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Band of the Crimson Blade

Discussion in 'Archive' started by Haresuno, Aug 2, 2010.

  1. Haresuno

    Haresuno KH-3's Übermensch

    Thank Dawn for talking me into finishing this.

    KH-3 I am proposing to you all a one of a kind RP that KH has not seen the like of before. Some of you are aware of the BoCB discussion thread that ate up numerous pages on just talking about bringing this story to life. As of yet, I am not finished getting everything ready. However, I present to you what I do have. Please do not post at this time.

    Dark Riku, Merlinosheep, and Zerieth. To the original Band of the Crimson Blade members, who poured so much effort and time into this, I thank each and every one of you. Whether you see this or not.

    We march on.
     
  2. Haresuno

    Haresuno KH-3's Übermensch

    Story


    [​IMG]


    There was, in a time long past, three of the greatest users of magic ever known. The Founders, some call them. With their strength the wrought two mighty blades. Why they created the swords is unclear, but legend states the sword can challenge gods. No man without the aide of magic may wield these swords - not without going made and destroying all that they loved.

    Generations came and went, and wars were spurred forth over the blades. So devastating were these struggles that six noble mages stepped forth and went in search of the swords. Sealing the blades away.

    Time went on, and eventually the swords were forgotten except in lore.

    Caldor, Palaquor, Xynd, Balc, and Tano, the five great nations, now reign over all of their world: Paramount.

    Should a child bear the gift of magic, his parents owe it to him - and themselves - to send him for schooling. It is not unheard of for younglings to receive training close to their loved ones, but this is as much a curse as it is a gift. For without proper structure, and a mindful eye watching them, magic can run wild. The young ones are usually sent abroad to the land named after the highest god: Tano.

    It is on this island that the greatest magic users flock from all corners of the world. It is on this island that the six great mages formed the Wizard's Foundry, and it is here that a shadow looms.
     
    Last edited: Aug 2, 2010
  3. Haresuno

    Haresuno KH-3's Übermensch

    Rules

    Character Limits

    In this role-play you may have one PC, and as many NPCs as you wish.

    G.M. Approval

    Anything plot related needs to be approved by a G.M. before being worked into the plot. This saves confusion, reduces problems, and keeps a lot of people happy. So as cool as you may find a silver frost dragon coming in to help our group by having the needed knowledge, if the G.M. didn't approve it you've got problems. But don't stop that from letting you be creative. This silver frost dragon might not have knowledge, but instead you decide to use him to save our guys in a pinch. User your own good judgment on what you think needs approval, and what's acceptable.

    Items, Pets, and Pests

    At the beginning of this role-play, you will all be starting out as run-of-the-mill lowbies. You are not all powerful characters who can turn water into wine. You are not magnificent masters of magical monsters (try saying that ten times fast :D). You are farmers, students, peons in the world, and you will most likely stay that way through a majority of the story.

    What this means is that you should not have things like a dragon as your pet, or some overpowered magical item. If you think you should have a magical item or companion you should shoot your nearest G.M. a message.

    Communication

    When you're writing, make sure everyone is clear on what is going on. If you're in a fight with one person I would rather see a collaborative post, rather than five to ten of a fight scene between two people. If you've got three or more people in a fight, talk with your teammates about what to do.

    The more you talk with others about the role-play the more things you can discover.

    Witty Response is not Witty

    Writing responses that are paragraphs long can sometimes be daunting. I'm not going to restrict you on how much to write per post, but what I absolutely don't want to see is one liners after one liners. You always have something to write about. Character appearance, action, emotion, reaction, landscape, etc.

    You role-play, and no doubt, you read too. As Stephen King says: "If you don't have time to read, you don't have time to write."

    Character Submission

    Your character profiles should be entered into your role-play profile before you even think about sending them to me. Write them up, PM them to me, and wait for a response. I do not want to see profiles entered in this thread. I will make a list of players and link them to your profile accordingly.

    Dee Dee Deeeeee

    I don't think I need to say this, but just in case: No Mary-Sue's. No God-Modding. Unless given express permission you do not play another person's character. In that case, I need to know.
     
    Last edited: Aug 2, 2010
  4. Haresuno

    Haresuno KH-3's Übermensch

    Lands

    Caldor: The nation whose leaders are a sect devoted to the unification of all under the God Thalitan. They perfer diplomatic reasoning then war. Caldor is to the south west of Xynd.

