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Old December 29th, 2013 (02:16 PM). Edited February 16th, 2014 by Turnip.
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Join Date: Apr 2012
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ADVENTURERS
IN TRAINING

D&D: Icewind Dale



























The IC thread is located here: Click me!

“What’s happened to adventurers? It’s all namby-pamby now – none of the legendary stuff like back in the good old days. Them youngsters could learn a thing or two from the legends of old, don’t you think…? Say… you don’t think there’s any way to magic up that kind of experience, do you?”

“Oh, gods, I knew I’d regret owing you a favour someday…”




INTRODUCTION
Spoiler:
“Welcome, adventurers in training! So, you wish to become stronger? Wish to see how a magical simulation like this works? Perhaps you just feel like an interactive history lesson? Whatever the case – I’m sure you’ll have a fantastic experience in the coming weeks! Myself, Demevir ‘The Interesting’ Redbeard, and my friend-”

“Associate.”

“-Uh, yes, associate, here, Tel Ravane, will be guiding you on a wondrous journey that puts you in the shoes of heroes from the past! To hone your skills, or just to experience life as they did – I’m sure you’ll have a fantastic experience in the coming weeks!”

“Didn’t you just say that?”

“I, ah… aghem, well, uh- let’s get some background, shall we? Allow me to tell you a tale… Just over 200 years ago, the devil Belhifet was defeated by a party of brave adventurers in Icewind Dale; banished to Baator for a century. It was a tale of grand adventure, slaying goblins, trolls, giants and even demons from the abyss itself! Travelling through the Ten-Towns of the Dale, through the harsh, snowy wasteland of the Vale of Shadows, through the dark, damp caves of Dragon’s Eye, up the crumbling tower of the Severed Hand – a journey of justice and greatness, striking out against evil for everything good and true!”

“Uh… just saying… if it was 200 years ago, and Belhifet was only banished for 100 years… shouldn’t he be back already?”

“Oh, uh… hmm, he- ah, um- nonsense! No, young adventurers, there’s no need to be worried about that at all, because…! Uh… come on, help me out here, Tel.”

“You’re on your own, old man.”

“Ah, um- well, aghem; never the less! Tel will set up the basis for the magical simulation, and I shall watch over and retain it from the outside. I will be responsible for keeping it running smoothly and adding in further participants for the program. With you in the simulation, my close friend-”

Associate.

“Ah, yes, most certainly – my close, personal associate will be- ow! Did you just hit me?”

“Yes.”

“Why?”

“Because you’re a degenerate moron.”

“I- well, there’s no need to be such a grumpy boots... Ah, anywho, Tel Ravane here will be the administrative presence within the simulation, to guide you through the main content of the adventure and to resolve any disputes that may occur therein. Yes; you are vulnerable to attacks from both the illusory monsters and your fellow participants – although do try to get along, will you? I can assure you that unjust attacks upon innocent participants or the principals of the simulation itself will be dealt with appropriately by Tel himself. He is a very capable warrior, you know.”

“I could kill everyone in this room in under a minute.”

“Hahaha, yes, I’m, ah… sure you could… still, I’m sure that nothing will go awry and that all of us will have a right blast! And we’re entirely sure that death in the simulation definitely doesn’t carry over into the real world! Uh, yes, definitely. Ah, uh- simulation deaths, as they are likely to occur at some point, will not mean the end for your simulation experience, although we would like to retain some level of realism. Temples are available at various locations, ready with resurrection spells. Also, of course, resurrection spells you yourselves have available to you will work as normal within the simulation. I believe, Tel, you also have a Rod of Resurrection with you?”

“Yeah. It’s got ten charges, which should be more than enough. I’ll try to leave raising the dead to you guys, for the most part, but the rod is there in case of exceptional circumstances.”

“Ah, perfect. Now, let’s get this show on the road, shall we?”




BACKGROUND
Adventurers in Training – D&D: Icewind Dale is a role-playing adventure based on the Black Isle Studios game: Icewind Dale, and may also go on to include the events of the Heart of Winter expansion. It takes inspiration from the rules of Dungeons and Dragons, but these rules will not be implemented within the roleplay to allow greater freedom and fewer complications.

(Disclaimer: I don’t own anything to do with Icewind Dale or the D&D lore, nor do I own the ideas behind the statistics, spells, etc. It’s pretty much just Tel and Demevir, who are OCs of mine. Don’t know if I even need a disclaimer, but hey. You know the drill. I don’t own things.)

Spoiler:
In early 1483 DR, it came to the realisation of Demevir ‘The Interesting’ Redbeard that adventurers seemed to be a lot more boring, and could learn a lot from the adventures of years past. Of course, this was mostly due to nostalgia on his part – adventuring is still at large and is as interesting as ever. This was outlined in the fact that he has called on Tel Ravane – a very accomplished adventuring Fighter/Mage – to help in satisfying his need for improving the adventuring experience for today’s would-be warriors.

Tel himself insists that he is only helping because he owes Demevir ‘a favour’, the nature of which he doesn’t care to reveal. In general he appears to show nothing but distaste towards the bumbling old wizard. Nevertheless, the spellsword lent his services to Redbeard in the creation of the magical simulation, though the simulation will be maintained mostly by Demevir and not by Tel, who is instead administrating the program from the inside – though in a ‘hands-off’ fashion, for the most part, in that he will try not to kill the monsters the participants of the simulation are faced with.

The simulation created puts the gathered group of adventurers in the shoes of the Heroes of Icewind Dale. Not to give too much away, the events of the original adventure involve a group of adventurers sitting in the Winter’s Cradle Tavern in Easthaven, who are hired to investigate sinister happenings in the Dale. The situation escalates to the point where they must face the likes of devils from the Nine Hells themselves in order to stop a plot that threatens the fate of not just Icewind Dale, but the whole of Faerûn. If you wish to know more of the story, and/or likewise wish your character to have such knowledge, I suggest reading up on the game’s story (it isn’t too long) or playing the game itself (it’s pretty fun) if you haven’t already. Besides, it’s optional, as you don’t need to know about the story of the game beforehand to take part in this RP.

Remember whilst RPing that this post will be updated in the IMPORTANT CHARACTERS and IMPORTANT LOCATIONS sections – most notably in the locations section. There you will find useful information and descriptions of – you guessed it – important characters and locations. I’d say as a general rule, try not to actually go to any locations that haven’t been added to the section on this post yet – unless, of course, I say otherwise.

Anyhow, at the beginning of the RP, Demevir Redbeard has gathered this group of adventurers, here in the ‘real world’ – that is to say, present day Faerûn – to Easthaven’s Winter’s Cradle Tavern. Here they wait for the simulation to begin. As insistent as Demevir is that the simulation is fine and completely safe, it is clear to most that not all is quite as it appears…




YOU
Spoiler:
You are one of the adventurers who are gathered in the Winter’s Cradle Tavern – you wish to better yourself in body, mind and soul, to become an adventurer of legend like the original Heroes of Icewind Dale. Or do you? Perhaps you are here because of interest in the magical simulation. Perhaps you are simply here for an interactive history lesson of the events of 200 years past. Or maybe, you are just an innocent bystander of the tavern who stood a little too close to the adventurers at the wrong time. Hell, you can put anything in your Sign-Up forms. I mean, it doesn’t mean you’ll be accepted, but it sure doesn’t mean you’ll be declined, either. And if you’re not sure about something to do with signing up, don’t be afraid to PM me or post in the OOC thread, or whatever.

In terms of your character: stats are there as a guide, and are very, very good for reference, but overall aren’t essential. Trying to include them, though, will help your chances of being accepted and won’t really take a lot of time. If you have a character who you actually have used in Icewind Dale, or a Baldur’s Gate game or something similar, or just Dungeons and Dragons in some cases, then it will be very easy for the stats (and some equipment) to be taken across, much like the importing system. Of course, try not to have unique items of any kind. And yeah, if you’re level 3000 or something, it’s probably not going to work out. Still, try to be less than level 5 if you can to start with. As they’re just for reference, only your starting stats will be kept track of – once the RP starts, your progression isn’t visible. Granted, you’ll probably be nearing level 20 by the end or so, but it’s an estimate, and vague to allow for more freedom.




