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Fantasy Falling skies characters.

Main
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OOC
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Other
Here

NeonFlow

The one who made Aerth
Supporter
Roleplay Availability
Roleplay Type(s)
Please use this character sheet below you can add anything you feel is necessary.
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Name:
Race:
Age:
Gender:
Equipment:
Physical description or picture:

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The stats are the second part of the character sheet.
the stats will come into play in various ways, you can level up in game to improve the stats.
Strength represents your strength, physical ability in a fight.
Ability represents your magical strength, the higher the number the more successful and awesome your magic is.
Charisma is how you are viewed by the world, a charismatic character has more chance of convincing people through conversation.
Endurance is your health and well being, how much you can endure in battle, the higher the number the tougher said character is.
Agility is the stat that represents speed and dexterous actions, a character with high agility is one who thinks moves and understands quickly.
Skills is the stat that effects the skills you choose, you get five of them and they can be whatever you desire

=======for starting out each stat is out of ten, you get 30 points to spread between them. The higher the number the better your character is.

Strength:
Ability:
Charisma:
Endurance:
Agility:
Skills:
1)
2)
3)
4)
5)
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The races of aerth in a few sentences or less.

Human.
Playing as a human means you get no level cap in stats, a choice in two classes of magic.

Elves.
Playing as a elf means you can use any type of magic, your strength and endurance is capped at 8 however.
Most races hold a grudge towards elves.

Dwarfs.
Playing as a dwarf means no ability at all, however you can get a extra skill and the strength stat can be raised to 12/10

Skyracer.
(Basically a human with wings, if you want to play as this character you may have to convince me)
Playing as a skyracer means you have wings and can fly, you can use five classes of magic,
Endurance is capped at 6/10 and agility can be raised to 12/10

Beastkin. Humanoid animals of all sort, most common being reptilian and furry sort. Not many beastkin are alive after the Elvish expansion, whole tribes and groups were decimated by the Elvish army.

The stats for beastkin vary depending on what said beastkin is. You and me can reach a agreement.
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Computing Magus Computing Magus Rurnur Rurnur Juju Juju seasonedcat seasonedcat Quados Quados
I was planning on keeping sheets separate so it would be learned in game what each character was about and what they do. If you wish to play like that PM your character to me and post things like a name and description here
 
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This here is a example character, which will probably be who I play as. I’ll post npc’s here aswell.
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Name:Farr Hebit
Race: human
Age: 24
Gender: male
Equipment:
clothes of simple sorts, a hooded cloak usually covers himself.
leather and chain mail armour, a short sword, many different daggers and blades, caltrops, boomerangs of varying sort.
0404CC92-CCD3-4834-AD7B-9499E4C151EE.jpeg0324C608-4901-4C8E-93AB-96178A7E3342.jpeg (A mixture of these two pictures I’d say)

69E9CE61-B679-4DB4-9AA3-F0811F5B8DEE.jpeg
Farr stands at five ft 9 with a athletic build, he has dark brown hair and piercing green eyes.
Farr is apart of the Hebit clan. A somewhat checkered past as many of the Hebit clan were rumoured to being assassins or spies once the human expansion ended. Farr was trained to be a battlemage by his father for most of his childhood. At age twenty four Farr lives in Barrak as a mercenary, he has however taken more.. shady work at time.
Like most in the Hebit clan Farr has a resistance to most toxins and poison is easily conjured. His second talent was found to be lighting, however the young man’s ability is much more confident in his clan’s toxic magic.

Stats—-
Strength:5/10
Ability: 5/10
Charisma: 2/10
Endurance:4/10
Agility:8/10
Skills:6/10
1) poison magic
2) stealth
3) projectile weapons
4) Stringed intstruments
5) “bleeding edge” fighting style
(Close quarters combat usually using a sharp object)
 
1546910437283.png
Name: Agnis Ourahcha
Race: Dwarf
Age: 62
Gender: Female
Equipment:
Wields a large hammer that is taller than her. Even though it is so big she wields it easily. She wears a feather cloak and leather armor.
4'9, 194lbs, muscular physique, Red hair, Grey eyes, thick accent
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Personality:

