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Old 05-29-2006, 09:27 PM   #1
Calaethis Dragonsbane
Legion Symbol

Join Date: May 29, 2002
Location: Somewhere in between
Age: 36
Posts: 7,029
First of all, welcome to the second OOC chat for Antagonist's Anarchy

This is where all game related chat and OOC relevent text may be found. Feel free to post and converse if you're interested in joining the game, or just if you feel like you have something to say.

I would ask that no one posts any chat until all the character sheets are up though.

An index of character sheets (although not necessarily in order until they're posted, in the which case, I'll edit this post to reflect that)

Telryn Gale

The First OOC & Sign Up thread may be found here

I will however, repost the game rules and the character creation rules for simplicities sake.

No posting with sigs, please. If you do, just edit it out.
DM's ruling is final
No controlling another person's character without his/her permission (including the DM's NPCs/Villains)
No uber crazed actions or killing five plus people in a row without taking a scratch... I'll let you decide your own damage for the most part, but there will be times when I'll "force" a character to take damage.
Basically summed up: Common Sense & Courtesy
feel free to use colours for speech, action or general text, but please, no eyesore colours... people have to read it after all .

Character Creation Rules...

The system is designed so that a character has several categories of "abilities". (see below)

Attributes (your basic stats)
Skills (skills of what your character knows and what your character can do)
Magics* (a limited, incomplete list of "Spheres" - feel free to add more, should you so desire)
Weapon Mastery* (Weapons your character can use (well))
*The character's "abilities"
Signature Moves/Attack - I'll leave that up to you - but no more than three, unless appropriate.
Special Power - Like the above, but a single, innate power

The system's core concept is the character has one Major ability and two Minor abilities. The Attributes and Skills are really for reference and an afterthought, if you will. But anyway, moving on:


Your key, primary stats. There are seven attributes and they are ranked on a scale of 1 to 5. Everyone starts with a single point/star/whatever in every statistic. The ratings are as follows:
1 is below Average
2 is Average (for humans)
3 is above Average
4 is Genius
5 is Superhuman

Now, the attributes are as follows:

Strength (Gee, if I have to explain this...)
Agility (Your speed, dexterity, etc)
Endurance (Your Constitution)
Intelligence (Somewhat obvious, but your ability to learn, retain knowledge)
Aura (your "charisma" and force of will)
Perception (I'm not sure how to explain it other then "your perception and ability to notice things)
Spirit (Your magic stat, the ability to control and resist it)

I'll let you decide your own amount of stats, but if you put 5 in every attribute, I won't be too amused, given that I don't want Avatars of Gods - or even Gods for that matter in the game. [img]tongue.gif[/img]


Skills are fairly self-explanatory, and though I've tried to keep the list fairly simple, if you want to add more, feel free to. I've have absolutely no objections to anyone adding additional material. Skills have three levels of expertise to them: Novice, Adept and Master. I won't limit how many skills you choose or what level of proficiency you take, but I'd say about seven at Novice, pick another five of to Adept and finally, choose another three skills to raise to Mastery. But again, that's only a suggestion and feel free to take as many, or as little as you wish, or even add your own. Just... don't take every skill and put it at "Master", mmk?

If that's confusing, here's a simplified version:
7 Skills at Novice
5 Skills at Adept
3 Skills at Master

Physical - "Athletics"

Alchemism (to create potions and the like)
Herbalism (using herbs to treat wounds/infections)
Gem/Stone/Rock Cutting
~ Crafting [..]/(if you feel the need to craft anything)

Knowledges (Pick something, like Mysticism, Astrology or Forests or...)
Concentration (Concentration for Magic)
Discipline (Defence against Magic)


The following are abilities: your character may select one Major and two Minor - if you select "Mastery" for Weapons, you cannot have a "Major" Sphere, and likewise, you may not have a "Major" Sphere and take "Mastery" in a weapon. Instead, you would have to take "Acolyte" in a weapon, or two "Minor" Spheres. Alternatively, you could take "Mastery" in a single weapon, and any combination of "Acolyte" or "Minor" Sphere, or "Major" in a Sphere and any combination of "Acolyte" or "Minor"... (let me know if that sounds a bit awkward or doesn't make sense).


Magic is divided into Spheres: "Major" and "Minor" (in case you'd not gathered that yet)

Major Spheres have five spells to them, but their lesser form, Minor only have three.

Here are a few examples of Magic Spheres (again, it isn't complete, and feel free to make your own up). Lesser versions are limited to the first three spells (as indicated), and greater gain access to the last two.