    Palquor: The lazy nation. They go about doing what they please when they please and don’t seem to concerned about consequences. Palquor resides to the north behind the snowy Rind Mountain.

    Xynd: The nation of knowledge is what it is often referred to as. Xynd has one of the worlds largest libraries with books on anything from Prophecies to treasures of lore. It is also the nation that sits in the middle of the mainland.

    Balc: The savage nation. As the title suggests, this nation is well known for enjoying war. The people don’t live in cities or towns, but rather camps. This nation also resides on a island away from the mainland. The other nations couldn’t be happier about this little fact.


    NOTE:I will be adding more on later.
     
    Last edited: Aug 2, 2010
  5. Haresuno

    Haresuno KH-3's Übermensch

    Schools

    Pyromancer - Men and women who have gained the rank and title of Mage, and have studied the destructive attributes of fire. These Mages tend to be offensive and have little to no way of protecting themselves. Many Pyromages live by the adage saying: "The best defense is a damn good offense."

    Magnimage - Studious in their training, Mages who devote themselves to being like the earth around them take up the powers of the very soil beneath their feet. Wonderful at the art of protection, Magnimages usually find it best to be the shield in a fight, as opposed to the sword.

    Thaumaturge -Tranquil and flowing, just like the very element they study. Thaumaturge are mages who have taken the time to develop their skills to manipulate water. Some are so good that they can pull the very moisture from the air and use it as a weapon. However, despite this rumor, they tend to enjoy diplomacy more than fighting.

    Aermage - Ever changing, unpredictable, random, crazy, fun. Mages who study air tend to be one of these. Because the element they study can change so frequently and at a moments notice, the mages learn to become just as unpredictable. While they don't enjoy fighting they have an uncanny knack for strategy.

    Acolyte - Devout healers. These men and women are exceptional at curing wounds and using herbs. It is said that anyone who obtains a Mage rank and continues the study of potions and healing can cure any wound not inflicted by magic. They are also said to wield the light of the Gods itself.

    Prophet - A sad and dying group of mages. Among the mages anyone who shows the ability to become a prophet is looked at as a cripple. They wield no physical power; however what other mages fail to realize is that they hold a powerful and dangerous weapon. Something that takes years more training than any other to understand and channel properly. Prophets see time through the eyes of the Gods. To them, time means nothing and everything. They understand the importance of timing and do just about whatever they feel like. When they have a vision they are trained by other prophets to understand their meanings. These mages carry perhaps the heaviest burden. The knowledge of what to do, and what not.

    Summoner - Often mistaken as Acolytes who summon monsters of various traits, summoners are a class all their own. While it is true they must devote some of their training under Acolytes, they are not truly healers. Another part of their training has to do with Magnimages or whatever their base summon's home element is. Summoners typically are more of the animal lovers and take up chores such as grooming traveling horses in the stables and the like. Often enough they are humble due to the physically demanding labor they go through on top of their magic studies.

    Geomage - Balanced and self monitored. Geomages practice all arts and are absolutely devoted to none. They see gain in being diverse in the elements and mastering -and utilizing- nearly every combination imaginable. While they are not truly taught, Geomages practice with other Geomages to help synchronizing their bodies with elements they are unfamiliar with. By harmonizing their bodies through others as well, not only do they gain balance with elements but they also can adapt to any situation with any type of spell caster very quickly. They are typically weaker than a mage who has devoted him/herself to the study of one area of magic or two. This is because they are spread out between the four main elements. They dare not mess with spirit magic. Acolytes refuse to teach them. Their reason is not prudence, but Acolyte training doesn't deal with combat usage so their training is different and to apply it to someone who has under gone the training of Geomage is too late and very dangerous.

    **NOTE: Your character's personality doesn't have to match what's written here. Throughout history, many mages from these classes exhibit some of these traits. I would prefer to see some diversity when you make your characters!**

    Sub-classes

    Because Mages are not truly bound by one specific area, many choose to become versatile in various areas. While these mages started out training in only one area, the eventually opted for another element to combined with their major.

    Glacier Mage - These are mages who trained heavily in water and decided that air would be a wonderful addition to their power. This resulted in them learning about creating and controlling ice.

