Coloursfall
THIS IS HOW WE BLEED
Start of Darkness
Plot=====================================
It was just after dawn when you boarded the might airship Wandering Mountain on her maiden voyage. The massive ship was the pinnacle of technology and magic, able to fly as well as any dragon. The first half of the trip was smooth flying, soaring through clouds as the sky became brighter and more colourful as the sun rose. The great ship was well equipped with the very best in accommodations for the time - rooms to stay in for long voyages, kitchens of skilled cooks, and a fully-stocked tavern.
But as the ship started over the vast swath of wilderness between the port it had left and the destination, a great white monster appeared from the clouds. The beast set upon the ship, tearing into the wooden hull with powerful claws and breathing great torrents of cold over the propellers and deck. The ship was brought down quickly, and despite the attempt of any magic-user on board, it crashed into a mountainside, shattering and killing most of the passengers and crew. The monster disappeared into the sky.
But you, along with a few others, managed to survive with minimal injuries. But now you are stranded in the uncharted, untamed wilds known to be infested with monsters and wild magic, with no way home except your own feet. So now begins your journey across wild Okarthel.
Rules====================================
--Don't be an asshat
--Respect the forum rules, as well as normal RP manners.
--Read EVERYTHING IN THIS POST. It is important.
--Fill out all given slots on the character sheet to the best of your ability.
--This may get rather complex or difficult, keep this in mind. Dice rolls will be required for some actions.
----As well, report all your dice rolls as they fall. If you are discovered fudging rolls, I will take over the rolling.
Sheet====================================
Name......:
Level.....:
Class.....:
Race......:
Size......:
Age.......:
Gender....:
Height....:
Weight ...:
Alignment.:
Deity ....:
==== Ability scores ====
strength ...: (+0)
constitution: (+0)
dexterity ..: (+0)
intelligence: (+0)
wisdom .....: (+0)
charisma ...: (+0)
==== Skills ====
acrobatics ..: +0 -- (+0 dex)
arcana ......: +0 -- (+0 int)
athletics ...: +0 -- (+0 str)
bluff .......: +0 -- (+0 cha)
diplomacy ...: +0 -- (+0 cha)
dungeoneering: +0 -- (+0 wis)
endurance ...: +0 -- (+0 con)
heal ........: +0 -- (+0 wis)
history .....: +0 -- (+0 int)
insight .....: +0 -- (+0 wis)
intimidate ..: +0 -- (+0 cha)
nature ......: +0 -- (+0 wis)
perception ..: +0 -- (+0 wis)
religion ....: +0 -- (+0 int)
stealth .....: +0 -- (+0 dex)
streetwise ..: +0 -- (+0 cha)
thievery ....: +0 -- (+0 dex)
==== Weapons and Armour ====
==== Other equipment ====
==== Coins and other wealth ====
# gp
==== Languages known====
common
1 other
==== Appearance ====
==== Personality ====
==== History ====
Instructions================================
-->Information regarding Races, Classes, Gods, and languages can be found where linked
---->Dice Rollers can be found here, here, and here. Chose whichever you feel comfortable with.
------>For languages, here is a translator. NOTE: it does not translate back to common, so you may wish to provide a translation.
To find your ability scores:
--1. Load up your dice roller
--2. Choose the d10, roll it six (6) times, recording each result.
--3. Add 10 to each result. This is your "ability pool".
--4. Assign each result from the pool to the stats as desired.
To find your modifiers, see this chart:
Ability Score - Modifier
10–11 --- +0
12–13 --- +1
14–15 --- +2
16–17 --- +3
18–19 --- +4
20–21 --- +5
To find your skill bonuses:
--Add the ability modifier of the indicated skill
--You may select four (4) skills to be 'trained' in, and they receive an additional +5 bonus
On class-related abilities:
--Some classes have abilities others do not. For example, Clerics can heal, Paladins channel holy (or not so holy, depending on the god) power, Wizards and Warlocks cast spells.
---Clerics are capable of healing wounds, infection, or poisons given the ability to touch the victim and a bit of time. They have to concentrate to do this, and if interrupted will have to start again.
---Paladins can also heal, but not as easily. They can also call down the wrath of their god if they have a holy symbol or other implement.
---Wizards can cast spells such as Ray of Frost or Magic Missile to inflict damage.
---Warlocks can also inflict damage with spells, though they are more skilled with spells with effects.
---Bards and Warlords can inspire confidence and hope in their teammates, Bards through their musics and Warlords through their powerful presence and orders.
-----Other classes have their own abilities; use your common sence with these, or ask if you are unsure.
Other:
--We will begin at level one (1); I will inform players when they increase a level.
--When you go up a level, some of your stats may go up: every four (4) levels, you may add one (1) to two (2) stats.
--Add your half-level to the modifiers. For example, a level two (2) ccharacter would add a +1, while a level four (4) would add +2 and so on.
--To find your starting gold, roll 5d20
--Think about your class when you select armour and weapons. Rogues wouldn't do well in full plate and a warhammer, and conversely, a Paladin would be rather lost with leather and a dagger.
--Other equipment includes traveling rations, a tent, other equipment such as ropes and thieves' tools or a climbing kit.
--Most characters will be Medium-sized. Some races, such as gnomes and kobolds, will be Small.
--Some races have special abilities. Dragonborn can breath fire/cold/acid/lightning, for example.
--Your alignment should be appropreate to your diety (if any). This page is a good description of the alignments.
