Post by RantzOn on Jan 6, 2011 2:20:25 GMT -5
The Warrior's Guild has stood as a last line of defense, and also an expendable group of Mercenaries. Your task, if you choose to join this RP, is to create a character (Focused for a swords-magic capable lore). You may
Below are four schools of learning and the appropriate skills you can choose.
All character begin at level 1
You have four points to spend towards skills, You can only reach journeyman in one skill at level 1.
Guild skills have four levels, Apprentice, Journeyman, Adapt, And Master.
Fighter's Guild
Sword - Allows the use of Swords, Higher levels allows more complex blades and higher quality weapons.
Maces - Allows the use of Maces and other blunt weapons, Higher levels allows Heavier Maces and better skill with Improvised weapons, and higher quality weapons.
Polearms - Allows the use of Spears, Halberds, and Throwing Javelins. Higher levels allow more complex spears, including double sided spears. And higher quality weapons.
Axes - Allows the use of Axes of all varieties. Higher levels allows the use of heavier axes and higher quality weapons.
Two Handed Proficiency: Allows the use of Massive weapons, Like Claymores, Greatmauls, Pole-Axes, and Great Axes, Higher Levels give a bonus to your character's strength.
Duel Wielding: Allows the use of a weapon in each hand, Combination does not matter. Higher levels gives a bonus to the Character's Agility.
Armor Proficiency: Allows the use of armors effectively, As well as heavier or more complex armors. Higher levels allows better movement in heavy armor, and more protection from light.
Shield Proficiency: Allows the use of a shield of any variety,such as a buckler, round shield, kite shield, or a tower shield.
Thieves Guild
Locksmith: Allows the use of lock picks and the construction of locks, as well as disarming traps.
Camouflage: Allows the user to sneak easier in plain sight, No need for shadows with this skill.
Assassination Tactics: Allows the use and production of Poisons, Traps, and a growing knowledge of natural weak points on your target.
Archery: Throwing knives, stars, crossbows, longbows, and shortbows all become second nature to you. Higher levels allow better weaponry.
Fletching: Allows the construction of arrows on the fly, higher levels allows modifications to such arrows, such as explosives, burning tar, barbs ect...
Street Smarts: Higher levels allows a better knowledge of the underground black market, as well as any shady dealings in the current area.
Wizards Guild
Elemental Magic
Pyromancy - Fire Magic, Higher levels allows the summoning of more fire. An Apprentice Level spell might be summoning a cluster of burning embers, while a Master Level spell might be causing a pocket of lava to burst under a group of enemies.
Hydromancy - Water Magic, Higher levels allows the summoning of more water and it's use. An apprentice level spell might be summoning a halestone to strike a target, and a master level spell might be suspending a target in a bubble of water to drown.
Aeromancy - Air Magic, Higher levels allow the summoning of more powerful gusts of wind. An apprentice level spell might be the manipulation of wind, or causing a gust to push down an enemy, A master level spell might be creating a vacuum around an enemy, and causing it to rapidly collapse, resulting in a flesh-rending explosion.
Terramancy - Earth Magic, Higher levels allow more powerful manipulation of earth. A apprentice level spell might be causing a rockslide on an unstable terrain, and a Master level spell might be causing an earthquake or cracking open the earth.
Necromancy
Disease-Based - Necromancy involving the manipulation of disease and flesh. An apprentice level spell might have the necromancer cause a painful cyst to form on an enemy and violently explode, And a master level spell might cause the flesh of an enemy to turn into worms.
Glyph-Based - Glyphs are used to enchant bones and cause auras, This includes raising the dead and causing area denial.
Spiritual Magic
Healing - Through devotion to a deity, your character can heal wounds with a wave of the hand and a prayer. An apprentice spell might cause flesh wounds to mend quickly, and a master level spell could rekindle fresh life in a fallen comrade.
Smiting - Devotion to a deity can be an offensive tool as well. An apprentice level spell might cause an aura of battle prose to shine on your allies, and a master level spell might strike a foe stone cold.
Lore - The Knowledge of ancient magics and the ability to recognize enchantments and curses.
Enchantment
Animation - Breathing life into the lifeless is the animist's goal. Using runes and scrolls to bring inanimate objects to life is simple work for a animist. An apprentice can enchant a dagger to strike at an enemy on it's own accord. A master might cause stones in a room to form into a massive golem.
Imbue - The skill of forcing magic into weapons and armor, resulting in beneficial spells or devastating curses.
The Craftman's Guild
Tinkering - The ability to create gunpowder, as well as clockwork items, Higher levels allow more complex gadgets and bombs.
Blacksmith - Allows the creation and repair of metal items, Higher levels allow more complex designs, more dangerous weapons, and the ability to smelt tougher metals. Allows working in Smithies across the land.
Jeweler - Allows the creation of un-enchanted runes and jewelry. Jewelery can be vastly expensive.
Prospecting - Allows the user to find metals and gems quickly. Mines are also a cinch to find your way out of.
Chef - Allows the creation of food. Allows work in Kitchens across the land.
Hunter - Allows the player to track animals and use the products in various materials.
Tailor - Allows the player to create leather and cloth armors. Can work in shops.