    Storm Mage - Gales, cyclones, tornadoes, hurricanes. All natural disasters brought on by the power of the wind. Many air mages learn how to control these devastating powers, yet some were not satisfied with just that. No, they took the risk of sprinkling water with their power and discovered how lightning and rain could add to their power. Now they call themselves storm mages, and are said to wield lightning in the palm of their hand. Which is not necessarily true, nor is it false.

    Vapor Mage - Like assassins who feel at home in the shadows of the world, the Vapor Mages prefer to work behind a veil of mist or steam. Rarely enjoying the pleasures of social life, Vapor mages believe they do their best work alone, and where no one sees them. Typically they are water mages who utilize the powers of fire -- or rather heat -- to create clouds and hide themselves.

    Magmamage - Behold! Fire and Earth, mix and boil. Boil and bubble until all that results is the liquid hot magma found only spewing from volcanoes or deep within the earths very core. Still, earth or fire mages have found a way to perfectly balance these two powers to create this perfectly raw power of the two. While a wonderfully powerful discover can be awe-inspiring, it is also a fearful and unstable power. To use it incorrectly has grievous costs, so few, if any, choose this path.

    Pristine Classes

    Sage - A mage who has disciplined themselves in the art of close-quarter-combat as well as small ranged magic, gain the title of Sage. While this path is not often taken, those that do find it to be very handy in tight spots. This is due to the fact that if they cannot use magic, they are not without a weapon or some form of defense.

    Mage - The end-all-to-be-all title for any magic wielder. Once someone has gained this rank they are allowed to take up various professions around the world. Anything from setting up their own magical item shop to teaching at the Wizard's Spire. These are the men and women who have studied their craft and know all its faults, all the ways to twist the rules of nature to do the bidding they wish.


    Fallen Mages:
    Warlocks
    Shadow Mage
    Necromancer



    NOTE: All players start out at initiate level (sorcerer or sorceress) and move up to adept (wizard or witch). Obtaining the title of a Mage or Sage is done via RP as it is given to only the most powerful and capable magic users.
     
    Last edited: Aug 2, 2010
  6. Haresuno

    Haresuno KH-3's Übermensch

    Mechanics

    Character Template

    Name:
    Age:
    Persona:
    Physical Stature
    Biography:

    Stats​


    Other than your standard character template, this role-play utilizes statistics. Numbers meant to define the undefinable. Your character's stats determine how strong he is in a given area, as well as overall. There will be two different stat sheets, depending on whether you are a magic user, or not.

    Magic:
    Air:
    Fire:
    Wind:
    Water:
    Earth:
    Spirit:


    Endurance:
    Sword:
    C.Q.C.:
    Range:


    Because this is a fairly new system, I'm going to break it all down.

    When you create your character, you copy the needed templates. The basic template is easy enough to figure out - you fill one out in nearly every single role-play. However, the next template is your first actual choice.

    Endurance or Magic is your characters overall physical fitness and magic prowess. This is the grand total to your characters points now and throughout the role-play. At the start you only have 10 points to spend in your given areas. If you plan on being a Pyromancer, then expect to put a lot of points in Fire rather than Water. For obvious reasons of course.

    Does this mean you won't be placing points in Air? No. Some spells require you to put a certain amount of points into a given stat to unlock that spell. Catch is, just because you have unlocked that spell, doesn't mean you are a master of it. That's the fun of role-playing. The struggle.

    Now for people who do not have magic, you get to play a bit differently. You have only three stats to really worry about, and they break up your characters specialization. How good his footwork is with a sword, how good he is in a fist fight, or how accurate he is with a bow.

    The one thing I want to point out, is Magic and Endurance do not equal hit points. Your characters health is based around realistic writing - as is combat. If you get a roiling ball of fire chucked at you, you're not always going to dodge. If you're hit, you're going to burn. And it will hurt a lot.

    If you have any questions please send me a message.

    In order to make your character stronger, you need to role-play them accordingly. As the role-play goes on you will be awarded RP Points (or RPP) by the G.M. There is no experience bar system to gain points for every bad guy you take down, or for the number of sword fights you get into, or even for the number of spells you cast. It's all role-played, and how creative, original, and cohesive you make everything.
     
