yes, basically every single thing you do in this RP will, to some degree, be a drain on your stamina. If you want to compare it to a game-mechanic, think of it as your "energy bar". When you don't have enough 'energy' left, you can't perform physical activities, craft things or perhaps even talk to others - 'cuz you're just that pooped! Now, we're not playing with numbers or actual "bars" here, so the amount of stuff and things your character can do is up to you. However, as I always say; Be fair and reasonable in this regard.
If your character is plowing a field for three hours straihgt, by hand, and then goes off to raise the wall of a house and help carry logs and planks back and forth, chances are, they're gonna be pretty damn exhauusted after a while. If you're sitting in a room, intently reading a book that requires a lot of comprehending and isn't just a trashy novle to get your loins hot and bothered, that might not tire you out as mcuh as field work, but it's still mentally tiring. Heck, even magic is a physical activity and eats up your staminahwn you cast spells, and the bigger they are, the more exhausting they are to cast.
So, just keep in mind that doing stuff, for a long period of time, without a break, should and will make your character worn out. Running a long distance at high speed? Tiring. Carrying heavy crates? Exhausting. Fighting monsters in a life-or-death situation? PRetty damn winding once the adrenaline goes away. Just try to be conscious and keep this in mind. Repeatedly doing everything and never getting tired will lead to GM voodoo where I step in and slap with your character with a malelt and render them unconscious.
Which brings us to...
Fatigue: Fatigue is what happens when your character over-exerts themselves and doesn't get enougn rest or the right thing(s) to recover with. Think of fatigue as a "debuff" to your character, where you max stamina/energy is reduced, your sstamina/energy recovery is lowered and you suffer a penalty to things like your speed, reflexes, focus and so on and so forth. Fatigue can afflict your character because of a number of factors, which includes:
- Sleeping less than 6 hours a night. - Eating non-nourishing food for several days straight. - Doing hard, physical labor for several hours a day, several days straight. - Getting sick. - Being poisoned. - Becoming cursed. - Being hit by a spell that causes the effect.
In the case of fatigue caused by poison and sickness, taht you'll require a cure to get rid of. In the case of magical effects that cause fatigue, you'll need some kind of anti-magic or negative ailment removal. In all other cases though, merely resting - or preferbly sleeping for a full 8 hours - will remove the status.
Recovering Stamina: Now, wehile doing stuff makes you tired, there're also things you can do taht make you less so, or outright restores some of your lost vigor! Handy, right? These things include:
- Sitting down and having a break/rest - Taking a nap - Sleeping for 6 hours or more (to a max of 9) - Eating food - Drinking a drink (except alcohol) - Taking an alchemical pill or potion that restores stamina - Having a spell cast on you that restores stamina
All of these things will help you recover some of your lost energy and ket you go a little longer.
You have the option of playing three different races in this RP. However, no standard tropes or pre-existing lore or culture is in effect. Meaning that, if you want, you could totally play an elf who lived their entire life on a mountain peak and worked as a miner. Or you could totally be a dwarf who lived on a sandy coast in a tropical paradise in a wicker hut and sustained themself by diving for clams. Or you could totally be a human who lived in a nudist colony and had a strict diet of beetles and the only form of coverage allowed were tattoos on your ankles. There are jjust a few small shared things to keep in mind among each individual of a particular race. So, here's a brief overview of them.
Humans: It's you and me. Humans come in all manner of sizes, shapes and varying skin tones. Some are tall, some are short, some burly, some lanky, some fat, some twiggy. They can live almost anywhere and tend to build kingdoms, empires, cities and civilization. But there're also those who shun such things for a more rural and closer-to-nature-sort-of existence. Humans have no particular advantages or disadvantages. They live lifespans that range from, usually, 70-90 years, but can die both earlier or later depending on a wide vriety of factors.
Dwarves: Dwarves are a short an d stocky breed of humanoids. The males usually sport large beards or facial hair and are quite muscular, whereas the fmales don't typically have beards or facial hair (despite common misconceptions) but are instead oft-times very well-stacked and thicc. Dwarves are the shortest of the three races, and they have a general lifespan of about 250~300 years. They tend to start getting rey hairs (if not bald) at around 150~ years of age. Dwarves tend to be stronger and more physically durable than humans, but due to their short stature and bulky frames are also slower. Their rae also has a harder time learning magic from tomes than the other two breeds.