SIGN-UP FORM
Spoiler:
Name: (You know. The name of your character. If you include Nickname, you can keep it a secret if you want.)

Nickname/Title/Alias: (Optional. What your character is referred to as by others / refers to themself as.)

Gender: (Male or female. Or, if you specifically want to hide it, go for it.)

Alignment: (Anywhere from Lawful Good to Chaotic Evil. Try to keep to the class restrictions. Pretty self-explanatory, but see Alignments below if confused.)

Race: (Your character’s race/species whatever. See ‘Races of Faerûn’ below if confused. If your appearance is hidden, then you can keep this secret if you want.)

Age: (Your character’s age. Be older than, uh… fifteen? And try not to be older than time itself. You know how it goes, use common sense and all. Again, secrets if hidden.)

Class: (What class your character is. I might be lenient on some class/race combinations that weren’t available in the games, but try to stick to the norm. Dual/Multi-class if you want. If confused, see ‘Classes’ below.)

Level: (What level your character is at the beginning of the RP. Ideally, everyone should be at or below level 5, but if you have a good reason for your character being above then I might be swayed.)

Stats: (The stats of your character, from Strength to Charisma. If confused, see ‘Stats’ below.)

Personality: (Describe what your character’s personality is like. 2 paragraphs minimum.)

History: (Your character’s history. Their backstory, how they came to be as they are, how they became adventurers, how they discovered the Adventurers in Training program. I understand if you wish some of your backstory to be secret – if so, try to include a little more of their interest in adventuring and their general reactions to being questioned on their past. Minimum 1 paragraph.)

Appearance: (What your character looks like. Give a general description of how they appear to others. Pictures can be included as extra, but not as a replacement for the description. I understand if you want the appearance of your character hidden below clothing, but describe what they wear and that the appearance is in fact hidden.)

Gear: (The general equipment that your character has on them. No need to go into too much detail – just what weapons and armour they prefer to use, as well as any notable accessories. I may allow something with some kind of enchanted benefit if you reason it well enough – also, try not to have anything too advanced. Plate mail is edgy but probably fine, full plate is stretching it. Mages are allowed basic robes. Remember, your characters are going to progress through the RP.)

Code: (The code to check that you’ve read through the rules.)




ALIGNMENTS
Spoiler:
Lawful Good – Good intentions and upholds the law.
Neutral Good – Good intentions, but may break the law if necessary.
Chaotic Good – Good intentions, but cares nothing for the law.
Lawful Neutral – Neutral intentions, upholds the law.
True Neutral – Truly neutral in both intentions and view of the law.
Chaotic Neutral – Neutral intentions, cares nothing for law.
Lawful Evil – Evil intentions, but follows law.
Neutral Evil – Evil intentions, may break the law to achieve goals.
Chaotic Evil – Evil intentions and cares nothing for laws.




RACES OF FAERÛN
Spoiler:
Human
Spoiler:
Do I need to tell you what a human is? Humans are generally the most common and widespread race in Faerûn. They can advance as any class. Humans are the only race that can dual-class but for this reason they cannot multi-class. (for information on dual-class and multi-class, see the classes section below.)


Elf
Spoiler:
Elves tend to be shorter and slimmer than humans, with finer features. There are six racial divisions of elves: gold elves, moon elves, wild elves, sea elves, dark elves (drow) and winged elves (avariel) – however, you don’t have to specify if you don’t want to. They are typically skilled with bows and longswords.They can see in the dark with infravision and have a high resistance to charm and sleep magics. Elves have 19 maximum dexterity but only 17 maximum constitution. They generally cannot be paladins, druids, bards or monks. They cannot be any multi-class involving cleric or druid classes.


Half-Elf
Spoiler:
Half-Elves are half Human and half Elf. They can see in the dark with infravision and have a slight resistance to charm and sleep magics. They generally cannot be paladins, monks, or cleric/thieves.


Gnome
Spoiler:
Gnomes are shorter than humans and less rotund than dwarves. There are two racial divisions of gnomes: rock gnomes and deep gnomes (svirfneblin), but you don’t have to specify which. They can see in the dark with infravision and have a slight resistance to spells and wand spells. Gnomes have 19 maximum intelligence but only 17 maximum wisdom. Gnomes can generally only be fighters, clerics, mages, thieves, barbarians, fighter/thieves, fighter/clerics, fighter/mages, mage/thieves, mage/clerics or cleric/thieves.


Halfling
Spoiler:
Halflings are generally quite short, plump people, similar to small humans. They typically have curly hair and have coarse hair on their feet (yeah, a bit like hobbits, they are also called halflings at some points). There are three racial divisions of halfling: hairfoot, tallfellow and stout, but you don’t have to specify if you don’t want to. They are typically skilled with slings. They have a slight resistance to spells and wand spells, as well as paralysis, poison and the like. They have 19 maximum dexterity, but only 17 maximum strength and wisdom. Halflings can generally only be fighters, clerics, thieves, barbarians or fighter/thieves.


Dwarf
Spoiler:
Dwarves are short and stocky, easily identifiable by their size and shape. There are four racial divisions of dwarves: shield dwarves, gold dwarves, wild dwarves and duergar – however, you don’t have to specify which if you don’t want to. They can see in the dark with infravision and have slight resistance to spells and wand spells, as well as paralysis, poison and the like. They have a maximum of 19 constitution but maximums of 17 dexterity and 16 charisma. Dwarves can only be fighters, clerics, thieves, barbarians, fighter/thieves or fighter/clerics.


Half-Orc
Spoiler:
(I’ve included this, but it’s going to be edgy considering that half-orcs aren’t so tolerated in the North) Half-Orcs are half orc and half human. They are generally as tall as humans, but are a little heavier and have a slight green pigment in their skin. They have maximums of 19 strength and 19 constitution, but a maximum of only 16 intelligence. They can generally only be fighters, clerics, thieves, barbarians, fighter/thieves, fighter/clerics or cleric/thieves.




CLASSES
Spoiler:
Single class – Just what it says on the tin. You have one class, details below.
Fighter
Spoiler:
Fighters are your average warrior. They fight, they live – a good fighter needs to be strong and healthy to survive. They can become very skilled in their weapons of choice, and can also wear any armour and use any weapon (unless the weapon is special and states otherwise).


Ranger
Spoiler:
Rangers are warriors and woodsmen. They need to be strong and wise in the ways of nature to live a full life. They are skilled with dual-wielding and can charm animals. They may use any weapon and any armour (unless otherwise specified) but can utilise stealth while wearing light armour. After a certain amount of experience, rangers can also learn to cast druidic spells, much like a paladin learns cleric spells.


Paladin
Spoiler:
Paladins are the embodiment of everything good and true, righteous and pure. They are warriors like fighters, but are usually far more focused on the justice side of things, usually having religious ties. They can wear any armour and wield any weapon (unless otherwise specified). Paladins can detect and protect against evil, ward away undead and have minor healing abilities. They can also cast cleric spells after a certain amount of experience, much like the ranger can learn druid spells. Generally, they follow a lawful good alignment.


Cleric
Spoiler:
Clerics are generic priests, protectors and healers. They can wear any armour but are less skilled in weaponry than most warrior-like classes. They can generally only use warhammers, clubs, flails, maces, slings and quarterstaves. They can ward away undead and cast priest spells.


Druid
Spoiler:
Druids follow the cause of nature and neutrality. They are generally less skilled in weaponry than most warrior-like classes. They can generally only use scimitars, daggers, clubs, spears, quarterstaves, darts or slings. They also cannot wear armour heavier than studded leather, or any shields heavier than bucklers. They can cast druid spells, and after a certain amount of experience they gain elemental and poison resistances as well as the ability to shapeshift into various woodland animals.