Life/Healing Sphere

Restore Life (not resurrect)

Death Sphere
Commune with Spirits
Summon Spirits
Command Spirits

Drain Life (not slay)
Steal Soul (prevents spirit passing over)

Ice Sphere
Freezing Touch
Diamond Shards (icy daggers: thrown)
Ice Strike (lance of ice: thrown/from the sky)

Freezing Ray (long ray of freezing ice)
Storm of Ice (ice shards fall from the heavens)

Fire Sphere
Fiery Blaze(short range flame attack)
Searing Torch (touch attack)
Jet of Flame (long range attack)

Smoulder (touch attack that reduces living targets to ash over time and melts non-living)
Incinerator Cloud (area of effect spell that sears and burns all within it)



Commune with Beasts
Calm Beasts
Charm Beast

Summon Beasts
Share Mind

Split Reflections (up to five projections of yourself)
Projection (project an illusion up to a short distance)
False Strike (confuses opponent with fake attacks)

False Aura
Clone (Create illusionary self that lasts a long time - just how long depends on the caster's power and will)

Shadow Image (your shadow fights for you // may be multiple shadows depending on the light)
Shadow Merge (Hide in the darkness)
Dark Strike (ranged attack that damages opponent with their own shadow)

Control Shadows (control other's shadows)
Shadow Shroud (shroud the entire area with shadow)

Battle Magic
Shield (spherical globe of invisible force surrounds you or ally)
Enhanced Strike (your blows do more damage)
Armour (Invisible force protects you or ally)

Multi-Strike (strikes several times rather then just once)
Avatar (invisible force surrounds you and chosen allies rendering you invincible for a short time against all but the strongest magicks and attacks)

Divination ~ Ydalon
Detect Magic

Find Trouble


Osteomancing ~ Narar
Bone Armor(Shape bone of ally or self into armor, very intimidating)
Spines(Spines protrude from any part of the body at will)
Freeze the Core(Stops enemy movement by freezing skeleton in place, muscles still work)

Seize the Core(Control enemy movements by controlling skeleton)
Boneless(Dissolves target's skeleton into base elements, for good or worse)

Darkness ~ Zakaria
Blacklight (darkens (a small) area even during daytime and does minor damage to those within it by sapping at their life)
Esoteric Circle (acircle of protection - minor dark lightning strikes any who would enter without permission/ally of the caster)
Dark Demise (A ranged strike that does moderate damage but temporarily blinds the target by filling his eyes with darkness)
Night's Harbinger (Deploys a dark cloud which is close to impossible to see through and day becomes night for a short while. Whilst inside, the caster is completely concealed and has five 'dark lances' of dark energy to discharge at whom he chooses.)
Shadow Eclipse (Dark energy is cast in the form of a shadow as though the sun was blotted out, hence the name 'Eclipse' at the target in a cone-like area of effect - though the ray comes from the caster, not the sun or any satellites, natural or otherwise).

Hidden* ~ Isokla
Conceal (person blends in with natural surroundings more readily)
Invisibility (conceals person completely from sight)
Undetectable (the person is completely undetectable from sight, sound and other mundane means of scrying)

Untracable Presence (The person cannot be tracked, leaves no tracks and his/her presence is little more than a 'void' both magically and mundane)
Apathy (the person cannot be read emotionally, physically, mundane or magically; cannot be traced, cannot be analysed, is completely devoid of emotions, signature energy, magic, etc. It is not so much an effect as an absence of effects)

*Division magic of equal or higher level may counter this sphere

Other Elemental Spheres could include:

-if you do wish you have an elemental sphere, base it on the "Ice" one, but feel free to make it unique.

Martial Abilities (or "Weapons")

As previously noted, Weapon abilities have two categories: "Acolyte" and "Mastery". Mastery is the best you can be and Acolyte is proficent - or "able to use". It's really that simple.
The list is unfinished and you can apply it to almost any weapon (within reason - no Far Eastern style weapons please, or anything that isn't medevial 'psuedo European' for that matter...)
Remeber that you can only pick One Major Ability and two Minor Abilities, so choose carefully as it will only apply to a single weapon or magical sphere.

Martial Arts (boxing/wrestling, etc)
Morning Star

Signature Move/Attacks & Special Powers

Your own personal, unique, individual... ...signature move. Basically, something you have that no one else can do - or if they can, you specialise in it. But yes, feel free to create anything you like, but do keep it within reason - so no DBZ Earth-shattering planet destroying, immortality techniques...

If instead, you want a special ability, such a spell or something, if you choose Magic as your Major Sphere instead of Weapon Mastery, that works too - so long as it isn't again, earth shattering. Personally, I would suggest no more then three Signature Moves and only a single innate Special Power at most. Aside from that, you've pretty much completed your character stuff, save for the background and the like.

Currency – Redone

The last attempt at a currency system on my part was needlessly complex, so I have simplified it this time.

There is a simple two coin type tier system:
Crowns & Pennies

(10) Ten Pennies (CP) is worth a (1) Single Crown (SC)

Pennies come in copper
Crowns come in silver

And just to mess you folks up,

There is a third, final coin – a golden sovereign (GS).

A golden sovereign is worth (50) Silver Crowns (and subsequently, (500) five hundred Pennies)

Pennies tend to be smaller than their counterparts, being 2.5 cm in diameter.
Silver Crowns tend to be the highest form of currency that anyone aside from Merchants, Minor and Upper Nobility and of course, Royalty will use. It's rare to see gold coins in use, as gold tends to be valued a lot more highly in this world than in ours. Copper tends to be regarded as the lowest form of currency, and some 'classier' merchants won't accept it. Generally, its regarded as the currency of the peasentry - so even if you have bagfuls, it may not buy you anything within the upper regions of a city (unless you know where to look). Likewise, most peasents won't accept gold - usually because its too valuable for them to use.