Agnis is a very confident woman that believes she can solve most things by bashing it in with her big hammer. She drinks a lot like most of her kind and has a foul mouth just the same. She makes up for her lack of gracefulness with the sheer pack her punch gets when it hits. She is stubborn and won't admit that she was wrong, even if it is obvious to her that she is. She hates people looking down on her and will go out of her way to prove to that person that she is not only good, but better than them. She particularly dislikes elves due to them always being full of themselves and will insult one with any chance she gets. She is prone to jumping into fights without thinking and is known for getting into bar fights
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Strength:
12/10
Ability: 0/10
Charisma: 6/10
Endurance: 9/10
Agility: 3/10
Skills:
1)
Able to drink kegs of beer
2)Armor and weapon craft
3)Cooking
4)Fishing
5)Hand to hand combat
=======
 
Name: Ayda Brightleaf
Race: Elf
Age: 150
Gender: female
Equipment:
  • Enchanted bag (extends carrying capacity and reduces weight)
  • Enchanted broomstick [levitation] ((I probably wont make it 'flyable' like the traditional ones because it may be too OP and if there is a skyracer in our party I don't want to steal their thunder. Instead it is like a horse that doesn't starve or drown lol))
  • Field alchemy set
  • Books, scrolls, maps, journal
  • Writing supplies
  • Rations (vegetarian things for herself. Burnt meat for the drakes)
  • Dissection kit
  • Specimen Holographic Duplication Orb (DELICATE!) (copies the physical form of an organism, which is stored as a hologram. Internal anatomy can be stored if innards are made visible through dissection or possible evisceration through combat.)
Physical description or picture:
[IMG='width:355px;']https://i.pinimg.com/564x/45/29/9b/45299b9895405b3bb9bd29c79e5b9d49.jpg[/IMG]
Blue familiar (drake): Koh
-Calm & Curious
Purple familiar (drake): Moh
-Aloof & Proud

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Strength: 2/8
Ability: 10/10
Charisma: 5/10
Endurance: 3/8
Agility: 5/10
Skills: 6/10
1)Transfiguration
2)Conjuration
3)Enchantment
4)Alchemy
5)Languages
 
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Udgirr Riki
The Winds
Personal Information Race:
Hobgoblin

Age:
27

Gender:
Male

Equipment:
Always wears a fur vest, and under is a white long-sleeve shirt. He wears brown pants and brown bandages, with shoes as leather as can be, also lined with fur. In his leather sack slung across his back are a various amount of preserved meat and fruit, also carrying a bunch of paper. A unique retractable spear his tribe fashioned is stashed here as well.

Physical Description:
Udgirr is a hobgoblin of peak masculinity among his race, the level at which he is one of their powerful members, not necessarily their warrior. The hobgoblin man's stature in height ranges up to six feet and give or take two inches, whilst maintaining to be a somewhat of a middleweight. His arms, torso, and legs are quite muscular and can possibly manage to crack the infamous round-shelled jabbernuts neatly in half. It's a common sight to find hobgoblins in quite differing shades of hair, with Udgirr having white smoke, altering anyone's perspectives about his young age. His eyes are quite deep in its sockets, so they are always cast in shadows. Even if he subconsciously keeps his mouth closed, his canines from his lower jaw will manage to visibly peak out. Of course, Udgirr's skin is a reseda green. Otherwise from his hobgoblin characteristics, Udgirr could resemble a human.
Shall Guide
Statistics Strength:
6/10

- He is said to be powerful among his tribesmen, but not in the heavy lifting sort of power. Surely, he can assist in carrying substantial cargo and maintain a large bison from attempting to charge at a fence, but not he can't push boulders or lift dense metals with ease.

Ability:
4/10

- The tribe shamans have been attempting to make Udgirr learn powerful forms of magic to impart unto the young hobgoblin, and Udgirr is of course quite fascinated and enthusiastic to be learning their tribes gifts, but magical abilities are not quite his forte. Still, he tries to learn what he could, and has been found attempting to study them himself if need be.