Mage
Spoiler:
Mages are wizards, dedicated to the arcane arts of spellcasting. Pure mages are rarely seen without retinues due to their tendency to be frail. They may not wear any armour (besides robes) and may only use daggers, quarterstaves, darts or slings. They can cast mage spells, but are generally less skilled in weaponry compared to most warrior-like classes.


Thief
Spoiler:
Thieves are skilled in the ways of locks, traps and stealth. They are generally not as skilled in weaponry as most warrior-like classes, and they cannot wear armour heavier than studded leather or shields heavier than bucklers. They can only use long swords, short swords, katanas, scimitars, daggers, clubs, quarterstaves, crossbows, shortbows, darts or slings. They can pick locks, pick pockets, find traps, move stealthily, hide in shadows, detect illusions and set traps of their own.


Bard
Spoiler:
Bards are rogues, but different from thieves. Instead of dexterity, they focus more on charm and personality. A Bard is a musician, a gossiper and a jack-of-all trades. They are generally not as skilled in weaponry as most warrior-like classes, and may not wear armour heavier than chainmail or shields heavier than bucklers. They can pick pockets and cast mage spells after a certain amount of experience – though only while not wearing armour. They are the only class that can play certain magical instruments, and they can perform songs that negate fear and restore morale.


Sorcerer
Spoiler:
Sorcerers are essentially the same as mages, the difference being in the manner they cast spells – intuitive rather than logical. They know fewer spells than mages can learn, and they acquire them more slowly, but they have more control over which spells they cast. They do not scribe spells into spellbooks, instead learning a small number of spells each level which they can cast daily without memorisation.


Monk
Spoiler:
Monks are warriors especially attuned to fighting unarmed and unarmoured. They cannot cast spells, but have a unique magic of their own. They generally cannot wear armour, but they can use the same weapons a thief can – although they are generally not as skilled in weaponry as most warrior-like classes. They tend to move (run) faster than most other classes, and with experience they gain powerful abilities including: Poison, disease and charm immunity, minor healing capabilities, missile (arrows, bolts, sling bullets) resistance and magic resistance.


Barbarian
Spoiler:
Barbarians are excellent warriors, though not as skilled or disciplined as fighters. They choose instead a cruder manner of fighting that still proves effective. They can wield any weapon (unless otherwise specified) but generally cannot wear armour heavier than splint mail. They generally move faster than other classes, and after a certain amount of experience they gain resistances to weapon damage. They can put themselves into a state of rage that improves their combat abilities and makes them immune to charm, hold, fear, maze, stun, sleep, confusion and level drain spells.



Multi-class – Multi-classing involves choosing either two or three different classes and progressing in them simultaneously. The character can generally use the abilities of both classes, although with certain restrictions. Also, progression in each individual class is slower, as the character is focusing on two or three lines of progression rather than just one.


Fighter/Thief
Spoiler:
Characters can use the abilities of a fighter and a thief, but thieving abilities cannot be used when wearing armour heavier than studded leather.


Fighter/Cleric
Spoiler:
Characters can use the abilities of a fighter and a cleric, but are restricted to cleric weapons.


Fighter/Mage
Spoiler:
Characters can use the abilities of a fighter and a mage, but cannot cast spells in armour (excluding robes and elven chainmail).


Fighter/Druid
Spoiler:
Characters can use the abilities of a fighter and a druid, but are restricted to druid weapons.


Mage/Thief
Spoiler:
Characters can use the abilities of a mage and a thief, but cannot cast spells in armour (excluding robes).


Cleric/Mage
Spoiler:
Characters can use the abilities of a cleric and a mage, but are restricted to cleric weapons and cannot cast spells in armour (excluding robes and elven chainmail).


Cleric/Thief
Spoiler:
Characters can use the abilities of a cleric and a thief, but are restricted to cleric weapons and cannot use thieving abilities in armour heavier than studded leather.


Cleric/Ranger
Spoiler:
Characters can use the abilities of a cleric and a ranger, but are restricted to cleric weapons.


Fighter/Mage/Cleric
Spoiler:
Characters can use the abilities of a fighter, a mage and a cleric, but are restricted to cleric weapons and cannot cast mage spells in armour (excluding robes and elven chainmail.)


Fighter/Mage/Thief
Spoiler:
Characters can use the abilities of a fighter, a mage and a thief, but cannot use thieving abilities in armour heavier than studded leather and cannot cast spells in armour (excluding robes and elven chainmail).


Dual-class – Dual-classing involves stopping progression in one class to advance as another. Characters retain the skills and benefits of their original class, but no longer advance in it – however, characters will only be able to utilise these skills once they have advanced further in their dual-classed class than in their original class. A dual-class option must be a viable multi-class option – see the multi-class section for information on those.



If there are any classes that you wish to use that exist, but aren’t included in this list, PM me or post in the OOC thread and I will make a decision. Also, the same goes for if there’s anything you’re unsure of, I’ll try to answer any questions put to me.



STATS
Spoiler:
The spread of a character’s statistics can tell you a lot about what they’re like. Stats take the form of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Each stat has a minimum value of 3, and defaults at a maximum value of 18 (this may be slightly higher or lower depending on your race). I’ll give you 90 points to play with (because I’m generous) to spread across the six stats. Try to spend points in the areas that best match your class, and most of all, your character. If you don’t want to, you don’t have to use all points provided. Also keep in mind that stats have wider benefits than just their surface appearance. Charisma, for instance, is not just leadership ability – it also helps to resist influence-based magics like charm spells.

If you happen to already have a character that you’ve used in Icewind Dale, and wish to use them, try and keep the same stats. In terms of balancing, though, I suppose I will allow some addition for those who have stats lower than the 90 points I’ve allowed. Also, I’ll try to be a bit more lenient than the games on the class restrictions regarding stats. If you don’t fancy maths, here’s a trick – 90 puts 15 in every stat, so add and subtract from there

Strength: Strength measures a character’s muscle, endurance and stamina. This stat is important for warrior classes, as it handles offensive capabilities.

Dexterity: Dexterity measures a character’s hand-eye co-ordination, agility, reflexes and balance. This stat is important for thieves, but also any class as it governs dodging.

Constitution: Constitution measures a character’s fitness, health and physical resistance to hardship, injury and disease. This stat is more important for warrior classes, who need more health to survive battles.

Intelligence: Intelligence measures a character’s memory, reasoning and learning ability. Please note that a character of 8 intelligence or less is illiterate, which is not good. This stat is important for mages.

Wisdom: Wisdom measures a character’s enlightenment, judgement and common sense. This stat is important for priests; clerics, druids and the like.

Charisma: Charisma measures a character’s persuasiveness, personal magnetism and ability to lead. This stat is important to bards, druids and paladins.




SPELLCASTING
Spoiler:
In this universe, spellcasting in general works through daily memorisation of spells. Spellcasters pick a limited number of spells that you think you’ll be casting during the day, and throughout that day you can use those individual spells. For example, a mage may decide that for the day he/she will memorise a Magic Missile, an Identify, a Chromatic Orb and two Melf’s Acid Arrows. Throughout that following day, those are the spells he/she will have available to him/her until he/she uses up his/her magic ability, at which point the mage will have to rest before casting again. This is not exactly the same case for the sorcerer. A sorcerer has a smaller number of available spells, and has a maximum number of spells they can cast before resting, but they can pick and choose from their available spells which they want to cast.

Admittedly, this is mostly just background information, as I won’t be keeping track of your character’s levels. You don’t need to specify in your posts which spells your character has memorised. However, keep in mind, this means that you won’t be able to cast spells out of your arse. Just saying.

