Nova Squid
Junior Member
Welcome to the recruiting offices, civilian! Now, tell me, what exactly are you, again?
Ah, yes. What an interesting recruit you are- no, what made you think I say that to everyone who comes in here? Sigh, let's just move on- just fill this form out right here.
Character Sheet Template
[Image here if you wish]
Name: [First and last name.]
Race: [Selected race.]
Age: [How old you are. Generally, soldiers were anywhere from 18 to 30, with outliers including old reenlisters and those who lied about their age to join early.]
Gender: [Male or female, though the latter must have a good reason to be on the front.]
Armed Force: [British, French, or American. Sorry Russia and Italy, but you're not Western Front material. Note that Central Powers characters are not allowed; they're the enemy, after all. Note: All soldiers are rookies, shipped out prior to their first battles. Officers and other veterans are not allowed unless prior special permission is given by me.]
Specialization: [Rifleman? Assault? Sniper? Machine gunner? Battlefield medic? Most things go. Note that while you will get your choice of small arms and other basic equipment, I'm not going to give you a zeppelin just because you happened to pilot one. Try not to play copycat, either; if someone else is already an Elven marksman with a scoped rifle, see if you can't choose another role for your Elf, or choose another race entirely.]
Equipment: [Primary weapon, secondary weapon if you happen to have one, things like grenades, bayonets, and other things. I'll allow a small bit of unrealism here, but please don't rip random only-one-ever-made guns out of Battlefield 1. In other words, please do a bit of research before writing in this section.]
Magical Ability: [Depends on your background, role, and race. Generally, magic is hard to learn and harder to master; while most can learn how to make a little candle flame pop out of their finger as a party trick, it's very difficult to make a fireball without immolating yourself if you're not educated. Colleges and universities offer magical courses commonly. However, some races possess latent magic; this they cannot use directly, but affects them in other ways (e.g. werewolves using it to make up for the differences in mass/energy expended from a transformation).
Description: [What your character physically looks like. Try to include uniform as well, and any general identifiable marks. Don't be afraid to be detailed.]
Personality: [What your character is like. Please don't make a Coldsteel the Hedgeheg clone or I will whack you with a stick grenade.]
Background: [A little background for your character. Provide some flavor, some information on them, and why they ended up enlisting or being conscripted. Don't be afraid to indulge in some detailed writing. At least a paragraph, please, though you can go as long as you want.]
Once you're done writing it out, just deposit it in that box marked "POST" and we'll get right to basic training!
Note: All CS-related discussion also goes on here. OOC is for various questions and off-topic stuff.
Human- The most common sentient race on Earth, comprising 50-55% of all sentients. They make up the majority of people in most nations, and are present in almost every single location. They are a diverse lot, with a wide variety of skin colors, heights, skills, and other intricacies. Versatility and adaptability make them the core of all armies in the Great War. Humans stand at an average of 6 feet. They make up most riflemen and other basic infantry, and can be seen in most other operational roles. They are relatively unremarkable in terms of special abilities or factors, but lack any special weakness, and can fulfill a massive variety of roles in battle. Their magical ability is very well developed, but magic remains a difficult topic to learn for any race.
Notes: Your standard humans. Nothing different from us in real life, though we've got a very good potential magical ability here.
Dwarf- While they are largely predominant in northern Europe, inhabiting the Scandinavian nations and parts of Ireland (with a not insignificant presence in Russia), many dwarves have found their way to the front lines in service to the Entente or Central powers. The average dwarf possesses a thick brow ridge, somewhat Neanderthal in appearance (though their brain is no smaller than that of a human); males and females are stout yet highly strong, and both have a tendency to grow facial hair, most commonly a large beard. Dwarves stand at an average of 4 to 5 feet. Their shorter legs makes them slower runners than most, but a strong skeleton, stout build, and small size make them ideal melee fighters. Their magical ability is roughly on par with that of a human. They have increased difficulty in firing over trenches due to their short stature, but they are prized as sappers.
Notes: Poorer magical power and slight difficulty with standard rifles (though carbines are fine). A Dwarf is built like a semi truck despite their short height, and they're great brawlers.
Elf- Elves are widely considered to be the polar opposite of dwarves. Tall, thin, and agile, they are more common in Western Europe, particularly France and its neighboring countries. They are near-universally pale in color and possess tall, lanky frames, standing at an average of 6-7 feet. They are naturally magically skilled and can become great mages if educated, but in return are somewhat frailer. Due to their lessened resistance to damage, elves are commonly deployed in the reserve lines. Their great patience and steady aim makes them notably effective marksmen, and they make up a large proportion of battlefield mages; specialized as medics, warriors, or other roles.
Notes: A little easier to snap a bone due to your large size and below-average durability, but in return any Elf has very good magical power (just has to learn it!) Also, Elves have less of a natural "vibration" going on in their hands than humans; they're better shots on average if they practice.