You can assign yourself however many coins you wish, but as a general rule of thumb, I personally wouldn't recormend you take more than [i]5 Silver Crowns at the very, very most and even that may be excessive. Two SCs and a few Pennies should be more than adequet. Unless you're a noble, in which case, I'd suggest no more than three Gold Sovereigns


There are coins of higher value than a gold sovereign but right now, they're not that important. I may list them later on though. They tend to be rarer and only used by nobility/upper merchants/those-dealing-with-large-amounts-of-funds and those within the city

Added: 04/03/06
Level Up Rules

The system is based on “points” – with which you can increase your character’s performance in an area(or areas) of your choice. Points can be “stored” and kept for later use.

3 to 7 points are awarded* (per mission/quest/story advance/DM’s discretion)
*(sometimes this may be more or less depending on the situation – there will be exceptions to this rule)

Costs are as follows:
An attribute costs 8 points to increase to 2 or 3; it costs 12 points to raise to 4 and 16 to raise to 5
A skill raised to Novice level costs 2 point
A skill raised to Expert level costs 4 points
A skill raised to Master level costs 6 points

Adding new spells to a magic sphere costs:
5 points first spell
7 points second spell
10 points third spell
15 fourth spell
20 fifth spell

Martial skills raised to Acolyte cost 3 points
Martial skills raised to Expert cost 5 points
Martial skills raised to Master cost 7 points

Signature Attack: Minor costs 10 points
Signature Attack: Major costs 15 points

Important: There are several ways of justifying your newfound abilities – the most common is:
You must train “IC” when adding new skills, magic or whatnot. Either before or after you add it. That way you don’t just suddenly “gain” a skill with no prior training.

Alternately, another path is to say the character always knew it but never realised it – this isn’t a good choice unless it’s well RPed however. Such as suffering from amnesia and slowly recovering memories, or memories of a past life.

Thirdly, there is the “awakening” classic DnD “sorcerer” style method – where a character awakens to his newfound abilities. Again, this is a bit of a cop-out, but in certain situations, having a “trigger” can be played very well.

Finally remember that just because you’ve added it to your sheet, you need not actually use it immediately. More often, it is better to wait and justify everything IC before actually ever using an ability.


Template Sheet:

Character Sheet Template


Skin Tone:
Hair Colour:
Eye Colour:

Level-Up Points:
Current XP: - Character Points
Spent XP: - Character Points
Total Awarded XP: - Character Points




Weapon Mastery


Apperance & Personality:

[ 07-18-2007, 04:42 PM: Message edited by: Calaethis Dragonsbane ]
Skydracgrrl: Cruelty, thy name is Cal!
There are none so blind as those who refuse to see, none so deaf as those who refuse to hear, and none so smelly as those who refuse to bathe.
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Old 05-29-2006, 09:28 PM   #2
Calaethis Dragonsbane
Legion Symbol

Join Date: May 29, 2002
Location: Somewhere in between
Age: 36
Posts: 7,029
Isokla (& my NPC):
Previous: 27-01-06
Most Recent: 04/03/06

Name: Isokla
Gender: Female
Age: Anywhere between 17 & 23

Height: 5'8
Weight: It isn't polite to ask a girl her weight
Build: Slender
Skin Tone: Ashen-fair
Hair Colour: Silver
Eye Colour: Pale Blue - like water opals

Current XP: 2 Character Points
Spent XP:
Total Awarded XP:

Str 1
End 2
Agi 3
Int 2
Aur 3
Per 2
Spr 4

Skills 7/5/3

Physical - "Athletics"
Acrobatics (Adept)
Riding (Novice)
Swimming (Novice)

Alchemism (Adept)
Herbalism (Mastery)
Tracking (Novice)
Stealth (Novice)
Gem Cutting (Adept)
Tailoring (Adept)
Crafting: Metallurgy Jewellery-making (Novice)

Knowledges: Anatomy [Humanoid](Novice)
Knowledges: Astrology (Novice)
Knowledges: Astronomy (Novice)
Knowledges: Mysticism (Adept)
Concentration (Mastery)
Discipline (Mastery)

Major: N/A
Minor: Healing, Ice, Hidden

Freezing Touch
Diamond Shards
Ice Strike

Weapon Mastery
Mastery: Dagger (thrown & melee)
Acolyte: N/A

Signature Attack
Cutting the Wind: Thrown daggers/knives return to her hand after striking the target with deathly accuracy. She can pierce with precision accuracy, striking anywhere on the target's body - though she normally aims for a nerve point. Recalling the dagger is optional.
Fan of Blades: Isokla can throw multiple daggers at once, in a 360 degrees arc around her if she so chooses. Up to three daggers may be thrown per 90 degrees arc. In addition, for this one attack, if Isokla is using her 'fan blades', she can have her daggers split off at the hilt into three shards and reform them after the battle is over. These daggers do not return unless 'called'.

Special Power
Isokla can recall any of her daggers at any given time, as long as she is within range. The range varies, but as long as she has a clear line of sight, or knows where they are, she can recall them easily. If they are close to her, but she cannot see them, she may also recall them - if they are further away and out of sight, she cannot.