For a list of spells for Priests (Clerics, Druids, etc.), click here: http://www.planetbaldursgate.com/iwd/character/spells/priest/

For a list of spells for Wizards (Mages, Sorcerers, etc.), click here: http://www.planetbaldursgate.com/iwd/character/spells/wizard/




RULES
• PC rules apply.
• No godmodding.
• No bunnying, unless you are given permission by the character’s owner.
• Try to post at least once a week.
• Note that if you haven’t posted for two weeks you will be sent a warning. If you have not posted for a month, you will have to be removed from the RP. If you give reasoning for your absence beforehand, it is less likely you will be removed.
• Romance is allowed, but you know how it is. Don’t go too far.
• This RP is rated (T), so stick to that. Don’t go overboard on the gore.
• The code to check that you have read the rules is “Oh, and I should probably mention, I haven’t read the rules, but I’ll give you a fish to make up for it.” Yeah, it’s long, that’s what copy and paste are for
• Respect yourself, the GM and your fellow RPers.
• It is fine to disagree with decisions and suggest new ideas. Just no raging, alright? We’re all friends here.



IMPORTANT CHARACTERS
Demevir ‘The Interesting’ Redbeard
Spoiler:
– Demevir, at first glance, is a weird old wizard who doesn’t appear to have ever cleaned his beard in his life. Unfortunately for you adventurers, the first glance is depressingly accurate. He wears a red robe gilded with gold (that also appears to be stained several different colours), with a pointy wizard hat in similar design. In spite of his name, Redbeard’s beard is black – supposedly it is still relevant, as most of the time the beard is on fire. ‘The Interesting’ also seems like a strange title – in truth, it was the only comment about him that Demevir could find that could by some degree seem like a compliment. For the record, it wasn’t. Redbeard is responsible for spearheading the ‘Adventurers in Training’ program, and is the one who should be orchestrating the entire thing. That doesn’t really inspire much hope for the program’s success.




ACCEPTED CHARACTERS
Tel Karius Ravane - True Epicness
Emela Parmalomé - Godzil
Cassandra Alexandera - Raikiri (On hiatus)
Vash - <Challenger>
Xaltin - siiadams
- Open Spot
- Open Spot
- Open Spot
- Open Spot



IMPORTANT LOCATIONS
Easthaven (Present Day)

Spoiler:

Easthaven in the present day is a bustling port town of commerce – ships going back and forth across Lac Dinneshere, buildings surrounding the market square. As is the default weather for Icewind Dale, there is a permanent layer of snow covering the ground. Although it isn’t snowing at the moment, and the Sun is out for now, there is a constant feeling that snow could start falling at any moment. The most notable establishment for the RPers is the Winter’s Cradle Tavern, a small-ish but busy tavern made from wooden planks. Aside from that, the building of most interest is the Temple of Tempus, which even now towers above other buildings in town.



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  #2    
Old January 1st, 2014 (10:19 AM). Edited January 4th, 2014 by Turnip.
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Turnip Turnip is offline
Magnificent Turnip
 
Join Date: Apr 2012
Location: Alone, in my cold, dark room...
Gender: Male
Posts: 611
Heeey, alrighty! Thread up, everyone feel free to sign up or ask for reservations. Or ask questions, or anything - DO WHAT YOU WILL.
Also, thanks to Red's Hawt Chibi Pelippers for the MASSIVE help with pretty pictures and CSS stuff things, YAAY!

So my SU is below - though he's not an Aventurer in Training, so I can screw lots of rules. Heheheee.

Spoiler:
Name: Tel Karius Ravane

Nickname/Title/Alias: (None)

Gender: Male

Alignment: Neutral Good

Race: Half-Elf

Age: 21 years

Class: Fighter/Mage

Level: 42/31 (Yeah, I know it’s waaaay more than level 5. He’s not really in the same bucket as the Adventurers in Training. Plus, you know, super awesome magical GM powers.)

Stats: (These stats are legitimate, too, YAY!)

Strength: 19
Dexterity: 19
Constitution: 19
Intelligence: 19
Wisdom: 15
Charisma: 7

Personality:

Tel Ravane is a talented fighter and mage, having taken to swordsmanship and the arcane arts easily; such skills led him to become decently well known as a hero of sorts, and he immediately comes off as a little blunt about it. He has no wish to hide that he has great skill – especially when he is compared to others – but any who know him well know that his moral compass is indeed straight and true. Even with this knowledge, though, he can easily be quite difficult to get along with. He’s good, yes, but that doesn’t mean that he’s nice. Tel is generally quite awkward in parties, and even more so amongst new company. This awkwardness, though, often comes off as hostility, which tends not to lead to the best first impressions.

Thankfully, Tel does find it difficult to be nasty to those who give him no reason. In fact, when the overall harshness and seemingly horridly arrogant comments are set aside, it could even be seen that he shows some level of kindness to others. That said, if you give him any reason to hate you, Tel will not cease to remind you of it with his sharp tongue. The spellsword will often comment on how much stronger he is than others, or the ease he would have in killing a certain person, or how much more intelligent he is than another, etc. etc. Despite the fact that these comments seem harsh – and they are – and incredibly arrogant, when they are analysed in detail, he never seems to make those kinds of comments when they are untrue. At least, from his perspective. As far as his insults go, he doesn’t appear to ever lapse into lies.

If you can break through his hostility shell – which is frankly about as difficult as breaking through one of his Stoneskin spells, and probably about as damaging as trying to break through a Fireshield to your feelings – then Tel is, as it turns out, capable of general sentient emotions. Go figure. If you can catch him at a good time and/or just happen to be really, really, really good at that sort of thing, then Tel can be shown to be not so nasty after all. Thoughtful and contemplative. He is, after all, very intelligent. He does actually care for friendship – he is just slow in that regard, and wants to know that he can trust people before he puts any of his trust in them. Any friends he does make – although it seems a little unlikely that someone with an attitude like his would be capable of making any friends – he cares for deeply despite his lonely, nomadic nature.

Romantic involvement isn’t really a step that Tel has taken, or even so much as thought about, really, thanks to his action-packed adventuring lifestyle. If, by some miracle, you managed to talk to him on the subject, he would say that he is too busy to be concerned with such petty distractions. Who knows? Perhaps it’s just another step on the trust ladder. Considering that he already has pretty gargantuan standards for friends, though, I wouldn’t place any bets for anything happening anytime soon.

Overall, Tel Ravane is cruel but fair(ish), and a hard nut to crack. But he’s a force for good, and if he considers you a friend then you’ve certainly achieved something that not many have.

History:

Tel Ravane speaks little of any childhood he may have had, and likewise says little of his parents. All he really says is that his father was a human mage, his mother was an elven fighter, and that they are both dead now – and that’s only if he’s in a particularly talkative mood. Tel gives the impression that battle is all he has ever really known, and it appears to be his most comfortable state of being – within reason, of course; he obviously wouldn’t be too comfortable on the edge of death. He supposedly began training himself through experience from the age of six, so it can be assumed that his parents were dead by that time. He will not divulge where he was raised, or how he survived as a young child, other than comments like: ‘Because I’m bloody smart. What do you take me for?’. Supposedly, he began adventuring fully solo at the age of fifteen. From there, he says he has travelled far and wide, been captured, escaped, found dungeons, cleared them, fought dragons, killed them, etc. etc.

Tel Ravane’s interest in the Adventurers in Training program is, in truth, minimal. He has very little to learn from the experience; he already knows the story of the Heroes of Icewind Dale, and he has already soloed the main portions of the simulation anyhow, as a test-run to check that everything works and runs smoothly. He only continues to help with the simulation – and only began helping with it in the first place – because he supposedly owes Redbeard a favour. What the favour is, he won’t say, and Redbeard probably won’t either for fear of his life. Rumour has it, though, that it was because Demevir was the only person around to have a Geas removal scroll. What that means for the nature of the ‘favour’ can only be speculated.