Centaur- Predominant in the United Kingdom, the average centaur is a curious mix between human and horse. With a human head, arms, and torso down to the waist, yet a fully equine biology below, centaurs are large and less capable of fighting in trenches or in buildings, but are highly useful cavalry soldiers. With two hearts, lungs, and ribcages, they must eat heavily to sustain themselves, but can take an enormous amount of damage before falling, making them ideal shock troops in cavalry charges- and some are also willing to work as pack horses on the march. Their diet is omnivorous, but must include a majority proportion of grains and other typical non-meat foods. Their magical ability is around average.
Notes: You'll have to eat like a pig to sustain yourself- in any regiment cut off from supply, the centaurs are usually first to starve. At the same time, you can take a lot of damage and still charge, and you're the best cavalryman someone could ask for if you're trained. There will be basically no non-cavalry centaurs, given their lessened ability to trench-fight and total inability to pilot.
Orc- Hulking brown or green-skinned beasts with large jaws, tusks, and truly astounding physical resistance, orcs are rather rare but prized heavy troopers on the battlefield. Standing at 6.5 to 7 feet in height, orcs only have strictly average intelligence and near to none magical ability, yet are tough enough to take multiple shots to kill, and strong enough to carry light machine guns as if they were rifles. While it is nowhere near standard practice, reports from the frontline sectors say some orcs have even taken to carrying full-sized machine guns into battle. Outside of heavy weapons operation, they tend to carry ammunition and anti-tank weaponry.
Notes: Your teeth grow back like a shark's, no matter how many times you lose them, and you're tough enough to take a few bullets. You're also usually strong enough to tote something like an M1918 BAR (or whichever standard LMG is your nation's ) like an assault rifle.
Goblin- Close genetic relatives to orcs, goblins at first glance seem to lack much use; as short as dwarves, as frail as elves, and with difficulty handling the lengthy standard rifles used by most troops, they might be brushed off by useless by some officers. Nonetheless, they are alert, agile, and their small, thin build makes them excellent vehicle crewmembers, capable of scampering around the inside of a tank or other war machine as they operate machine guns and fix damage, demanding much less space than a human or other similarly-sized species. If pressed, they are relatively good shots with carbine-length rifles and other vehicle operator’s weapons. In particular, the German Army widely deploys these in their large A7V tanks, making the operation of an 18-man vehicle far less cramped than usual. Their magical ability is strangely far superior to that of an orc, around equal to a human's.
Notes: Very good at grease-monkey jobs due to your agility and small size, though having the height of a Dwarf with the fragility of an Elf makes you slightly poorer at direct battle. You're decent with magic as a Goblin, but you'll also have difficulty with the standard rifles- better stick to carbines or pistols.
Werewolf- A species of humanoid descended from an ancient curse, werewolves are notable in that they exist in two distinct forms, tied to the lunar cycle. On most days, the average werewolf is extremely close to a human, though certain identifying features (such as yellow, canine pupils and sharpened canines) remain present. During the full moon, however, they experience a transformation into a bipedal, wolf-like form, offering improved night-vision and moderately increased hearing and smell, though their diet becomes largely carnivorous (with lessened tolerance for non-meat solid foods). Most werewolves may control this transformation and shift at any time; due to the fact that transformed werewolves possess a rapid healing factor (and that issuing one set of supplies tends to be easier than issuing two), they spend most time on campaign as wolves. Because of their ability to rapidly regenerate from wounds, they are often deployed as front-line shock troops, particularly submachine gunners. Their latent magical ability is responsible for the energy expended during a transformation, but their ability to utilize magic otherwise is very limited.
Notes: Lycanthropy is non-transmissible. Biting someone is just going to give them any nasty diseases in your mouth at the time. The transformed state brings slightly superior strength and senses (such as night vision, hearing, and smell), but in return can't eat anything but meat and perhaps some berries or other light non-proteins on the side. That, and dog whistles are the song of Satan for you.
Minotaur- Predominantly Greek, though very few of them have happened to find themselves on the European front lines. Effectively treated tactically as orcs, featuring tough, large builds and high physical strength, though their bovine leg arrangement demands a somewhat similar legging setup as those issued to werewolves and other digitigrade creatures. Their magical ability is superior to that of orcs, but in return they are strictly herbivorous and cannot digest any sort of meat product without becoming incredibly sick.
Notes: Similar to orcs in general size and power, though your magical ability is superior. Be aware of the fact that you're strictly herbivorous; meat rations will just give you a severe case of indigestion. You can indeed use your head's horns to gore people, but it's probably a better idea to just use a bayonet.
Dragonborn- The result of ancient, magically-powered crossing of sentient and dragon DNA, a Dragonborn closely resembles a bipedal, miniature dragon without wings. They are sparsely spread throughout Europe and the Middle East, where their scaly skin enables superior heat tolerance on long desert campaigns. Of note is their semi-cold-blooded nature; while they generate their heat from their own metabolism, it is weaker than equivalent species, and they are often sluggish in cold environments. In combat, they fulfill similar infantry roles as humans, though their highly-increased heat tolerance makes them useful flamethrower carriers.