Players=====================================
--Exo-Raikou
--Zora of Termina
--Flareth
--Arylett Dawnsborough
--Glace
--DJ P0N-3/Aureole
--Kali the Flygon
Plot=====================================
It was just after dawn when you boarded the might airship Wandering Mountain on her maiden voyage. The massive ship was the pinnacle of technology and magic, able to fly as well as any dragon. The first half of the trip was smooth flying, soaring through clouds as the sky became brighter and more colourful as the sun rose. The great ship was well equipped with the very best in accommodations for the time - rooms to stay in for long voyages, kitchens of skilled cooks, and a fully-stocked tavern.
But as the ship started over the vast swath of wilderness between the port it had left and the destination, a great white monster appeared from the clouds. The beast set upon the ship, tearing into the wooden hull with powerful claws and breathing great torrents of cold over the propellers and deck. The ship was brought down quickly, and despite the attempt of any magic-user on board, it crashed into a mountainside, shattering and killing most of the passengers and crew. The monster disappeared into the sky.
But you, along with a few others, managed to survive with minimal injuries. But now you are stranded in the uncharted, untamed wilds known to be infested with monsters and wild magic, with no way home except your own feet. So now begins your journey across wild Okarthel.
Rules====================================
--Don't be an asshat
--Respect the forum rules, as well as normal RP manners.
--Read EVERYTHING IN THIS POST. It is important.
--Fill out all given slots on the character sheet to the best of your ability.
--This may get rather complex or difficult, keep this in mind. Dice rolls will be required for some actions.
----As well, report all your dice rolls as they fall. If you are discovered fudging rolls, I will take over the rolling.
Sheet====================================
Name......:
Level.....:
Class.....:
Race......:
Size......:
Age.......:
Gender....:
Height....:
Weight ...:
Alignment.:
Deity ....:
==== Ability scores ====
strength ...: (+0)
constitution: (+0)
dexterity ..: (+0)
intelligence: (+0)
wisdom .....: (+0)
charisma ...: (+0)
==== Skills ====
acrobatics ..: +0 -- (+0 dex)
arcana ......: +0 -- (+0 int)
athletics ...: +0 -- (+0 str)
bluff .......: +0 -- (+0 cha)
diplomacy ...: +0 -- (+0 cha)
dungeoneering: +0 -- (+0 wis)
endurance ...: +0 -- (+0 con)
heal ........: +0 -- (+0 wis)
history .....: +0 -- (+0 int)
insight .....: +0 -- (+0 wis)
intimidate ..: +0 -- (+0 cha)
nature ......: +0 -- (+0 wis)
perception ..: +0 -- (+0 wis)
religion ....: +0 -- (+0 int)
stealth .....: +0 -- (+0 dex)
streetwise ..: +0 -- (+0 cha)
thievery ....: +0 -- (+0 dex)
==== Weapons and Armour ====
==== Other equipment ====
==== Coins and other wealth ====
# gp
==== Languages known====
common
1 other
==== Appearance ====
==== Personality ====
==== History ====
Instructions================================
-->Information regarding Races, Classes, Gods, and languages can be found where linked
---->Dice Rollers can be found here, here, and here. Chose whichever you feel comfortable with.
------>For languages, here is a translator. NOTE: it does not translate back to common, so you may wish to provide a translation.
To find your ability scores:
--1. Load up your dice roller
--2. Choose the d10, roll it six (6) times, recording each result.
--3. Add 10 to each result. This is your "ability pool".
--4. Assign each result from the pool to the stats as desired.
To find your modifiers, see this chart:
Ability Score - Modifier
10–11 --- +0
12–13 --- +1
14–15 --- +2
16–17 --- +3
18–19 --- +4
20–21 --- +5
To find your skill bonuses:
--Add the ability modifier of the indicated skill
--You may select four (4) skills to be 'trained' in, and they receive an additional +5 bonus
On class-related abilities:
--Some classes have abilities others do not. For example, Clerics can heal, Paladins channel holy (or not so holy, depending on the god) power, Wizards and Warlocks cast spells.
---Clerics are capable of healing wounds, infection, or poisons given the ability to touch the victim and a bit of time. They have to concentrate to do this, and if interrupted will have to start again.
---Paladins can also heal, but not as easily. They can also call down the wrath of their god if they have a holy symbol or other implement.
---Wizards can cast spells such as Ray of Frost or Magic Missile to inflict damage.
---Warlocks can also inflict damage with spells, though they are more skilled with spells with effects.
---Bards and Warlords can inspire confidence and hope in their teammates, Bards through their musics and Warlords through their powerful presence and orders.
-----Other classes have their own abilities; use your common sence with these, or ask if you are unsure.
Other:
--We will begin at level one (1); I will inform players when they increase a level.
--When you go up a level, some of your stats may go up: every four (4) levels, you may add one (1) to two (2) stats.
--Add your half-level to the modifiers. For example, a level two (2) ccharacter would add a +1, while a level four (4) would add +2 and so on.
--To find your starting gold, roll 5d20
--Think about your class when you select armour and weapons. Rogues wouldn't do well in full plate and a warhammer, and conversely, a Paladin would be rather lost with leather and a dagger.
--Other equipment includes traveling rations, a tent, other equipment such as ropes and thieves' tools or a climbing kit.
--Most characters will be Medium-sized. Some races, such as gnomes and kobolds, will be Small.
--Some races have special abilities. Dragonborn can breath fire/cold/acid/lightning, for example.
--Your alignment should be appropreate to your diety (if any). This page is a good description of the alignments.
Players=====================================
--Exo-Raikou
--Zora of Termina
--Flareth
--Arylett Dawnsborough
--Glace
--DJ P0N-3/Aureole
--Kali the Flygon
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