Appearance:

Spoiler:


Tel is usually fully clad in armour and equipment, so very little can be seen of him. His visor is, from the outside, very visually restrictive. In good lighting it is just about possible to see his eyes, which appear quite a piercing pale blue. He is taller than the average half-elf, standing at just above 5'7, perhaps a little thinner, though not by much. Despite being very strong – stronger than many far bigger than himself – that strength doesn’t really show through his chainmail, and from the outside he appears to have the same slim physique of most other half-elves. Being the nomad warrior that he is, he is rarely if ever seen outside of his arms and armour – he eats, sleeps and lives in it all, at the most raising his visor for a moment for access. His features are actually very fair, in the typical elven manner, but they are rarely visible and never visible for very long, so it is hard to tell.

Gear: (Again, Tel is an accomplished adventurer. Besides, he most likely won’t be progressing in terms of gear or level, mostly just in story. Keep in mind, you don’t need a list at all, I just felt like having one )

Tel’s equipment is heavily enchanted, making him extremely resistant to… most things in general. He prefers full-face helmets, with elven chainmail that provides a sturdy warrior’s defence whilst not inhibiting spellcasting. He prefers heavy swords and heavy shields, but his strength and dexterity allows for him to utilise the weight of his weapons for fast and heavy blows. He attaches his signature visor to any helmet he wears, giving him a somewhat imposing appearance.

Spoiler:
Blessed Helm of Lathander +2 (w/ Tel’s visor)
Tel’s Bladesinger Chain +5
Gauntlets of Extraordinary Specialization
Improved Cloak of Protection +2
Boots of Speed
Belt of Inertial Barrier
Amulet of Power
Ring of Wizardry (1st and 2nd)
Ring of Wizardry (5th)
Tel’s Bastard Sword +5
Tel’s Large Shield +4
Bag of Holding


Code: Oh, and I should probably mention, I haven’t read the rules, but I’ll give you a fish to make up for it.
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Old January 1st, 2014 (02:16 PM).
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I am so gonna join this, because D&D.
So, for now, I´ll just put this SU that is yet to be filled with actual content :3

Spoiler:
Name: (You know. The name of your character. If you include Nickname, you can keep it a secret if you want.)

Nickname/Title/Alias: (Optional. What your character is referred to as by others / refers to themself as.)

Gender: Male

Alignment: Lawful Neutral

Race: Human

Age: (Your character’s age. Be older than, uh… fifteen? And try not to be older than time itself. You know how it goes, use common sense and all. Again, secrets if hidden.)

Class: Fighter

Level: 4

Stats:
Strength: 4
Dexterity: 3
Constitution: 8
Intelligence: 10
Wisdom: 7
Charisma: 10
Total Points: 42
Because using up all 90 is too mainstream

Personality: (Describe what your character’s personality is like. 2 paragraphs minimum.)

History: (Your character’s history. Their backstory, how they came to be as they are, how they became adventurers, how they discovered the Adventurers in Training program. I understand if you wish some of your backstory to be secret – if so, try to include a little more of their interest in adventuring and their general reactions to being questioned on their past. Minimum 1 paragraph.)

Appearance: (What your character looks like. Give a general description of how they appear to others. Pictures can be included as extra, but not as a replacement for the description. I understand if you want the appearance of your character hidden below clothing, but describe what they wear and that the appearance is in fact hidden.)

Gear: (The general equipment that your character has on them. No need to go into too much detail – just what weapons and armour they prefer to use, as well as any notable accessories. I may allow something with some kind of enchanted benefit if you reason it well enough – also, try not to have anything too advanced. Plate mail is edgy but probably fine, full plate is stretching it. Mages are allowed basic robes. Remember, your characters are going to progress through the RP.)

Code: I probably rules but I haven´t make up the fish to read. Have a mention for it.
Yup, I´m pretty sure that was the code.
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Old January 2nd, 2014 (12:30 PM). Edited January 8th, 2014 by <Challenger>.
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Let me in! It'll take every ounce of willpower I have, but I'm not going to be a bard xD (Might decide on it later, actually)

Name: Vash. Just Vash. Nothing behind it, really.

Nickname/Title/Alias: NONE (But you can call him whatever you want )

Gender: Human

Alignment: Neutral Good
Race: Human

Age: 27
Spoiler:

Class:
Note that he is not a ranger, but a POWER ranger.


Level: 3

Stats:
Strength: 18 (VASH SMASH!)

Dexterity: 18 (Can't touch this!)

Constitution: 18 (TONIGHT, WE DINE IN HELL!)

Intelligence: 9 (Duh cat goes moo.)

Wisdom: 10 (My opinion on religion? ARROW TO THE FACE!)

Charisma: 17 (Hey. I just met you, and this is crazy, but call me maybe! Wait...What are you gonna call me on? Are cell phones even invented?)

Personality: Vash is quite the douche. Aside from his outright arrogance, most of which pertaining to his looks, he is extremely cocky as well. He goes around flirting with every beautiful woman he sees, seeing it as doing them a favor for coming into their life. This goes even when he is in a relationship. His He goes charging into dungeons without a single thought, although he tends to make it out, either by luck or pure skill, but he boasts that it's both. Vash tends to look down on most other male adventurers, as they normally aren't what he imagines them to be. His general mindset is, "Leave magic to women. We men...We slay things in the heat of battle with a sword or axe in hand!" He's quite the sexist chauvinist, although he does believe heavily in double standards. If a woman goes off on him for being sexist, he will most definitely remember it and bring it up in later conversation if she says something sexist as well. Religion is a definite "No" for him. If he can't see it, he won't believe it.

Despite Vash's brash personality, he does actually care about helping people. He wants to help save the world, although it's already been done before. He just wants to make a difference. After all, a bad world or dead world is no world to live in. If you manage to earn his respect (Nearly impossible), he would gladly die for you. Vash has a certain love of final battles, and an even greater love of heroic deaths. If he wants to go one way, it'll definitely be as badass as possible. His style of fighting is normally "SMASH IT TO PIECES!" but he can be persuaded to use caution.

Vash isn't exactly bright. He's not quite illiterate, he can read and write the common language, but little beyond that. His usual method of solving problems tends to involve an arrow to the face or sword to the neck. He doesn't know very much, but the one thing he DOES know is forestry. He can tell you exactly how to make a salve that will cure sunburn, or tell you what kind of animal that is as well as its habitat, habits, diet, and other such things.

History: Vash was born in a small northern village, far from any other civilization. He was raised in a harsh environment, and was raised by his grandfather, seeing as his parents were drunkards. His grandfather was a stern, cold old man, but he truly cared for his grandson. He taught him everything he knew of the woods around the village, teaching him climbing, the ingredients of natural medicines, and the arts of swordsmanship and hunting, and even helped him deal with social situations as he viewed it as a needed skill. Vash took this a bit further and began his flirtatious methods with the ladies in the one tavern. After a period of fifteen years, the entire population of his village mysteriously disappeared, with the exception of Vash himself, with signs of struggle and webbing strewn about the village. Determined to find his grandfather, he donned a short bow, some light leather armor, and a backpack stuffed with everything he could find. The search went on for two whole months before he found the remains of the villagers in a spider web...A big spider web. He fought the vicious arachnids with his bow until he found a cluster of bodies without their fluids drained. The only one still alive, however, was his grandfather, who survived solely because of his fitness. He told Vash the location of his old armor and weapons, and faded into the afterlife.

Vash, now angry at the world for taking his grandfather, and having an intense hatred for spiders, found the stash exactly where his grandfather said it would be. Once he retrieved the equipment, he set off for civilization, which he found after ten years of searching. As time passed, he soon learned to forget about his tragic past. Ragged, almost crazy, and in need of a shave and bath, he welcomed the embrace of society. He quickly molded back into an average man, despite his harrowing journey. He began his flirtatious methods almost instantly, and even started work as a fur trader. He worked hard for two straight years before he heard of the project. He immediately signed up, excited for the prospect of adventure, furs, and women.