Elves: The middle-sized humanoids. Elves are taller than dwarves, but generally a bit shorter on average than most humans. They have long pointy ears and are, for the most part, considered to be an objectively attractive race. Males tend not to have facial hair until very late in their lives, and both genders are otherwise free from body hair. Elves live the longest of the three species, having general lifespans of between 550~650 years, and they seem to stop aging at around 25 - only beginning to age again at around 500, and even then, they only ever seem to age to the point of looking comprable to a 40~year old human. Elves are more dexterous and quicker than humans, but generally aren't as strong or as durable.
There is no "aging" discrepency between the races. Elves and dwarves grow and mature at the same rate as humans.
Time, she is a fickle thing. And managing it can be quite a hassle.
The days of this RP are divided into different periods of time, consisting of: - Morning (6:00 AM - 11:00 AM) - Midday (11:00 AM - 4:00 PM) - Afternoon/Evening (4:00 PM - 9:00 PM) - Night (9:00 PM - 6:00 AM)
Typically, I will advance the day through these "time slices" at my own leisure - usually when I feel that everyone has done everything they wanted/needed/would've had time to do in that particular "section" of time. For this reason, it is also important that you, as players, clearly state what and how your character uses their time. If, for example, you want to work on improving a skill, then mention in your post that your character decided to practice/train/work on improving their [skill] and would do so for the next [x] hours/until [time of day]. That way, if need be, I can fast-forward to the next bit of time, or have an NPC or event interupt your character without it causing a total chronological paradox that swallows the entire universe.
If you guys feel that time is moving too slow, or too fast, always feel free to mention it in the OOC, and I'll address it.
This bit only contains a few helpful things to keee in mind, to help everyone out a little.
There's no such thing as gunpowder or firearms in this world. Because there's no need, since magic exists.
When posting, try adding your character's name, location and what time of day it is at the top of your post. That way, everyone will know where, when and who you are.
Collab conversations! This is a RP that thrives on player-to-player interactions, but posting one action/dialogue line and then waiting for a reply only to respond with one thing again is both time-consuming, slow and not very fluid. So, try collabing! It helps conversations flow more naturally and let's you get more done in less posts!
Need directions or narrative for something you're doing? Just ask. I'll be happy to provide a nudge or explanation whenever you need it.
Just because the CS Template lists 3x of the "-" marks, doesn't mean you need to have 3 things there. You can have 1, or 4, or whatever/however many you wan, be it quirks, equipment, spells or whatever.
Speaking of, make sure you look at the CS Example before you copy and use the CS Clean Code to submit your character for review. It shows examples and has some explanations for things and what goes where.
While I myself won't make a discord for this RP, if anyone wants to host one, just contact me with the link and I'll put it up here in the first post.
Character Sheet:
Name:Include a Family-name if you have one Age:Try to remember tos tay within the mid-to-late teens, or young adult age-range if possible Gender:Male or Female Race:Human, Dwarf or Elf
Insert Anime/Manga-style faceclaim picture(s) here. Do not use Real Life, 3D or other styles of artwork.
Height: If possible, provide both imperial and metric measurements. I usually use this site when I need a comparison. Eye Color: This is for me, because I'm colorblind. Hair Color: Still colorblind.
Description: If you want to also describe your character in text, you can do so here. However, this part is optional and can be skipped/removed if you don't want to fill it out
Personality: Write a bit about how your character thinks, feels and acts. Their values, ideals, likes and dislikes. Doesn't need to be long, just something to give us a feel for what they're like.
Quirks: List one or more peculiar traits or habits of your character. - - -
Brief History: Write a bit about your character's past. What drove them from their original home, if they had one. Where did they wander? When did they start hearing 'The Calling'? And how did they end up at the ruined hamlet? Again, don't need to go into every little detail and tidbit, unless you want to. Just somehting to give us an idea about their past.
-- Skills/Spells, Stats & Items ---
Occupation:Your previous, or currently self-appointed, job.
Social Status:Commoner, Noble, Tribal, Exile... Your rank in society's hierarchy.