    Last edited: Aug 3, 2010
  7. Haresuno

    Haresuno KH-3's Übermensch

    Pyromancer

    Pyromancer

    Pyromancers specialize in fire. They are mostly on the offensive, with very few, if any defensive spells. Though, you can use your imagination to use your spells for whatever situation you find yourself in. Most of a Pyromancer's spells will be gained through fire points, but some others will be required for the more advanced spells.

    Initiate-

    Generate Heat-A potential Pyromancer must be able to generate a small heat source from the body. Usually from the palm of the user's hand. Pyromages with be trained to manipulate this inner warmth, and concentrate it into a physical form.

    Create Spark- Pyromancers will learn early on to create a spark via friction. Typically through a snap of the fingers, the student will create a small spark, which can ignite flammable material.

    Arbitrary Burn Kit-A Pyromancer will be issued a small burn treatment kit, should an accident occur. This will include an antiseptic, to dull the pain. A burn treatment salve, and a gauze wrap will be the initial contents.

    Sorcerer/Sorceress level spells;

    Fireball-With the aide of your heat concentration training, you will create a 5" diameter ball of fire in the palm of your hand. This can be thrown, dropped, or dissolved. The distance you can throw will depend on your strength. It with be the weight of a tennis ball. The larger, the heavier.

    Requirements
    1.) Must have knowledge over Generate Heat.
    2.) Must have a minimum of 3 ranks in Fire
    3.) Must have a minimum of 1 rank in Spirit

    Flare-Using both heat concentration and spark, you will create a small flamethrower between your hands. The flame with initially be about 6 feet in length, and can be fully manipulated in direction. The flame with become smaller with excretion. There will be a small kickback when the flame is ignited, but anyone can handle the lowest level of the kickback. The stronger the flame, the harder the kickback.

    Requirements
    1.) Must have knowledge over Generate Heat.
    2.) Must have knowledge over Create Spark.
    3.) Must have a minimum of 5 ranks in Fire.
    4.) Must have a minimum of 3 ranks in Spirit.
    5.) Must have a minimum of 1 rank in Air.

    Wizard/Witch level spells;

    Burst-Using the same idea for Flare, you will generate heat around your body, and ignite it with a spark. Using your slight knowledge over Air, you will send it out in an explosion. Beginning levels will be small, but effective when surrounded. Be careful as this will effect allies and the environment as well.

    Requirements
    1.) Must have knowledge over Generate Heat
    2.) Must have knowledge over Create Spark
    3.) Must have knowledge over Flare
    4.) Must have a minimum of 8 ranks in Fire
    5.) Must have a minimum of 5 ranks in Spirit.
    6.) Must have a minimum of 2 ranks in Air.

    Summon Primordial Flame-This is a very valuable technique for Pyromages, as you can manipulate it to become any form you so choose. The flame is a part of you and can be molded to your body for protection, or even to become a melee weapon. Later levels can even be used as transportation. The higher the level, the larger the summoned flame can become. Use your imagination. Make it into a dragon for transportation! Due to the massive amount of discipline necessary for the control of this spell, many ranks in Spirit are required.

    Requirements
    1.) Must have knowledge over Generate Heat.
    2.) Must have knowledge over Create Spark.
    3.) Must have knowledge over Fireball.
    4.) Must have knowledge over Flare.
    5.) Must have knowledge over Burst.
    6.) Must have a minimum of 12 ranks in Spirit.
    7.) Must have a minimum of 10 ranks in Fire.
    8.) Must have a minimum of 8 ranks in Air.
    9.) Must have a minimum of 6 ranks in Earth.
     
    Last edited: Aug 3, 2010
  8. Haresuno

    Haresuno KH-3's Übermensch

    Magnimage

    -Place Holder-
     
  9. Haresuno

    Haresuno KH-3's Übermensch

    Thaumaturge

    -Place Holder-
     
  10. Haresuno

    Haresuno KH-3's Übermensch

    Aermage

    -Place Holder-
     
  11. Haresuno

    Haresuno KH-3's Übermensch

    Acolyte

    Acolyte

    Acolytes typically take up oaths to do no arm to living creatures. This is an oath that makes Undead and Acolytes mortal -- Uh... Dire enemies. While Acolytes must be well knowledgeable in the other elements, they are vastly more trained in spirit. It is rare that someone who has a low threshold for spiritual training becomes and Acolyte, as it is seen as a waste.