Clothes: Dress, Sandals, Cloak, Scarf, Undergarments, etc
Jewellery: Earrings, Necklace, Ring
Set of Silver Fan Daggers* (x3)
Dagger-pins (x6) (hair pins; eight inches long, flat end; razor sharp edge with sheath)
Belt Dagger
Belt Purse (x2)
Antidote Vial (x2)
Medicinal Vial (x3)
Poison Vial (x2)
Empty Glass Vial (x4)
Light-Focusing Gem (Like a magnifying glass, but an actual gem)
Sewing Needles
Bolts of Cloth (x2) (8"x5")
Waterskin (x2)
Willow Switch 'prodding stick'

- Purse of several silver coins:
Silver Crowns (x2)
Large Silver Pennies (x5)
Small Silver Pennies (x10)
Golden Penny (x1)
Golden Sovereign (x1)

Tuition fees from Kagarioni; Single Golden Sovereign upfront & One Golden Penny per month

*(Fan Daggers may not only be thrown, but contain additional twin blades secreted in the hilt that activate on command, essentially creating a three bladed dagger, though the two outer edges are shorter than the mainstay blade)


Appearance & Personality:
Isokla is a striking young woman with elegantly refined features, a slender form and flowing silvery hair. Her eyes are pale blue, often compared to 'water opals' and if not for a shade lighter, would be counted as 'grey'. Although not one for physically prowess, she is strong in mind, soul and spirit, if not body. Despite this, her nature seems warm though not entirely open. Certain events in her past have made her wary and guarded against strangers, but to those she in need, she offers her aid freely.

Attiring herself in a simple, yet elegant dress of creamy-white, Isokla appears at once, both regal and graceful, but at the same time, common. Her dress hugs her trim form snugly, but is of a tasteful cut, giving her an aura of refinement. In addition, she adorns herself with a cloud-grey cloak and scarf, the former of which falls almost to her sandals. At her left side is her satchel, which hangs down from her shoulder and at her belt, two pouches and a dagger sheath.

Her only visible jewellery are a single silver sapphire stud in her right lobe and a long, dangling fine silver chain ending in a etched disc in her left, and a slender silver necklace studded with two grey sapphires and ending in a pendant. Both the disc on her earring and the pendant on her necklace are round circles, as big as her thumbnail, each intricately etched with crescent and planetary rings and comet designs. A seven pointed star is the focus of each disc and a tiny blue-moonstone-sapphire is set within the centre of each.
Although she does not wear it, she also has a ring with the same insignia upon it wrapped away in velvet within a pouch she keeps carefully concealed.


Hidden, for now (or rather, when I write one up)

In-game Clues to her personality...
- Isokla seems a traditionalist when it comes to gender issues, firmly believing that women should not fight in battles nor wear armour as men do
- Isokla has a strong sense of duty, responsibility and dedication to those who consider her their mentor/master and will feel slighted if she feels they show her up, subsequently apologising to those they are rude/abrasive to. She feels that her students should follow her lead, set by example, and if she feels a person is worthy of being 'leader', then her students should acknowledge that too, whether they agree or not. Isokla believes that what she does is for her student's own good, and feels that she has failed them if she does not maintain a sense of decency, however harsh it may appear. Because of that, she will insist that her students maintain a certain level of standards, such as dining properly, basic manners and if they are noble-born, then acting as such.

Because she's an NPC that will follow the party, I've chosen not to neglect giving her "Mastery" in order for her to be of some use to the group. But, if she wasn't with the group, I would most likely have toned her down a lot more then she is already.

[ 05-12-2007, 07:29 PM: Message edited by: Calaethis Dragonsbane ]
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Old 05-30-2006, 02:16 AM   #3
Jack Burton

Join Date: July 19, 2003
Location: an expat living in France
Age: 36
Posts: 5,577
Name: Nivram
Gender: Male
Age: 37

Height: 178 cm
Weight: 69 kg
Build: normal
Skin Tone: paler than the average
Hair Colour: blond
Hair Length: long, reaches to the middle of his back
Eye Colour: blue

Experience points: 5

March 5th 2006: 2 experience points used to gain Fishing as a novice skill.


Strength 1
Endurance 2
Agility 3
Intelligence 4
Aura 1
Perception 4
Spirit 2



Knowledge (psychology/human mind)


Knowledge (nature) (as in knows a bit about the whole of nature)
Knowledge (astrology)



Major: Life/Healing sphere
Minor: N/A

Weapon Mastery
Mastery: N/A
Acolyte: Sling, Daggers


A sling given to him by his father, made from the leather from a bull.

A leather sack with about two dozen small rocks for the sling (but he can just pick up any convenient sized rock if the need arises)

Three throwing daggers, and a slightly longer, heavier non-throwing dagger.

Some money, mostly just small change, but a lucky silver coin also, given to him by his mother, however he would never use it, because it has too much sentimental value.

Provisions for about a week (mostly dried meat and dried fruit, but also some bread)

Cloth shirt, leather pants, a pair of sandals, a pair of shoes, a large fur overcoat, a sheepskin hat, fur stockings, underwear.

Some flint for making a fire.

A long, thin fishbone, used for tailoring.

Some spare clothes.