Herblore - Allows the player to identify plants and beneficial/dangerous herbs quickly. Allows the creation of Potions. Allows work in Alchemy shops.
Trader - Can negotiate better deals with shop keeps.
Below are four schools of learning and the appropriate skills you can choose.
All character begin at level 1
You have four points to spend towards skills, You can only reach journeyman in one skill at level 1.
Guild skills have four levels, Apprentice, Journeyman, Adapt, And Master.
Fighter's Guild
Sword - Allows the use of Swords, Higher levels allows more complex blades and higher quality weapons.
Maces - Allows the use of Maces and other blunt weapons, Higher levels allows Heavier Maces and better skill with Improvised weapons, and higher quality weapons.
Polearms - Allows the use of Spears, Halberds, and Throwing Javelins. Higher levels allow more complex spears, including double sided spears. And higher quality weapons.
Axes - Allows the use of Axes of all varieties. Higher levels allows the use of heavier axes and higher quality weapons.
Two Handed Proficiency: Allows the use of Massive weapons, Like Claymores, Greatmauls, Pole-Axes, and Great Axes, Higher Levels give a bonus to your character's strength.
Duel Wielding: Allows the use of a weapon in each hand, Combination does not matter. Higher levels gives a bonus to the Character's Agility.
Armor Proficiency: Allows the use of armors effectively, As well as heavier or more complex armors. Higher levels allows better movement in heavy armor, and more protection from light.
Shield Proficiency: Allows the use of a shield of any variety,such as a buckler, round shield, kite shield, or a tower shield.
Thieves Guild
Locksmith: Allows the use of lock picks and the construction of locks, as well as disarming traps.
Camouflage: Allows the user to sneak easier in plain sight, No need for shadows with this skill.
Assassination Tactics: Allows the use and production of Poisons, Traps, and a growing knowledge of natural weak points on your target.
Archery: Throwing knives, stars, crossbows, longbows, and shortbows all become second nature to you. Higher levels allow better weaponry.
Fletching: Allows the construction of arrows on the fly, higher levels allows modifications to such arrows, such as explosives, burning tar, barbs ect...
Street Smarts: Higher levels allows a better knowledge of the underground black market, as well as any shady dealings in the current area.
Wizards Guild
Elemental Magic
Pyromancy - Fire Magic, Higher levels allows the summoning of more fire. An Apprentice Level spell might be summoning a cluster of burning embers, while a Master Level spell might be causing a pocket of lava to burst under a group of enemies.
Hydromancy - Water Magic, Higher levels allows the summoning of more water and it's use. An apprentice level spell might be summoning a halestone to strike a target, and a master level spell might be suspending a target in a bubble of water to drown.
Aeromancy - Air Magic, Higher levels allow the summoning of more powerful gusts of wind. An apprentice level spell might be the manipulation of wind, or causing a gust to push down an enemy, A master level spell might be creating a vacuum around an enemy, and causing it to rapidly collapse, resulting in a flesh-rending explosion.
Terramancy - Earth Magic, Higher levels allow more powerful manipulation of earth. A apprentice level spell might be causing a rockslide on an unstable terrain, and a Master level spell might be causing an earthquake or cracking open the earth.
Necromancy
Disease-Based - Necromancy involving the manipulation of disease and flesh. An apprentice level spell might have the necromancer cause a painful cyst to form on an enemy and violently explode, And a master level spell might cause the flesh of an enemy to turn into worms.
Glyph-Based - Glyphs are used to enchant bones and cause auras, This includes raising the dead and causing area denial.
Spiritual Magic
Healing - Through devotion to a deity, your character can heal wounds with a wave of the hand and a prayer. An apprentice spell might cause flesh wounds to mend quickly, and a master level spell could rekindle fresh life in a fallen comrade.
Smiting - Devotion to a deity can be an offensive tool as well. An apprentice level spell might cause an aura of battle prose to shine on your allies, and a master level spell might strike a foe stone cold.
Lore - The Knowledge of ancient magics and the ability to recognize enchantments and curses.
Enchantment
Animation - Breathing life into the lifeless is the animist's goal. Using runes and scrolls to bring inanimate objects to life is simple work for a animist. An apprentice can enchant a dagger to strike at an enemy on it's own accord. A master might cause stones in a room to form into a massive golem.
Imbue - The skill of forcing magic into weapons and armor, resulting in beneficial spells or devastating curses.
The Craftman's Guild
Tinkering - The ability to create gunpowder, as well as clockwork items, Higher levels allow more complex gadgets and bombs.
Blacksmith - Allows the creation and repair of metal items, Higher levels allow more complex designs, more dangerous weapons, and the ability to smelt tougher metals. Allows working in Smithies across the land.
Jeweler - Allows the creation of un-enchanted runes and jewelry. Jewelery can be vastly expensive.
Prospecting - Allows the user to find metals and gems quickly. Mines are also a cinch to find your way out of.
Chef - Allows the creation of food. Allows work in Kitchens across the land.
Hunter - Allows the player to track animals and use the products in various materials.
Tailor - Allows the player to create leather and cloth armors. Can work in shops.
Herblore - Allows the player to identify plants and beneficial/dangerous herbs quickly. Allows the creation of Potions. Allows work in Alchemy shops.
Trader - Can negotiate better deals with shop keeps.