Charisma:
4/10

- Not even decent clothing or his admittedly simple attempts at good looks can the civilized races be swayed to look his way, their prejudice among his race being categorized as "monsters". Some outright refuse to trade with hobgoblins, but as long as they haven't been witnessed to start any trouble, a hobgoblin won't be immediately arrested by any city's guards.

Endurance:
9/10

- A determined worker, Udgirr can be the most persevering man you'd know when it comes to any sort of labor. This converts well to a healthy being that can withstand a harsh throw of a wild flying hammer and survive the sinking teeth of a wild beast. This persisting, peak-achieving hobgoblin has been sung praises of power among the tribe.

Agility:
2/10

- Udgirr might also be the most unnecessarily encumbered-seeming person you'd know. His process of thought is undemanding of advanced foresight of battles, so he can patently be caught in a vulnerable condition. It is quite contradicting to the magical abilities he possesses. Thus, whilst harnessing his affinity for the currents, he can maintain a steady, balanced footing and protect himself from swift strikes to an extent.

Skills:
5/10

- A fine set of skills Udgirr acquired through the years, as listed in no particular order below:

1) Wilderness Survival - Udgirr's tribe is a prospering group of many skills that can maintain a sustainable tribe, which every young hobgoblin has to learn at one point including Udgirr. This includes foraging and farming, and simple tool making. In hunting, equipped with a spear, Udgirr can efficiently track down beasts to find food. He can identify beasts as well, given knowledge through his seniors as he joins them. It can be frightening to know someone such as Udgirr can approach and surprise an unwitting animal. He can even understand an animal, to an extent, but not hold a conversation with it. Just know of its intent. However, Udgirr isn't quite knowledgeable in the creation of perpetuating shelters without them collapsing within the week, or being inhospitable through being uncomfortable.

2) Esoteric Wind Magic - This particular tribe has been blessed with the mysterious knowledge of the breeze that actually hides magical abilities only found through those with an affinity for it. In addition to manipulating it, fundamental research of the air has found some applications no one could ever imagine, such as flight. Udgirr has yet to properly harness this, though, and can only manipulate it to help himself overcome his sluggish movement.

3) Literary - Ugdirr is quite the scholar among his brethren of the tribe, one of the only few who could read. He has studied with his shaman brethren on the basis of their magic, and has red upon the books the adventuring seniors brought home as well. His penmanship is still abhorrent and his speech still similar to those of the others, simple and sometimes incorrect, but it's a start.

4) "Riki Riki" Maneuver - Despite being hobgoblins, in an actual battle, the fastest are known as speed demons. Speed is enhanced as the breeze flows through the warriors body, almost as if to control the warrior. Their weapons weightless and feet barely touching the ground, the winds can bring swift victories to the warrior. Unfortunately for Udgirr, he uses this skill to just try to keep up with his opponents instead of overpowering them with speed.

5) Tribe Knowledge - Living in a small place with many people instead of a town can change how a person develops. Even the youngest in the tribe are affiliated with the breeze of spring, allowing them to develop further into skilled wind maestros. This tribe is also knowledgeable of the mystical and the whimsical across Aerth. However, technology can be comparatively primitive to the civilized, but it is still quite sufficient.
Eternally
Character Building Personality:
Despite being born and raised to be one of the tribe's better men to support the next generation, he has more or less let his seniors lead the way and has daydreamed of a much less remote life up in the mountains. His discreetness is attributed to his simplicity and limited vocabulary, not finding topics to discuss and not knowing how to lead the juniors. This along with growing to have the seniors handle situations has him strong yet is more of a follower. Some say he's soft, not in the winsome way, but he tries to do the more passive approach to circumstances, not choosing the harsher path even if it's easier. If it wasn't for the necessity of weapon training and tending the crops year round, he would have been a shut-in reading up on his tribes history and magic, which he still tries to do on his spare time.

History:
Life up on the Riki Riki mountains is difficult, and ever since many years, the other tribes could no longer prosper and have opted to climb down and seek shelter in the forests below instead. However, one tribe who's ancient knowledge allows them to persevere through the harsh climates managed to stay atop, figuratively and literally. The Riki Riki clan is a small, thriving community of about half a thousand hobgoblins with the ancient art of manipulating the gales that haunt them since their ancestors, and have made a living since; sliding down mountains is a breeze when they need to hunt, and the winds that carry them up really hinders pursuers. Much of the history is lost due to the scarce materials and lack of technology, but there is currently a noticeable, humble development of culture and advancements in tools. These maestros are more magically inclined in nature, but nonetheless are in par on strength compared to other hobgoblins.