Signature Attack


Special Ability

Manically Depressed

Background and biography

Born in a poor family living in the countryside, Nivram could look forward to a bleak existence, doing exactly what his father had been doing and what his grandfather had been doing before that. Due to not having any friends, he developed depression in his mid-teens, and in his early thirties this even turned into manic depression. In his opinion even plants, and inanimate objects like chairs are happier than him.

Around the house he learnt what his father taught him and potent healing magic from his sister, who had married a mage and visited occasionally.

When Nivram was 16 a band of outlaws attacked their home and killed his parents and two younger brothers. He went to live with his sister, who was 11 years older than him

His sister's husband taught Nivram much about the human psyche and the ways in which the human mind worked. These studies gave Nivram an even better opportunity to come up with wild theories as to why he was depressive. At the age of 25 he left his sister's home and wandered around, looking for a purpose in his life. But he did not find one. Three years later he returned to see his sister, but was told that her husband died due to an illness and she moved away with her infant son.

Seeing all the misfortune life piled on top of him and his family Nivram became even more depressed and set out to find his sister.

He has been looking for her for the last 9 years.

Apperance & Personality:

Although he looks physically charming as soon as most people get to know him and see his manically depressed side they turn away from him most of the time. However if someone would have managed to see through his outer shell they could have spotted a very fragile, caring person inside. But that side had been long hidden and only his sister had ever managed to see it.

[ 05-30-2006, 02:31 AM: Message edited by: dplax ]
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Old 05-30-2006, 06:16 AM   #4
Gold Dragon

Join Date: August 6, 2004
Location: North East England
Age: 32
Posts: 2,561
Name: Telryn Gale
Gender: Male
Age: 27

Height: 6 foot 3 inches
Weight: 15 and a half stone
Build: Tall, muscular
Skin Tone: Light
Hair Colour: Black
Eye Colour: Dark brown


Str 4
End 3
Agi 2
Int 2
Aur 2
Per 2
Spr 3


(i) Sprinting/Running
(ii) Knowledge (Defence against Magic)

(i) Jumping
(ii) Climbing
(iii) Riding
(iv) Tracking
(v) Knowledge (Area – Urban)
(vi) Discipline

(i) Acrobatics
(ii) Swimming
(iii) Herbalism
(iv) First Aid (Basic)


Major: None
Minor: None

Weapon Mastery
Mastery: Flail
Acolyte: Unarmed, Shield

Signature Attack

Telryn swings his flail in a wide circle above his head. He brings it down, striking all enemies (and sometimes his allies if they do not watch where they are going!) hard. This can all be done whilst using a shield to block blows, occasionally bashing them with it too. Best used when surrounded and greatly outnumbered.


A huge flail
A tower shield
Clothes: Undergarments, tough leather boots, cloth leggings and a dark blue cloth shirt
Armour: A chain shirt and chain leggings, which he wears over the top of his regular clothes.
A leather belt with a coin purse attached. Inside has twenty three bronze coins and fifteen silver coins.
A midnight blue travelling cloak with hood and inside pockets
Average sized travellers backpack
Inside the backpack is:
Food for three days, including bits of bread, fruit and meat.
Water for five days, all stored in water holders.
A piece of parchment
A quill
A bottle of ink
Silver-inlaid full plate (full set, currently not fitted for him)

Appearance & Personality:

Telryn is fairly tall for a human. The way he leans over people as he talks to them gives people the impression that he is intimidating. This is far from the case, but it does make his life easier.

He has short, ruffled, black hair and dark brown eyes.

He can be quite jovial if people are friendly in return. He is, however, extremely cold towards magic users, no matter whom they are.

Telryn has a scar across his left cheek from a bar fight which broke out in the town he was working in. They soon regretting throwing bottles around, as Telryn threw them out onto the street in their birthday suits.

If someone pushes Telryn, he will push back, usually twice as hard. He is the one who, in fights, causes the most pain, but also gets the most injuries if the fight isn’t over quickly.


Telryn was born into a poor family in a large city, the city of Port Fallenham. He worked his way up until he became Captain of the Guard. Unfortunately this led to many problems with gangs, groups, especially one group involving fire-based wizards. As Telryn did not let them get away with things the last Captain of the Guard have, the group burned down Telryn’s home, his family. He spent the next three years hunting down every last one, which gave him a hatred of magic. Being exposed to such a vast amount of magic has given him a high resistance to it. Most basic spells will hurt him very little. Fire spells, however, will cause great damage to him, as he has a phobia of it ever since the incident with his family and the wizards. A campfire will not bother him, although he will never be the one sitting close gazing into the dancing embers, but an uncontrollable inferno will terrify him.

Telryn will work for the greater good, but if it is needed he is not afraid to stoop below moral boundaries to get the job done.

Has 7 unused points.