Skills: You may start with up to 3 skills of your choice. Any more skills will need to be learned. Also include a description of your skill and what it does, like in the example below. You're free to set the skill-level to whatever you want, except for Master. - Fire Magic (Adept): Can wield staves/wands and learn tomes of Adept-level fire magic. Can also cast Fire spells up to Adept-level. - Fishing (Expert): Is really good at fishing, and can use both poles, nets and crab pots. Knows how to make bait and where and when to fish certain types of aquatic critters. - Swimming (Apprentice): Knows how to do the breaststroke and can manage to stay afloat in calm lakes and rivers. CAn even swim a bit in the wavy ocean, if the waves are low and far-between.
Equipment: List any important items or equipment your character is carrying on their person, with the exception of their clothes. As an example, see the list below. - Copper Shortsword - Leather Hauberk - Feathered Cap - Simple Fishing Pole - Simple Backpack
Spells: This is a place to list all the spells your character knows and has learned from Tomes. Spells kept in staves/wands should not be listed here, but in your Equipment section. Remember the include the spell's name, element and tier, along with a brief description as in the example below. If you plan to learn many spells, you may want to make this bit a Hider. - Flame Arrow, Fire (Apprentice): Conjures a small fire-projectile the size of a regular arrow, but made of pure flame. Can be fired in a straight line at anyone or anything in sight. - Ignite, Fire (Novice): Creates a small candle-flame just above the caster's fingertip. Useful for lighting a campfire, torches or anything else that needs to be set alight.
--- My House ---
Location:Where in, or outsde, the village is your home located. Type:Is it just a residence? SOme kind of shop? A facility of some kind? Floors:Is it a single or multi-storey building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
If you're a new player who didn't see or speak up in the Interest Check, then I'm sad to say, but this RP already has more than a full roster, and I'm not accepting new applications at this time.
And to those players who do come from the Interest Check to apply: Please keep having your "My House"-part of the CS empty. Sorry, but none of you get to start with a home. :)
The sheet is fine now, except for your spell books/doexes not having descriptions of what the spells actually do.
And I'm not going to re-work or change the entire magic system that I've already finished writing up at this point. You can totally have a Master or Senior Wizard help you learn a spell, but all that'll do is cut down the time at which you learn and can use it.
@Mistress Dizzy Like I told Zeroth, you're free to make whatever changes you want to your CS at this point, since nobody's getting "officially" accepted until the OOC goes up. If you want to swap careers, you can do that freely at this point. After your sheet gets accepte though? Then you'll have to go the Remram-way and actually learn and train new skills.
@Expendable There's no set standard for tomes, and they're really only called that because fancy wizards and sorceres with big egos are the ones who wrote them. They're just 'books' really. And as for an entire book being needed for, and to learn, a single spell? Suspension of disbelief is my answer there.
Been emaning to ask... Is there any particular reason Max lives in Building #2? Like, he's a human, so it would make sense for him to stay in the first building. Is there an actual reason this isn't the case, or was it more just "for the lols" and that it'd be funny to stick the poor guy in with all the night-terrors? :P
On the topic of the OOC: It should be ready tomorrow, sometime during the evening (my time, which is CET or GMT+1), if I keep up the pace I've been going at thus far.
Gwah, so many new CS'es to look at. Damnit people, why can't you take your time and fiddle around with them some more or something...
Anyway, time to move onto opinions:
@Cyrania I'm sorry I missed your sheet from earlier. But the elven adventuress seems charming and fun to me. There're no problems with her sheet either. :)
@Rune_alchemist Frightened Farmer Female seems fine and all. Just be aware that, as she doesn't have any Magic Element-training (in her skills), her "spell" won't actually... Y'know... Do anything. Other than that, she seems perfectly fine.
@Crowvette The only issue I have with Varisse are her spells and their properties. This isn't any fault of yours though, but rather an issue of me not explaiing to everyone (yet) how magic works.