    Initiate ~
    Herbology: Those wishing to study the art of healing must first be able to recognize a wide variety of medical plants, berries, and the like. When someone enters to be trained as an Acolyte, they are drilled to memorize a long list of harmful and helpful ingredients. The list of harmful are meant to help students identify what plagues their patient.

    Anatomy: Along with having to learn about herbs, initiates are also trained to memorize the complex systems of various animals. All ranging from mythical beings that live on the island with the mages, to the more mundane creatures such as humans. This knowledge allows for them to be able to perform small first aide, and later more difficult procedures such as surgeries on a battle field.

    Arbitrary Med Kit ~ This is a standard medical kit that all Acolytes take up after passing the herbs test. It signifies that they have moved up and are near ready to start the actual training for an Acolyte.

    Sorcerer/Sorceress level Spells ~

    Delve: With the aid of magic, Sorcerer level spell casters are able to examine their patient without having to move them or physically look at them. This technique -in addition to slow- will not tell a magic user if his patient is suffering from major injuries that are deep within their bodies. The full extent of Delving is to allow young, unpracticed, sorcerer's a chance to feel out what they should look for without the aide of magic.
    Requirements -
    • 1) Must have knowledge over Anatomy
    • 2) A minimum of 3 ranks in spirit
    • 3) A minimum of 2 ranks in earth
    • 4) A minimum of 2 ranks in water

    Light First Aide: More of a physical ability than a magical, however, there are certain techniques that are listed under first aide that do require magic. A full list of abilities for this technique is: Remedy, Splice, Small Sedative, Infusion, & Clotting. These become invaluable tools for Acolytes on long journeys as well as on a field in battle.
    Requirements -
    • 1) Must have knowledge over Anatomy
    • 2) Must have knowledge over Herbology
    • 3) A minimum of 5 ranks in spirit
    • 4) A minimum of 3 ranks in earth
    • 5) A minimum of 3 ranks in water
    • 6) A minimum of 1 rank in fire


    Mend: Although first aide on a battle field is all well, it cannot -however- perform the task of repairing severe wounds such as gashes, deep cuts, & harsh burns. With this technique, such a feat is possible. While a physical toll may be taken out on the caster, and all wounds may not become fully healed, this is only a Acolytes first step to becoming a Healer of the Gods.
    Requirements -
    • 1) Must have knowledge over Anatomy
    • 2) Must have knowledge over Herbology
    • 3) A minimum of 5 ranks in spirit
    • 4) A minimum of 4 ranks in earth
    • 5) A minimum of 4 ranks in water
    • 6) A minimum of 3 rank in fire
    • 7) A minimum of 2 ranks in air


    Spirit Away: Pesky zombies and their brain-eating, blood-sucking cousins putting a push on your party to flee, scream, and commit a crime that makes the Gods weep (I speak of suicide people)? Fear no more! Well at least not if you have a well trained Acolyte in your group. You see, while Acolytes may take up a vow not to harm the living, that most certainly does not stop them from bringing about a Holy War down on the Undead (or as I like to call them; our dearly un-departed family). As part of their training, many Acolytes -if not all- are given some form of training against the undead or the like. For the first step, Acolytes at a sorcerer level can only send ghosts, banshees, and other apparitions to some far away place. Preferably very, very, very far. Like on an island mountain. This is not destroying an apparition!
    Requirements -
    • 1) A minimum of 7 ranks in spirit
    • 2) A minimum of 5 ranks in earth
    • 3) A minimum of 2 rank in fire


    Wizard/Witch ~

    Sorcerer's and Sorceresses who have passed the Test of Raising obtain the rank of Wizard or Witch. This signifies that they have trained and are adept in their area of expertise. Not only does the title suggest a larger amount of knowledge, but also strength with the elements. However this is not necessarily true, as there have been records of very rare cases where students with low elemental control surpassed the expectations of the teachers by compensating their lack of control. Usually it is made up for in creativity and knowledge.

    Adept ~

    Extended Herbology: One who is already familiar with the Herbology course may extend their knowledge. No longer bound to a strict list of herbs other greenery, Wizards and Witches may study what they wish to. Testing and experimenting, even gaining access into deeper parts of the Wizard's Foundry library for Acolyte books. As another bonus they are able to make crude potions to cure most toxins as well as being able to identify all but the rarest herbs in existence.