Appearance: Vash is a bit tall, even in Human standards, standing around 6'6. His slim build allows him to navigate tree branches easily. His are long and lanky, hanging around his waist, and contain a great deal of strength, despite their small size. Vash's flowing mane is a light brown that hangs down to his shoulders, but he normally keeps it tied in a ponytail that he keeps concealed using his leather helm. This ranger's eyes are a piercing green, and his slender face is marked with battle scars, leaving a roguish effect. His chin is covered by a light scrubble that he keeps shaved down. He could be considered handsome, and he believes he is as well. Vash's armor consists of pauldroned (They have pauldrons) light leather that provides the effect of "Holy crap if I screw with this guy he'll rip out my spine and eviscerate me!), and his leather helm conceals his face, adding to the frightening effect. Under his leather is a very, very light layer of chain mailing that p rovides little more use than to keep him cold. His gauntlets cover his wrists, the back of his hands, and his forearm, leaving everything below the elbow open. Vash's greaves cover all of his legs, with a slight gap at the knees. When in his casual wear, Vash wears a light green sleeveless tunic and beige long-shorts-short-pants that barely go past his knees. He wears leather boots at all times to provide traction. The only thing he keeps on his persona at all times is the small crystal of emerald that he keeps on a necklace, which of course hangs around his neck.

Gear: Vash comes prepared, and brings EVERYTHING he might need. He has leather armor that provides a significant defense boost against basic weapons, but does little else beyond that. His choice of weaponry is a six-foot claymore, extremely heavy, that he wields with some difficult, and his signature longbow. The longbow is around six feet tall, and requires a great deal of strength to use, even to where Vash has trouble with it. A quiver of arrows accompanies it. He has a backpack filled with small necessities such as flint and steel, a tinderbox, salves and balms made from plants local to his forest, empty leather sacks, a waterskin, and a fully-drawn map of his home forest. His secondary satchel contains whatever food he has, usually loaves of bread, apples, and cheeses. He also has a wood chopping hatchet, but it's pretty much useless in battle.

Code: Oh, and I should probably mention, I haven’t read the rules, but I’ll give you a fish to make up for it.
Didn't even copy and past!
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Old January 2nd, 2014 (02:43 PM).
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Turnip Turnip is offline
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Ahh, nice to see SUs coming in Do you two want reservations? I guess I'll have about 6 spots for now, but I'll most likely open more up later.

Quote originally posted by ℛesolution ❦:
Total Points: 42
Because using up all 90 is too mainstream
Well, you're certainly braver than I am I think the minimum roll for stats in the IWD (Icewind Dale) game itself was actually around 75 total, but I'm not entirely sure. I won't stop you from having low stats, but your character is probably going to be pretty UP. Keep in mind, you don't progress in these stats, they are permanent - well, unless you get some kind of magical tome thing, but they're really hard to come by and don't actually exist in the regular IWD game. Just so you know.

As a fighter with 4 strength... assuming Baldur's Gate has the same restrictions as IWD, which it probably does, I'd take a look at this: http://baldursgate.wikia.com/wiki/Strength
Specifically in the equipment section. In-game, you'd barely be able to use anything and you'd only be able to carry 15lbs of weight. For reference, that's leather armour and nothing else XD

Again, I won't stop you; they're mainly guidelines, and I won't be anywhere near as harsh on the restrictive rules, but jeez, that's one weak character
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Old January 2nd, 2014 (06:31 PM). Edited January 7th, 2014 by Godzil.
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Godzil Godzil is offline
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Ah, Dungeons & Dragons. My first and favorite RPG. Here's an SU.

Name: Emela Parmalomé

Gender: Female

Alignment: Chaotic Good

Race: Elf

Age: 128

Class: Sorceress

Level: 3

Stats:
Strength: 12
Dexterity: 15
Constitution: 10
Intelligence: 12
Wisdom: 12
Charisma: 18

Personality: When one thinks of an elven mage, they envision someone cool, aloof, and distant. They don't think of Emela. She simply loves to be around others, somehow finding something in common. More than her magic or her culinary skills, she is known for being a people person. Talking to people, listening to them, giving or receiving advice, the exchange of words and feelings is one of her favorite pastimes.

Emela's a curious girl, in both senses of the word. She's always eager and willing to explore or wander, to look inside every container. Every container. She often thinks "outside the box", having strange ideas that occasionally turn out to be brilliant. Most times they just end up silly, though. This is a major facet of adventuring for her, as not only can she see cool new things, but she can pick up all sorts of stuff as well.

Silly and fun-loving are all well and good, but she can't always be having fun. When things get serious, she does tend to quiet down and focus, but it's usually focusing on the bright side of things, trying to see the interesting parts. Rather than finding the easiest or most efficient method, she'll opt for the more fun approach. Some adventurers may find her idea of "fun" a little off-putting, however. It usually involves lots of flash and excitement, and more than a little fire.

Sweet, helpful, and just all-around nice, Emela just wants to have a good time. She's friendly, open, and tries to leave things better than how she found them. Just don't try to get on her bad side. If she has one, it's just like her good side, only more likely to seek revenge.

History: Rather than live in some secluded village in the trees, Emela's family were travelers. A small group of 30-40 elves traveling across the land, making a living as traders, entertainers, or guides. Her childhood was spent drifting from one town to another, rarely staying in one place for more than a year. This allowed her to meet many people and learn many things, especially when she discovered she had a talent for the arcane. Since she was never good at "book learning", she never bothered trying to go to a school to learn all the complex formulas Wizards used, instead learning how to do it herself. This gave her time to work on some other skills, and become more versatile.

In her early adulthood, she found a town and fell in love with it. She decided not to travel with the caravan anymore, and open a little shop in town. With her love of cooking and alchemy, she was able to become an assistant at a profitable little shop, though she often had to go out and gather herbs and stuff on her own. Being a traveler at heart, she didn't mind adventuring, and could use her training and magic to keep herself alive. Though she loved the little shop, and hoped to one day own it, she still longed for excitement and challenge. One day, while delivering some goods to the Winter's Cradle, she found a way to fulfill that longing. A man named Demevir Redbeard and his "Adventurers in Training" program...

Appearance: Typical of an elf woman, Emela is of average height, at a dainty 5'. Unusually for a mage, she is no thin, willowy slip of a girl. Her active lifestyle leaves her more muscled than one would think, although not overtly. She's a natural charmer, with her lightly tanned skin, shoulder-length red hair, and soft, blue-green eyes. Like most mages, she wears a robe, preferring red ones. For practicality, hers is more like a red jacket, and she wears white pants and leather shoes.

http://oi40.tinypic.com/2psj0gl.jpg

Gear: Being a sorcerer, Emela tends to travel light. Being an elf, she of course has a longbow and a full quiver of arrows, along with a pair of daggers. She is quite fond of acid, carrying a flask of the stuff on her hip, and about five or six more in her backpack. Besides that, she carries several belt pouches, coin purses, and burlap sacks in her pack, just in case she finds anything she likes.

List:
Mage's Robes
Spell Components
Dagger x2
Acid Flask x6
Backpack, lots of extra bags inside
Rations
Ring of Minor TK

Code: Spoiler'd to ensure no one cheats.
Spoiler:
Oh, and I should probably mention, I haven’t read the rules, but I’ll give you a fish to make up for it.
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Old January 2nd, 2014 (06:49 PM).
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Chalifoux Chalifoux is offline
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Quote originally posted by True Epicness:
Ahh, nice to see SUs coming in ^^ Do you two want reservations? I guess I'll have about 6 spots for now, but I'll most likely open more up later.

Well, you're certainly braver than I am :P I think the minimum roll for stats in the IWD (Icewind Dale) game itself was actually around 75 total, but I'm not entirely sure. I won't stop you from having low stats, but your character is probably going to be pretty UP. Keep in mind, you don't progress in these stats, they are permanent - well, unless you get some kind of magical tome thing, but they're really hard to come by and don't actually exist in the regular IWD game. Just so you know.