[ 02-14-2007, 04:31 PM: Message edited by: Ivelliis ]
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Old 05-30-2006, 08:57 AM   #5
Jack Burton

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 37
Posts: 5,459
Character Sheet

Name: Ydalon
Gender: Male
Age: 16

Height: 5'4"
Weight: 102 pounds
Build: Thin
Skin Tone: Pale
Hair Colour: Blonde
Eye Colour: Blue

Character points: 7

Str 1
End 2
Agi 3
Int 3
Aur 4
Per 3
Spr 3

Climbing (Novice)
Concentration (Adept)
Cooking (Novice)
Disguise (Adept)
Distraction (Mastery)
Drawing (Novice)
Herbalism (Novice)
Knowledge: Architecture (Adept)
Knowledge: Astrology (Adept)
Knowledge: Mystism (Adept)
Knowledge: Etiquette (Novice)
Knowledge: Law (Novice)
Locksmith (Novice)
Sleight of Hand (Novice)
Sprinting (Novice)
Stealth (Adept)
Swimming (Novice)
Tailoring (Novice)

Major: Divination (Mindread, Detect Magic, Foresight, Scry, Find Trouble)
Minor: Protection (Sentry, Blend, Spiritward)

Weapon Mastery
Mastery: None
Acolyte: Kris

Signature Attacks
None. If he is forced to, he'll take his kris to the guts.
Typically though, Ydalon will use his skills and magics to avoid being a target, or at worst to be but a poor one.

Special Power
None. That he knows of, at least.

Worn boots
Patched, tan trousers
Needle and thread
Dirty 'white' shirt that's sooner yellow
Another dirty 'white' shirt
Nine socks; two grey, one dark-grey, one 'white', dirty, and full of holes, and the fifth a faded red. More recently, two pairs of actual whole white ones.
Undergarments (but that's private)
Blue mage robe with forked lightning pattern, 'gifted' by Caspus the Apprentice
Clean white wrap, about 3' in length
Tin locket on a leather string
Blood-covered, rusty kris
Blood-covered, rusty metal bowl
Cleaner knife, wooden bowl and large wooden spoon
Commoner's beltknife which can be thrown despite its imbalance
Reasonably large mirror shard ~Hidden under a Talryr bed by Suki~
Speckled handmirror from the Talryr market
Lump of charcoal and similar disguise tools
Blunt razor
Length of string
Short metal rods, bent at the edges
3 copper coins
Packet of healing herbs from Isokla
Cloth map of the stars from the Bandit Tower
Meteor-chunk from the Talryr temple
Most of that in a water-proof sling over his back
Also on his back is coiled a good length of rope

Bandit Tower loot (potentially considered collective treasure):
Rock Crystal chunk(fist-sized) (x3)
Alexandrite (x1)
Small Silver Pennies (x14)
Large Copper Marks (x25)
Silver ewer (x1) ~sold~
Onyx “spire” statue (x1)
Two well-made (but not mastercraft) silver-hilt daggers ~sold~

Appearance & Personality: Ydalon's straw-blonde hair is irregularly cropped about an inch above his shoulders. His blue eyes speak of determination, and the boyish bravery grants him a posture of confidence. Indeed, if he carries doubts he hides them well. While he's obviously not used to harsh toil, he seems eager to spend the day's energy running ahead, climbing rocks, looking out over the path ahead of them. At night, worn out from the day's adventures, he typically prepares a meal from what's handy, then sneaks away to a private spot to perform an equally private ritual involving leftovers, stargazing, and bloody equipment.
Only when he feels he has regained enough energy does he return to what company he is keeping, always in good spirits and with a plan for the morrow.

Biography: Ydalon is fairly new to the wandering life, but has used his past few months picking up helpful advice from those he has met. He will not often speak of days gone by, claiming the future is far more important than the past shall ever be. Yet while he gives no reasons for living as he does, it is clear to the more perceptive observers that a girlfriend was almost certainly involved in his decision to leave his family behind.
The skills that Ydalon possesses suggest that he is not a violent individual, and that he enjoys some level of education. He is a quick learner, and enjoys practicing new skills. These days, he typically makes his living by charm, opportunity and a bit of unlawful conduct.

[ 07-16-2007, 01:32 PM: Message edited by: Legolas ]
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Old 05-30-2006, 09:18 AM   #6

Join Date: January 24, 2004
Location: UK
Age: 38
Posts: 3,092

Character Sheet Template

Name: Detheriel
Gender: Male
Age: 30

Height: 6ft
Weight: 13 stones
Build: Lithe
Skin Tone: Light but tanned
Hair Colour: Brown
Eye Colour: Blue


Str 2
End 3
Agi 2
Int 3
Aur 3
Per 3
Spr 2


(i) Tracking
(ii) Stealth

(i) Knowledge of forests/wilderness
(ii) Herbalism
(iii) Riding
(iv) Sprinting/running
(v) Woodcraft
(vi) Weather prediction

(i) Acrobatics
(ii) Jumping
(iii) Knowledge of astronomy
(iv) Climbing
(v) Tailoring


Major: None
Minor: Animal

Commune with Beasts
Calm Beasts
Charm Beast

Weapon Mastery
Mastery: Long bow. His long curved dagger.
Acolyte: Traps.

Signature Attack
Uncanny Shot: Due to years of dilligent hunting practice, Detheriel is able to place an arrow carefully in a target that others would find near-impossible. This shot automatically hits and causes double damage.

Its use is subject to a number of conditions:
(i) There must be no enemies either threatening him or in the immediate area to allow him to concentrate.
(ii) He must not be distracted for a period of half a minute whilst he carefully aims.
(iii) He must not carry any injuries other than superficial ones - injury would distract his concentration.