    Extended Anatomy: Just like Extended Herbology, this skill allows for newly raised Wizards and Witches to gain more knowledge about the complex systems of nearly all creatures - save for the extremely rare and any creature without proper anatomy (e.g. Shadow Beasts). While it seems as though there is no real boost in having this skill, it is otherwise untrue. With this skill students may attend surgeries inside the operating rooms, rather than watching from a portal or magical barrier.

    Boastful Med Kit ~ An advanced medical kit that is put together specifically for the wizard, by the wizard along with the help of his teachers. This is a medical kit is for Acolytes that have passed the Test of Raising and varies from student to student as they are allowed to decorate them. It's basically a badge that states the person wearing it has truly started their training.

    Wizard/Witch level Spells ~

    Prod: A bump up from it's Sorcerer/Sorceress counterpart, Prod allows the caster to gain a full status report on their patient. The only downfall to this is that it does not diagnose any mental problems. Some explanations are beyond the realm of magic.
    Requirements -
    • 1) Must have knowledge over Extended Anatomy
    • 2) A minimum of 10 ranks in spirit
    • 3) A minimum of 7 ranks in earth
    • 4) A minimum of 6 ranks in water
    • 5) A minimum of 4 ranks in fire


    Medium First Aide: High grade Remedy, Splice, mild Sedative, Infusion, speedy Clotting, & transfusion are the upgraded versions that come with this.
    Requirements -
    • 1) Must have knowledge over Extended Anatomy
    • 2) Must have knowledge over Extended Herbology
    • 3) A minimum of 10 ranks in spirit
    • 4) A minimum of 7 ranks in earth
    • 5) A minimum of 6 ranks in water
    • 6) A minimum of 5 rank in fire


    Weave: Much like its predecessor, Weave's function is to perform the task of repairing severe wounds (see Mend). The physical toll that was once felt by Mend is reduced, and all wounds (save for fatal and instant death) may become fully healed.
    Requirements -
    • 1) Must have knowledge over Extended Anatomy
    • 2) Must have knowledge over Extended Herbology
    • 3) A minimum of 10 ranks in spirit
    • 4) A minimum of 10 ranks in earth
    • 5) A minimum of 9 ranks in water
    • 6) A minimum of 7 rank in fire
    • 7) A minimum of 4 ranks in air


    Book of Banish: Because they have progressed in faith towards the Gods, as well as their devotion to the art of healing, Acolytes take it upon themselves to save the unfortunate souls who are forced to raise from the dead. Headmasters at the school have books that contain a variety of spells designed specifically to fight the Undead and their like. Spells included are ~

    • Banish - an advanced form of Spirit Away, only instead of a place, its a realm. (See Realm)
    • Smite - in case you don't want to send the dearly revived back nicely.
    • Gentle - for those who want to send the Undead back with no ill will.
    Requirements -
    • 1) A minimum of 10 ranks in spirit
    • 2) A minimum of 10 ranks in earth
    • 3) A minimum of 9 rank in fire
    • 4) Need a book on banishment from the ancient archives (few rare copies in the world outside of the school. The school itself makes copies of the original).


    Realms ~
    There are four realms within this world. First is the lowest. This is called the Graveyard. It is where the bodies of the dead and damned go. It is the source of a Necromancers army of undead, mainly. It can also inhabit shadow creatures.

    The second is Limbo, where trapped souls hang until they may find peace. Usually souls may pass between the thin veil of their world and our and reek havoc, or just float about mourning. It is here where a majority of shadow creatures live, as well as tortured souls who are fed to the Necromancers wills and unspeakable acts.

    Next is our realm, or simply put Gaea.

    The final realm is the Realm of Gods. It is from here that the gods may view all lower planes of existence and interact accordingly. Little is truly known about this realm as it is specifically for the Gods, and they cannot tell mere mortals of its workings. What is known is that they, too, have a system of rules. Those what they are remains a mystery.
     
    Last edited: Aug 4, 2010
  12. Haresuno

    Haresuno KH-3's Übermensch

    Prophet

    Prophet

    Time and space mean nothing to the gods, so why should it mean something to a prophet? A man with no talent over the material plane, a woman as harmless as a fly, perfectly human and mundane in every which possible way. That is, of course, with the exception of the eyes and the voice of the gods imbued in them.