As a fighter with 4 strength... assuming Baldur's Gate has the same restrictions as IWD, which it probably does, I'd take a look at this: http://baldursgate.wikia.com/wiki/Strength
Specifically in the equipment section. In-game, you'd barely be able to use anything and you'd only be able to carry 15lbs of weight. For reference, that's leather armour and nothing else XD

Again, I won't stop you; they're mainly guidelines, and I won't be anywhere near as harsh on the restrictive rules, but jeez, that's one weak character ^_^
Eh, rather than reserving I´ll just push myself to have this SU done soon xD

I... was planning for this character to be very weak on purpose pretty much, and won´t have a problem carrying only leather and being the weakest weakling around, but if you want I can make him less... weakling mcweakerson :P
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Old January 2nd, 2014 (07:53 PM).
Ozymandias Ozymandias is offline
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Could I reserve a spot in this rp? I probably won't be able to get an SU up in a little while but, this rp looks aweseome xD
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Old January 3rd, 2014 (07:02 AM).
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@ℛesolution ❦ - Oh, by all means, if that's what you were planning then go ahead with it. I just wanted to make sure you knew what you were getting into with the whole, ah... 'weakling mcweakerson' thing

@Apollo - Yup, you certainly can. Reservations last... two weeks? Yeah, I'm saying two weeks. I'd totally already decided. Anyway, consider yourself Reserved. That's 'Reserved' in blue, if you can't read it on your theme, because I felt like being fancy.

@Godzil - Cheaters? Oh noes! Nice SU, you are Accepted. That's 'Accepted' in green, if it's unreadable - should I be bothering with saying this-? ah, heck. COLOURS.

@True Epicness - You are Declined, your SU is ugly and also you smell I guess I'm Accepted, too. YAAY!
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Old January 3rd, 2014 (02:56 PM).
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I've worked on my SU a bit, and I'm curious. Are guns around in this period of time?
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Old January 3rd, 2014 (03:19 PM).
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Quote originally posted by heretostay123:
I've worked on my SU a bit, and I'm curious. Are guns around in this period of time?
Not in 1281 DR (simulation time), and not in 1484DR (present time). At least, I don't think so, did I see something with musket things? Agh, at most, I've seen a picture of a low-tech gun for concept art for a game that may not even be D&D related anyway. And I'm saying no to guns, anyhow. Crossbows, yes, guns, no.

Guns are a no, guys.

Dat Power Ranger joke tho... eh, still no guns, but have a waffle. Use it wisely. (>'')>#
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Old January 3rd, 2014 (03:35 PM).
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I'm honored to take this waffle! The road ahead will be dangerous!

You know how every group has that "Douche"? Well, Vash is going to be that guy in a way >:D
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Old January 3rd, 2014 (07:54 PM). Edited January 7th, 2014 by Raikiri.
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DONE.

Name: Cassandra Alexandera

Nickname/Title/Alias: “Cass”

Gender: Female

Alignment: Chaotic Neutral

Race: Human

Age: 26

Class: Barbarian

Level: 6

Stats:
Strength: 18
Dexterity: 17
Constitution: 17
Intelligence: 10
Wisdom: 10
Charisma: 18

Personality: Cass is not what you would call a prim and proper lady, being rough and rugged as your typical mercenary having made something of a name for herself due to her outrageous behavior. Cass is abrasive, immature, reckless, and vulgar reveling in simple pleasures and being generally hard to appreciate. This is likely a result of her overwhelming direct and honest nature as she is one to get to the point rather than tip toe around the issue, which in conjunction with her insensitivity makes Cass an unsympathetic and detached individual to say the least. Cass can be playful, however, often fooling around with others with her sarcasm and occasionally innocent humor. She does not take things seriously very often, looking at life as if it were a joke in itself.

She is an individualist, treasuring her own freedom above everything else and working for her own self interests, whatever they may be. Cass despises organized governments, strict traditions, and authority but does not actively pursue change. Instead she prefers watch everything unfold. She follows her whims and impulses doing whatever she feels like at the moment with little hesitation, valuing her own happiness above everything else. Therefore, Cass is not motivated by a desire to do good or evil and will only align herself with either if it serves her interests in some way. In this regard, Cass can take it a bit too far becoming overwhelmingly greedy and self interested, often asking "how does this benefit me?" when posed with any request.

Cass is indulgent, engaging in any activity she deems fun. Gambling, alcohol and aggressive flirting (she isn't picky by the way) are only the beginning for her. She can be often found at bars or taverns drinking to pass the time and then leaving without paying her tab. Cass takes any opportunity she can to break the law or cause, out of habit and simple fun. This goes in accordance with the fact that Cass has very flexible morals, and is not above committing questionable acts especially if coin is thrown into the equation. In fact, Cass can take things took far, reflecting near psychopathic tendencies. Being terribly volatile and easy to provoke, Cass loves to fight and get dirty. In combat, Cass gets caught up in the moment, often resulting in a poor fate for her opponent.

History: Cassandra was born into your typical upper middle class family with an ambitious father and a mild mannered mother, it became quite apparent Cassandra was going to be a tool for her father to advance up the social ladder. She was expected to wear pretty dresses, learn proper manners and show courtesy to all noble lords and ladies while her father continued to bolster his increasing reputation as a merchant and trader. It was a flawless plan on his part, with only problem: Cassandra herself. She despised her father and his dreams as she yearned for freedom, often attempting to foil his plans whenever possible. Her mother did her best to calm Cassandra, saying it was for "her own good" but such sentiments fell on deaf ears.

Cassandra's father planned for an arranged marriage to a member of a relatively well renowned noble house believing the man could control the passionate Cassandra. Sadly, the man never had the chance as Cassandra ran away several weeks prior to the engagement. At the age of 17, Cassandra declared herself as "Cass" with the hopes of forging her own destiny and experiencing the freedom she so desperately desired. However, Cass stepped into a bigger world than she expected, quickly realizing that one does not get far without gold. Refusing to subjecting herself to working the streets, Cass quickly left the more southern regions of Faerun and set herself in the north where she entered a military academy to learn how to use a blade. Women rarely attended military academies, making her something of a novelty. However, Cass grew bored quickly of lessons and soon left the academy after stealing a few weapons and coin, and retreated even more north to Neverwinter after making several stops along the way for some employment as a mercenary.

Cass often took solo jobs or group employment, preferring to keep all the earnings to herself. A fan of escort missions and anything that involving killing someone, Cass built up something of a reputation. However the renown of being a ruthless, efficient and greedy mercenary. For the next few years, Cass remained relatively close Neverwinter, occasionally traveling back south in the colder months for sun and relaxation (as she is still a southern girl at heart).

However, she grew bored and wandered more, catching wind of a promise for more wealth and adventure: "Adventurers in Training? Bah, like I need training. But adventure? That could be nice."

Appearance: Cass is a character that manages to blend both beauty and grit into a seamless package with a bold appearance that is not easy to forget. Standing at about 5"5 (1.65 meters) with a thin yet athletic build, Cass has a capable figure who can hold her own in a fight with her surprising strength and agility. Cassandra's favorite quality is her curves, with a fairly large bust being almost far too noticeable. It becomes clear that Cass is bursting with confidence, wearing a perpetual smile.

Her short red hair is unkempt, with its strands at the mercy of the wind and her dark blue eyes beaming through loose strands of red hair that brush across her delicate facial features. However the gentle nature of her youthful face is offset by a certain level of roughness, including cached on dirt, light bruising and a few cuts and scrapes. Cassandra's eyes are generally warm and inviting, are capable of charming others with relative ease. However, others easily notice the lust that her eyes carry. She has a thin nose and face, with rosy cheeks that compliment her hair. Her skin, however, is lightly tanned making the rosy cheeks hard to notice.

Cassandra's clothing is your typical mercenary garb, being practical and functional. To show off her "qualities," she wears low cut leather armor, with a few loose laces around her cleavage. A small leather belt is worn around her waist holding her flagon of alcohol. Leather pants protect her legs. Cassandra wears dark leather straps across her thighs holding a pair of knives (one on each leg) and a pair of oversized black leather greaves, keeping her feet protected. Over her right shoulder is a baldric which contains her finely crafted two handed claymore with a black hilt. Her hands are protected by a pair of worn leather gauntlets, which have seen many years of action as evidenced by the bloodstains.