Clothes: A soft leather jacket, tough trousers, undergarments and leather boots.
Jewellery: A silver necklace
A large satchel.
A leather belt.
A long (1 1/2 feet) slightly curved dagger, sheathed at his belt.
A bow, some 4 1/2 feet in length.
Quiver containing 38 arrows.
A small whittling knife.
A leather purse hanging from his belt. 15 small copper marks, 5 large copper marks and 2 silver pennies within.
Assorted herbs in a pouch.
Waterskin x2.
Food for two days: Loaf of slightly stale bread, hunk of hard cheese, apple x3, dried and salted meat strip x 3.
Unfinished wood carving of a bird of prey.
Bed roll.
Flint, tinder and kindling.
Two wire traps.
Needle and thread.
A coil of thin but sturdy rope.

Appearance & Personality:

Detheriel stands about 6 feet tall and is a fairly slim but muscular male. His hair is cut very short but somehow still manages to appear slightly unkempt. His blue eyes twinkle in a merry face that the elements have aged beyond his years; unremarkable in all respects apart from a tiny, almost ornate, scar on his left cheek.

Given his life of relative solitude, he loves hearing the idle chatter of other humans but finds peace in the wilds that have been his home for so long and is quick to anger at acts of wanton cruelty or destruction towards nature. He is very proud of his abilities and enjoys using them to help others in need and also rather enjoys (perhaps too much) the gratitude earned in the process. He is not a loud person, preferring to listen to the conversation rather than join in, but he does enjoy a good joke and some ale when it's available.

He dresses in dull browns, favouring leather garments. His satchel is hung over his head by a strap and appears to also be tethered to the back of his wide leather belt, whilst his bedding is strapped to the back of the satchel. A long curved dagger with an ornately engraved blade is hung from a scabbard at his side whilst a small money purse hangs from the other side. His bow is either carried in his right hand or slung over his shoulder and a quiver containing long feathered arrows is also slung across his back next to the satchel.


Detheriel was born in the remote farming village of Maisengall some thirty years ago. The first few years of his life were happy, living with his mother, father and older sister on their smallholding. At the age of eight a series of droughts brought much hardship to their community. As their produce dwindled, hunger asserted itself and gradually drove his father to the bottle. His father lost interest in his work and the situation of their smallholding deteriorated still further under his worsening management.

He lost his mother to a fever one winter at the age of eleven and, as soon as his sister was married a couple of years later, Detheriel ran away from what was fast becoming an abusive home. He quickly learned how to scavenge enough food to survive and in time became proficient with the simple weapons he carried, using his bow to fell animals in the forest.

Feeling the loneliness of isolation, he embarked upon a nomadic existence, moving through the wilds almost at random, helping those in need and slaying those who preyed on the innocent. Such a lifestyle sustains him to this day.

Hope the skill points are ok - I've balanced taking six adepts at the cost of only having two skills at mastery level. His signature attack is powerful, but I think I've imposed suitably draconian restrictions on its use to make it reasonable.

Do let me know if you need anything changed/expanded upon [img]smile.gif[/img]


After posting a bit I thought it might be helpful if his personality could be expanded upon here.

He's fundamentally a 'good' character. Whilst events like the opression of the populace witnessed so far will make him coldly angry, he prefers to assess the situation before taking action. He is mild-mannered usually, not prone to lose his temper and generally tries to avoid conflict within groups. He is quite content to follow another leader, so long as he feels he has sufficient influence to ensure the group arrives at the decisions that he wanted.

He has many character flaws too - not least that he can be prone to flashes of jealousy. He also gets irritated when things are not proceeding along what he perceives to be the 'correct' course of action and generally has low opinions of those he thinks aren't practical or 'wise to the ways of the world'. In the interests of avoiding overt conflict in the group he would usually hide these feelings.

He is a practical sort of man, as you might expect from a lifetime of living outdoors, and has little patience for the fineries of civilised life (or indeed little knowledge of them either!). Occasionally you may therefore notice him interacting clumsily with others.

5 unused XP outstanding.

[ 06-03-2006, 08:45 PM: Message edited by: shamrock_uk ]
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Old 05-30-2006, 12:17 PM   #7
lost prophet
Drow Warrior

Join Date: October 23, 2004
Location: Perth, Western Australia, Australia
Age: 31
Posts: 297
name: Eruwin Myskada
gender: male
age: 28

height: 5'8
weight: 75kg
build: slight but well tonned
skin tone: moderatly fair
hair: black, shoulder length
eye colour: deep blue

str: 2
agil: 4
endur: 2
int: 3
aur: 1
per: 3
spir: 1

skills m/a/n = 3/2/3


knowledge (crowd behavior)



weapon mastery:
short swords - master
dual wielding - adept

signature move:
angel drop: if Eruwin can somehow can a height advantage on his opponant and remain unseen he can leap from his height and land on the opponants back stabbing his blades downwards into the gap between the neck and the shoulder, piercing the lungs.

twister of pentinence: after gaining momentum Eruwin can go down into a crouch and spin on the balls of his feet at a rapid pace, as he does this he attempts to weave his blades up and down to come at his opponant at many different angles. This manouver is extremely difficult to counter but causes Eruwin to loose balance at the end of the spin and takes alot out of him, therefore only the most skillful of enemies or desperate of situations warrant this manouver

plain short swords x2
food for 2 days
needle and thread
black leather shirt and leggings studded with small metal rivets about an inch apart
black leather gauntlets and boots
dark grey cloak with wide cowl
pot of greasy liquid
parchment and quill
bottle of ink
empty money pouch
flint and tinder