    This once common talent was weak, but then war brought about the increasingly powerful prophets. They were killed for their talent, and as the number of prophets thinned the power grew. Now the talent is rare, and shows itself in two forms: Seers and Foretellers. There are whispers of maybe a third.

    Foretellers are gifted with the tongue of gods - able to recite prophecies from the lip - but are cursed by never being able to hear the prophecy from their own voice. When the gods possess a Foreteller, all they know is that they are reciting a prophecy. Everything else goes black.

    Seers are a bit more fortunate, in the sense that they see the future - either constantly or in parts - and do not have to tell others what they see. However, sharing the future with someone is dangerous, as some events must happen, and will lead to misunderstandings. Only a full prophet can properly interpret the future.

    One things Foretellers and Seers share in common is that they hold a very unique ability they can utilize with select few people. To people who share “fragments”, prophets are allowed to actually show them the future.
     
    Last edited: Aug 4, 2010
  13. Haresuno

    Haresuno KH-3's Übermensch

    Summoner

    Summoner

    Summoners are a class who could be described as a step up from Prophets, in the sense that they cannot use direct magic, but rather, rely on the magic of creatures and nature. Like the Prophets though, they are viewed as cripples due to their inability to use any direct magic. However because they are able to summon creatures of other elements they are not pitied like the other. Because of this they typically feel superior to the Prophets and often gloat.

    Summoners usually train heavily in natural scenes that reflect the elemental creature they would like to summon. For their training many are sent abroad due to the fact that the island does not support all types of element training. For example, if one wished to summon a creature of the fire element, they would have to train near a volcanic opening or in a desert because of the heat.

    (If you are going to choose a summoner as your class you must clear with the G.M.s. You must state where your training took place -this will have happened in a group mind you- and what your element will be. Anyone who chooses a Geomage type summoner will be severely limited on the number of summon slots.)

    Each summoner trains in specific areas. Depending on a summoners growth as well as sub-class determines what they are able to summon.

    (Summoners are not limited to Pyro, Thau, Aer, Geo, etc. They may choose Storm, Magma, etc. but only if they invest in these areas. You may not cross summon. This means if you choose Pyro style summoning, you cannot put points in water and suddenly summon a water type. Stats are non-changeable and to summon more than one elemental type you need to be a Geomage.)

    When creating a summoner -after clearing your training with a G.M.- your stats become very, very important. This is because it determines how many summon slots you have.

    Note: If you are a combo class (e.g. Storm), you need equal amount of points in the two areas so that you can gain a new slot. This means if you go with Storm mage you need three points in air and another three in water to get your one slot.

    • 6 pts = 1 slot
    • 1 slot(s) = 1 small summons creature.
    • 2 slot(s) = 1 medium, or 2 small, summons creature
    • 3 slot(s) = 1 large, 1 medium and a small, or 3 small summons creature
    • 4 slot(s) = 1 extra-large, 1 large & small, 2 medium, or 4 small summons creature

    Note: You may not just suddenly summon a new creature when you gain a slot. You must go through the training and tame it. Also note if you have only enough room for one summon creature, you will lose one or the other.
     
    Last edited: Aug 3, 2010
  14. Haresuno

    Haresuno KH-3's Übermensch

    Geomage

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  15. Haresuno

    Haresuno KH-3's Übermensch

    Glacier Mage

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  16. Haresuno

    Haresuno KH-3's Übermensch

    Storm Mage

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  17. Haresuno

    Haresuno KH-3's Übermensch

    Vapor Mage

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  18. Haresuno

    Haresuno KH-3's Übermensch

    Magma Mage

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  19. Haresuno

    Haresuno KH-3's Übermensch

    Shadow Mage

    Shadowmage

    Ye' who would forsake the light of life, for that of the darkness take up the mantle of Shadowmage. Practitioners of the darkest arts, you mages make foul pacts with demonic denizens of the Graveyard. Never shall you do acts of kindness, or good, least you lose your powers. Stirring the shadows to do your bidding, even fading into the darkness, you can even (if you're strong enough) alter reality.

    But do not become too excited. Because you have chosen this hellish road, you may only live 18 years past the date you made the pact. This is the price you pay to practice the Dark Arts safely.