Cassandra sports a new extra accessories. Notably, she wears a single necklace with a golden religious symbol hanging from a black leather strap. Cass has invested in some tattoos, with a black tribal symbols on her left shoulder and lower back. For difficult weather conditions, she owns a dark blue cloak. She hates wearing it, but carries it around nonetheless usually make anyone she travels with hold it for her.

Gear: Cass tends to favor traveling lightly but effectively. She wears leather armor (as described in the appearance section) and an abundance of steel knives. She also carries a small bag with basic supplies, such as food, first aid packs and anything else she deems necessary such as her flagon of ale. Her prized possession is her signature Claymore, which she looted from a rival mercenary group in her travels in Neverwinter.

List:
Cassandra's Claymore (+1 if possible)
Leather Armor, Boots, and Gloves
Steel Knives x 2
Endless Flagon of Ale
Bag of Supplies (includes food, first aid packs, a couple of potions, and lockpicks)


Code: “Oh, and I should probably mention, I haven’t read the rules, but I’ll give you a fish to make up for it.”
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Old January 3rd, 2014 (11:36 PM).
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Ha-ha! Putting D&D in the title was a good idea after all :) I would join, but my plate's full atm. Have fun mates
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Old January 4th, 2014 (04:33 AM).
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Quote originally posted by Raikiri:
WIP. You had me at D&D so I will give it a try. Just need to add history and gear once I work out how to convert her from my original world to the workings of D&D.
Ooh - what was the original world, might I ask? Just out of curiosity, I'm not really bothered about compatibility or the like.

19s in Strength and Charisma go above the starting maximum of 18 (for a human, at least), so they'd usually require Cass to have acquired magical tomes of some kind. Tel, for instance, acquired a tome for each stat while adventuring in the Sword Coast - his stats at level 1 were 18, 18, 18, 18, 14, 6. Of course, if she has enchanted items that boost her stats to that degree upon equipping them, please just keep to the base stats and mention them instead in the gear section.

Depends for now how you can reason the things in your history section - including your wish to be higher than level 5. Apart from those (relatively little) things, though, your SU looks pretty nice so far


@Shango - Hehe, it certainly was, and I have you to thank for that, my friend. Shame your plate's full, this RP makes some lovely roast potatoes. And waffles. Lots of waffles.
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Old January 4th, 2014 (06:18 AM).
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Oh right. Forgot you capped at 18 when I was doing the stats. I was full D&D make an uncultured tank mode with high charisma for fun mode. My bad. That was quickly changed since I don't know if I can justify a mercenary getting a tomb easily enough in my history. I could try but I don't know if the work is worth it.

And the original world was my own creation with the help of SV and our failed RP here on PC. I basically just need to swap out names and convert her from that world to Faerun to the best of my ability. Been a while since I ventured there. Probably keep her adventures to the north since I am familiar with Neverwinter more than anything. Thank you Neverwinter Nights. :D
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Old January 4th, 2014 (07:21 AM).
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@Raikiri - Ah, righty, no biggie. All good now, anyway. It's just the D&D games I've played have been capped at 18 during character creation, which is essentially what this is. That could be bypassed, though, if you were importing a character, so... eh. Since it's not working on D&D, stats are basically all-new for Cass.

As far as tomes go, they weren't available in IWD. Still, I'm expanding a little on the game, so I may well make a few available. And then everyone can murder each other over them YAAY!

@People in general - SUs so far are looking pretty nice, though from the looks of things, Tel is going to hate a lot of you
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Old January 4th, 2014 (07:28 AM). Edited January 4th, 2014 by <Challenger>.
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Just wondering, is Tel another development of Turnip? If so, I've found your website!
TURNIPS!

And your shirt as well, if you decide to name other characters after root-based vegetables.
Spoiler:


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Old January 4th, 2014 (10:11 AM).
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Quote originally posted by heretostay123:
Just wondering, is Tel another development of Turnip?
Hehe, nope, Tel shares no relation to Turnip and the two are not really very alike at all. Sorry to burst your vegetable mania.
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Old January 6th, 2014 (03:49 PM).
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Hehe. Sorry about that. Saw the "Can't see face" thing and immediately thought of Turnip. I'll finish my SU soon.
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Old January 6th, 2014 (07:38 PM).
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SU has been updated and is now finished.

And most of the time when I played D&D, we just rolled a d20 and dealt with the numbers we got. Usually had two re-rolls. I may fiddle with her stats a bit and boost intelligence and/or wisdom. I have to see what would make sense given her history.
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Old January 7th, 2014 (12:58 AM).
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Quote originally posted by Raikiri:
SU has been updated and is now finished.

And most of the time when I played D&D, we just rolled a d20 and dealt with the numbers we got. Usually had two re-rolls. I may fiddle with her stats a bit and boost intelligence and/or wisdom. I have to see what would make sense given her history.
Ah, yeah, I think Icewind Dale used a 3D6 base for stats rather than a D20. And then you just had as many re-rolls as your sense of boredom could take, which is kind of cheaty, but eh. I think there were minimum and maximum rolls, though, I think around 75 to 95.

Considering that stats are a background thing (and not really kept track of), I'll allow you level 6, because of the history of mercenary work - no further than that though. BG1 had slow levelling, admittedly, but that capped at around level 8, and you could probably finish the main story by level 5. +1s are common enough, so I'll allow that for your weapon.

Looks like there are a few little oopsies in there, like one word in a sentence randomly missed out, but it's a minor error, and I can see that you can write well otherwise, so you are Accepted.

Also, I don't mind anyone fiddling with their stats at all, so long as the total doesn't exceed 90. By all means, fiddle away.

@heretostay123 - Heheh, I don't do faces Tel just wants to be ever-ready and is frankly a little shy, Turnip is just lazy, and if his modern/IRL form (i.e. sig Turnip) is taken, then he's unable to actually take his helmet off. Tel actually has a face, though, and will lift his visor from time to time. He's been the victim of enough random bandit attacks to know the benefit of living in your equipment.
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Old January 7th, 2014 (07:14 AM).
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Sweet. Glad to be accepted. Yeah, for the history, I was copy/pasting from an older history and was converting it real quick last night when I went on a RP binge. So errors were bound to happen. Thanks though xD
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Old January 8th, 2014 (10:27 AM).
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I believe I've finished. Could you check it out for me?

As a side note, I apologize for the history. I rushed it a bit.
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Old January 8th, 2014 (02:09 PM).
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@Raikiri - Totally understandable You're very welcome, glad to have you.

@heretostay123

Quote originally posted by heretostay123:
I believe I've finished. Could you check it out for me?

As a side note, I apologize for the history. I rushed it a bit.
Pshhh, check your SU? Why would I do that? GMs don't need to check SUs - they just look, and they know. Oh, wait, it just occurred to me that that's ENTIRELY BLOODY WRONG. Checking

Quote originally posted by heretostay123:
he donned a short bow, some light leather armor, and a short bow.
Uhhh... dual-wielding short bows, or something? Heheh - yeah, there are a few silly errors like that around, I'd appreciate it if you just had a look through and fixed the little things. Proofreading's a valuable skill. Also, your history could probably do with a bit of fleshing out - I mean, does he know why he was the only person in his village who didn't get taken? Does he wonder about it, at all - or, hell, does he just not really think about it enough? Does he perhaps have a particular dislike of spiders, now, considering what happened? It just seems like it happened and he moved on, though there's no real confirmation on that. Apart from that, you're pretty much there. Just a little bit of fleshing out, and Vash is good to go.

Also, with the spider hate thing - considering that the games have you implement a Racial Enemy for Ranger classes (i.e. a kind of monster you do double-damage against) it's actually pretty appropriate XD
Of course, it won't be calculated, but it can be taken into effect somewhat. But yeah, just some moderate fleshing out and you're there
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