One such hobgoblin is called Udgirr, a young, promising member who has grown to adore the wonder that is their tribe, and the world. As a child, he would so often be daydreaming, staring at the stars on a terrace, or at the woods and the lakes far below the mountain. He has trained since, and has been determined to study as well, making for a well balanced member. There was always one thing he wanted to try; a sabbatical leave for adventure. Udgirr reasons he will make sure his tribe is made known of, but also wants to do this so that he may explore the world he so often dreams of. Many years have passed with training and studying, and after a small grouped farewell, the chief has set him off to wander the lands on his own, making Udgirr promise he'll come back with great news. Udgirr promises to return with something to make his tribe proud, and thus slides down the mountain with ease as he has done many times before, and set off into the forest.
 
6068518ea9e7669a5c300a82c589edfb (1).jpg
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Name: Azal Nara
Race: Beastkin
Age: 29
Gender: Male
Equipment:
  • Tribal garments, jewelry and adornments
  • A staff imbued with magical sap from his homeland
  • An old worn sword which he fashioned himself.
  • A pouch containing large, nutrient-rich nuts

Description: Standing well over seven and a half feet tall and weighing around 235lbs, Azal is a well-built avian humanoid, however he isn't as heavy as one would guess from his height, due to his hollow bones. He's equipped with a bone-crushing beak and long, sharp talons, as well as powerful flight feathers on his arms that he can make use of while gliding from high places.

Personality: Azal is extremely social, much more so than other varieties of Beastkin, though perhaps not in a way familiar to other humanoids. He forms strong friendships very quickly, although he doesn't have the capacity to deepen those bonds to the level that other intelligent humanoids can. Some would say he is gullible, naive, and trusts others far too quickly, which is certainly true to an extent. Though others would add that he is courageous, determined and cares strongly about those close to him. He possesses an adventurous spirit, always searching for new experiences. Despite his clumsy and often foolish nature, he has an innate ability to manipulate and/or inspire those around him with his conversational skills and explosive personality.

Background: Hailing from deep in the jungles of his homeland, at a young age Azal quickly rose to the top of the ranks in his tribe, becoming one of the most talented magic users amongst his kind. Like all members of his tribe, he was taught an ancient style of ritualistic magic, for the purpose of protecting oneself and empowering your allies in times of peril, using the power of the sun. When he became more powerful and independent however, he set off on his own and learned the ways of the spellsword, travelling to various different lands to learn the ways of the blade, and the immensely powerful thunder magic he has now become adept with. His journey has culminated in the city of Dunwel, in search of whatever new adventures may await him.

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Strength: 4
Ability: 8
Charisma: 8
Endurance: 2
Agility: 4
Skills: 4
1) Thunder magic
2) Solar magic
3) Spellsword combat style
4) Imitate sounds
5) Flight
 
Name: Gruntus
Race: Human
Age: 26
Gender: Male
Equipment: 2 Handaxe, several daggers, a fur armor and a necklace with the claw of a giant bear on it
Physical description or picture: Gruntus is a giant man, reaching up to 200 cm. His body is covered in many scars but one stands out, and he wears it proudly, a giant scar over his whole torso, resembling claw marks. His hair is snow white and it grows as wild as it can, his beard is also white but it is braided nicely his eyes burn in a bright red.

Personality: Gruntus is a rather savage guy, growing up in the wild, most of the time alone. He acts rather then talking, it doesn't mean that he is stupid, he just don't know how to act around people, you could say he is a little shy.


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Strength: 10
Ability: 3
Charisma: 1
Endurance: 8
Agility: 5
Skills: 3
1) Warcry (Gruntus screams like a rampaging beast, casting fear and panic in his enemys hearts)
2) free climbing (without safety ropes and with bare hands)
3) Unarmed fighting
4) knife throwing
5) fighting with one and two handed weapons
 
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