Eruwin is a plain man, he was born to the east nigh on three decades ago. He was the only child of a family in the performing buisness and spent the first sixteen years of his life with them. While he trained almost everyday in the arts of acrobatics and worked extremely hard to model his body into perfection he simply did not have the charisma or magnatism to perform on the stage and therefore never followed his parents into there line of work.
Eruwin was born with an intellect and the ability to perceive that far outdid his simple minded parents and this became a curse in his life. Where others glanced and took no notice Eruwin studied and understood more than anyone else he knew, everywhere he looked he saw what truly was and this instilled within him a great lonlyness. Sometime during the year he turned seventeen he decided that he no longer wished to see the suffering and the failings of those around him decided to settle higher in the ,mountains by himself so that he could refrain from human contact and ease the ache in his heart.
With this thought in mind he set of into the mountains and forged himself a small territory out of the ruggard environment that he had chosen to call his own, building a dwelling there he spent his days honing his body and practising with the few weapons he had pillfered from his former abode. In time he became quite in touch with himself and found that while he no longer saw all that was there in others he still yearned for company and affection of his fellow human. He knew that he would never go back to his birth place and one day, on a sudden whim picked up his weapons and began walking.
He walked for days, months, years, living of the land using the skills he had learned in the mountains to sustain himself. He walked through small settlements and towns, villages and citys, not quite knowing what he was looking for, whether it was someone who shared is intellectual abilitys or a concept or situation he could not understand to put his mind at rest.

Still he searches.

Appearance and Personality:
Eruwin is a small, slender but muscely man. While he is not likely to be winning any wrestling matches in the near future his body is perfected to the point where all his muscles at at there maximum capacity, allowing him a flexability and grace not seen in the common man. His black, shoulder length hair is worn over his eyes and has the matted appearance of one who has spent alot of time on the road. His features are lean and well made though have a slightly ruggard look about them, this is offset by his eyes; deep blue and piercing they seem to take in everything at once almost seem to have to ability to see through a mans defences to the inner core of his soul. This coupled with his dour, brooding demeanor doesn't exactly make him the easiest man to get along with though he is isnt normally rude or arrogant he finds it hard to comunicate.

[ 05-30-2006, 11:28 AM: Message edited by: lost prophet ]
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Old 06-01-2006, 08:33 PM   #8
Calaethis Dragonsbane
Legion Symbol

Join Date: May 29, 2002
Location: Somewhere in between
Age: 36
Posts: 7,029
All right folks, I've not seen Keal around for a while, and Zakaria has fallen. I guess this means that you're all clear to start chatting in the OOC. Thanks for your understanding. It does make things a lot easier if all the sheets are on the first page. [img]smile.gif[/img] .

So let's get back to the game!
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Old 06-07-2006, 11:50 AM   #9

Join Date: July 29, 2004
Location: Mt. Pleasant, MI
Age: 31
Posts: 1,400
Name: Jason Shroon
Gender: Male
Age: 20

Height: 6'0
Weight: 160
Build: Muscular
Skin Tone: tan
Hair Colour: Short,spiked, White
Eye Colour: steel grey

Str: 3
End: 2
Agi: 2
Int: 2
Aur: 1
Per: 4
Spr: 2



Weapon Mastery
Mastery: LongSword
Acolyte: Bow,fistfight.

Acrobatics: novice
Riding: Adept
Swimming: Novice
Climbing: Novice
Sprinting/Running: Adept
Jumping: Novice

Alchemism: Master
Herbalism: Novice
Tracking: Master
Stealth: Adept
Pickpocket: Novice
Armoursmith: Novice
Weaponsmith: Novice

Forests: Adept
Discipline: Adept
-Forest green cloak
-Twin Daggers
-Quiver of 10 finely made arrows
-enough food for 4 days
-Two Silver Crowns
-One Gold Sovereign

Signature attack: No Pain,
Allows Jason to enter a meditative state and attack his enemy without feeling small cuts and abrasions.

Background: Jason comes from a hard working family which was most prosperous until the bandits started comeing out in large numbers and capturing their caravans,fearing for their only sons well being, they sent to be be a guard, where he would learn how to fight.

Apperance & Personality & Biography: Jason is a headstrong youth who likes to help people (especially ladies) in distress.His Training as a gaurd has given him good perceptions of what people are like. When he was nineteen, he was kicked out of the academy for fighting with another student. Although he is young,he knows he is cute and will use it to his advantage when he can.Jason is a good friend and a fearsome enemy.He will be loyal until the end.

[ 06-07-2006, 02:05 PM: Message edited by: DrowArchmage ]
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Old 06-07-2006, 12:04 PM   #10
Gold Dragon

Join Date: August 6, 2004
Location: North East England
Age: 32
Posts: 2,561
Looks like an interesting character, especially to see the relationship him and Telryn will have.

Telryn was an ex-Captain of the Guard, and we'll see if the chain of command exists even in the forests *wink*
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