    Initiate-

    Dark Aura: An Initiate Shadowmage must be able to surround himself with small shadows, mostly generated from the mages heart. Later on Shadowmages will be trained to conceal themselves in these shadows, and force them into a physical form.

    Create Darkness: As an Initiate, a shadowmage will also learn how to transform the surrounding area to his liking. This will, in sorcerer rank(or higher), be trained for making the foe(s) incapable of seeing, hearing or even moving.

    Stir shadow: As an Initiate, a Shadowmage will also learn how to be able to control shadows to their bidding. They will be able to make it a physical form, able of attacking.

    These Shadows can be stirred into everything imaginable. Maybe even a person.

    Sorcerer/Sorceress level spells ~

    Conceal Presence: With your training in 'dark aura', you will be able to conceal your presence and fade into shadows. As long as you are surrounded by shadows or reveal yourself, you will not be noticed. How long it can be held, depends on strength. Also shadowmages should be wary of holding it for a long time, as it slowly consumes your presence. Stay in this state for to long, and you'll be a hollow form of your old being.

    Requirements

    • 1.) Must have knowledge over Dark Aura.
    • 2.) Must have a minimum of 4 ranks in Shadow
    • 3.) Must have a minimum of 1 rank in Spirit


    Shadow weapons: With your knowledge over creating shadows, you will be learned to form them into the physical form of any weapon you can imagine. These can be thrown, used for attacking or dissolved for being stirred into another form. The stronger the mage, the bigger/faster and the more powerful the weapon.

    Requirements​


    • 1.) Must have knowledge over Stir Shadows.
    • 2.) Must have a minimum of 3 ranks in Shadow.
    • 3.) Must have a minimum of 2 ranks in Spirit.
    • 4.) Must have a minimum of 3 ranks in Create Darkness.


    Secret Art: Alter Reality (Sun)
    You have gained the first level of the secret shadow mage art. This spell depletes the rays of the sun in the current position. The light turns darker and almost purple, and makes the air cold.

    Requirements -​


    • 1.) Must have knowledge over stir shadows.
    • 2.) Must have a minimum of 5 ranks in shadow
    • 3.) Must have a minimum of 5 ranks in Create Darkness


    Mage level spells ~

    Black Box: One of the most powerful shadow-control spells of the Shadowmage. After a very long training, the mage will be able to create a complete area of darkness in the form of a square (the black box is very feared among mages and warriors). Within this box, nothing grows, there is no light, and senses are depleted. driving the persons inside it nuts over time! (this all: except for the caster). This way the mage will have all the freedom attacking the foes for a short time, because this spell takes major energy and spirit to fulfill.

    Requirments -​


    • 1.) Must have a minimum of 8 Ranks in Shadow
    • 2.) Must have a minimum of 7 ranks in create darkness
    • 3.) Must have a minimum of 6 ranks in stir shadows
    • 4.) Must have a minimum of 8 ranks in spirit


    Living Shadow: with endless training in the arts of stirring shadows, you are now able to perform the ultimate art of the Shadowmage. Creating living shadows. With the help of dark rituals, and high concentration, you can create dark animals like: Ravens, bats, Rhino, Koi or even unknown ones.

    Legends tell a powerful shadowmage once had the power to create copies of persons from the flow of their minds, only later to be spies for the shadowmage.

    Requirements -

    • 1.) Must have a minimum of 12 ranks in Create Shadows.
    • 2.) Must have a minimum of 9 ranks in stir shadows.
    • 3.) Must have a minimum of 3 ranks in conceal presence
    • 4.) Must have a minimum of 10 ranks in spirit
    • 5.) Must have a minimum of 6 ranks in Summoning
    • 6.) Must have knowledge over Flora and Fauna

    Secret Art: Alter Dimension (portal)

    You have gained the Second tier level of the secret shadow mage art. With this, you are able to create a dark portal to the land of shadows. The mage, nor any human can enter, without being disintegrated. But the shadows that lurk within, will not hesitate to come out.

    Requirements -​


    • 1.)Must have knowledge over all other spells!
    • 2.)Must have a minimum of 10 ranks in stir shadows, create darkness and shadow
    • 3.)Must have a minimum of 5 ranks in spirit
     
    Last edited: Aug 3, 2010
  20. Haresuno

    Haresuno KH-3's Übermensch

    Necromancer

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