Generally sopeking, whether it is a spell learned from a tome or a spell from a staff/wand, a spell can only do ONE thing. There are no "manipulation" or "amorphous" spells that can be used for both offensive, defensive and utilitarian purposes. If you have a spell that creates a small area of darkness, then it will just create a small area of darkness - it cannot turn things invisible or effect the surroundings. Likewise, if you use a spell that creates a firebolt, you cannot turn it inot mutliple projectieles or use it as a torch. Well, I guess you could hurl it down a hallway and follow the light with your eyes, but it'd go out as soon as it hit a solid object.
Other than this, she herself is fine in terms of everything else.
@Remram Chef McDwarf is fine. However, please do list what material his weapon is made from - as most everyone else has. Other than that, he seems... Quirky...
@Sho Minazuki Mr. Breaking-the-Law is alright in terms of his persona, history and skills. but, as with our dwarf up there, do list what material the Throwing Knives are made out of, as they're a weapon.
Also, as he doesn't have the "Fire Magic" skill, I'm afraid your outlaw isn't capable of casting that spell of his. Unless you're willing to sacrifice one of his other skills and replace it.
@Expendable Minstel looks alright, except for the same issue as our fugitive above. His weapons need to be specified what material they're made from (for the dagger) or what quality it is (for the sling). And again, without any skill in a Magic Eelement, I'm afraid his Darkvision-spell isn't going to work. Also, Adept level and Journeyman level are the same level of expertise. - Novice - Apprentice - Adept - Expert - Master Phew, I think that's all of you. @Mistress Dizzy hasn't finished her Island Dwrf yet, so I'll hold off on commenting on them for now.
I should go on to explain some things about how spells should be listed.
A spell start with it's name, then it's element and then it's level.
So, for example: Wind Cutter, Air (Adept)
The first part is the name. The second is what element it uses, and lastly is the level of knowledge in spellcraft needed to actually cast it. I made it this way so that I could easily look at peoples' spell-lists and see what element their spells are, without having to read the description every time. I'd really like everyone to try and follow this uniform pattern if they intend to use magic.
Likewise, weapons and armor should always be specified what material they're made out of, or what quality they are (ifthey're a ranged projectile weapon like a bow or sling or crossbow). For example:
- Copper Breastplate - Iron Longsword - Simple Shortbow
Or
- Hide Gauntlets - Mithril Spear - Fine Heavy Crossbow
Obviouslt, you lot don't get tos tart with fancy mithril or high-quality items, becuase part of this RP is gathering or finding stuff and making yourself STRONKER. But it also serves to show at what "titem tier" you're at, and if something you find or want to buy will actually be an improvement or not when you find it.
If you just specify that you've got a "battle axe", then how can you tell if the "iron battle axe" you found in a dungeon's treasure chest is better or worse than what you already got? After all, you don't even know what your old one is made out of! Wood? Clay? PLASTIC!?
And now for the issue brought up by @ERode. We got a bunch more of you here than I'm capable of taking on and along for this journey. However, since not everyone has finished their CS'es yet, and the OOC isn't up, I'm not going to start trimming down the cast just yet. Because there's no need for me to do so when things aren't ready and properly set up yet.
So, to those of you who've yet to make a CS or are worrking on one. Don't worry, you still have time. Once the OOC goes up and you all inevitably post your CS'es there for a proper review and analysis, then I'll start the process of cherry-picking.
But, until then, enoy each other's cmpany. Form pacts. Gossip. Make bets on who'll get in or who won't. Iunno. I still got an OOC to write up.
[list][*]I don't use social media, discord or google docs.
[*]I suffer from Retinitis Pigmentosa and use a text-reading software to get through other peoples' posts.
[*]I'm rude, short-tempered and unserious. I'll likely say things that'll upset, offend and/or infuriate you.
[*]I consider roleplaying a hobby and a pass-time, not art.
[*]I do anime-roleplay and [b]only[/b] anime-roleplay.[/list]
<div style="white-space:pre-wrap;"><ul class="bb-list" style="white-space: normal;"><li>I don't use social media, discord or google docs.</li><li>I suffer from Retinitis Pigmentosa and use a text-reading software to get through other peoples' posts.</li><li>I'm rude, short-tempered and unserious. I'll likely say things that'll upset, offend and/or infuriate you.</li><li>I consider roleplaying a hobby and a pass-time, not art.</li><li>I do anime-roleplay and <span class="bb-b">only</span> anime-roleplay.</li></ul></div>