Notes: Humanoid dragon- on one hand you don't lose a lot of water and you're very heat tolerant, on the other hand you're probably the most sluggish soldier on a chilly morning, and the first person they find frozen to death in a brutal winter is you.
Other Notes:
Notes: Your standard humans. Nothing different from us in real life, though we've got a very good potential magical ability here.
Dwarf- While they are largely predominant in northern Europe, inhabiting the Scandinavian nations and parts of Ireland (with a not insignificant presence in Russia), many dwarves have found their way to the front lines in service to the Entente or Central powers. The average dwarf possesses a thick brow ridge, somewhat Neanderthal in appearance (though their brain is no smaller than that of a human); males and females are stout yet highly strong, and both have a tendency to grow facial hair, most commonly a large beard. Dwarves stand at an average of 4 to 5 feet. Their shorter legs makes them slower runners than most, but a strong skeleton, stout build, and small size make them ideal melee fighters. Their magical ability is roughly on par with that of a human. They have increased difficulty in firing over trenches due to their short stature, but they are prized as sappers.
Notes: Poorer magical power and slight difficulty with standard rifles (though carbines are fine). A Dwarf is built like a semi truck despite their short height, and they're great brawlers.
Elf- Elves are widely considered to be the polar opposite of dwarves. Tall, thin, and agile, they are more common in Western Europe, particularly France and its neighboring countries. They are near-universally pale in color and possess tall, lanky frames, standing at an average of 6-7 feet. They are naturally magically skilled and can become great mages if educated, but in return are somewhat frailer. Due to their lessened resistance to damage, elves are commonly deployed in the reserve lines. Their great patience and steady aim makes them notably effective marksmen, and they make up a large proportion of battlefield mages; specialized as medics, warriors, or other roles.
Notes: A little easier to snap a bone due to your large size and below-average durability, but in return any Elf has very good magical power (just has to learn it!) Also, Elves have less of a natural "vibration" going on in their hands than humans; they're better shots on average if they practice.
Centaur- Predominant in the United Kingdom, the average centaur is a curious mix between human and horse. With a human head, arms, and torso down to the waist, yet a fully equine biology below, centaurs are large and less capable of fighting in trenches or in buildings, but are highly useful cavalry soldiers. With two hearts, lungs, and ribcages, they must eat heavily to sustain themselves, but can take an enormous amount of damage before falling, making them ideal shock troops in cavalry charges- and some are also willing to work as pack horses on the march. Their diet is omnivorous, but must include a majority proportion of grains and other typical non-meat foods. Their magical ability is around average.
Notes: You'll have to eat like a pig to sustain yourself- in any regiment cut off from supply, the centaurs are usually first to starve. At the same time, you can take a lot of damage and still charge, and you're the best cavalryman someone could ask for if you're trained. There will be basically no non-cavalry centaurs, given their lessened ability to trench-fight and total inability to pilot.
Orc- Hulking brown or green-skinned beasts with large jaws, tusks, and truly astounding physical resistance, orcs are rather rare but prized heavy troopers on the battlefield. Standing at 6.5 to 7 feet in height, orcs only have strictly average intelligence and near to none magical ability, yet are tough enough to take multiple shots to kill, and strong enough to carry light machine guns as if they were rifles. While it is nowhere near standard practice, reports from the frontline sectors say some orcs have even taken to carrying full-sized machine guns into battle. Outside of heavy weapons operation, they tend to carry ammunition and anti-tank weaponry.
Notes: Your teeth grow back like a shark's, no matter how many times you lose them, and you're tough enough to take a few bullets. You're also usually strong enough to tote something like an M1918 BAR (or whichever standard LMG is your nation's ) like an assault rifle.
Goblin- Close genetic relatives to orcs, goblins at first glance seem to lack much use; as short as dwarves, as frail as elves, and with difficulty handling the lengthy standard rifles used by most troops, they might be brushed off by useless by some officers. Nonetheless, they are alert, agile, and their small, thin build makes them excellent vehicle crewmembers, capable of scampering around the inside of a tank or other war machine as they operate machine guns and fix damage, demanding much less space than a human or other similarly-sized species. If pressed, they are relatively good shots with carbine-length rifles and other vehicle operator’s weapons. In particular, the German Army widely deploys these in their large A7V tanks, making the operation of an 18-man vehicle far less cramped than usual. Their magical ability is strangely far superior to that of an orc, around equal to a human's.
Notes: Very good at grease-monkey jobs due to your agility and small size, though having the height of a Dwarf with the fragility of an Elf makes you slightly poorer at direct battle. You're decent with magic as a Goblin, but you'll also have difficulty with the standard rifles- better stick to carbines or pistols.
Werewolf- A species of humanoid descended from an ancient curse, werewolves are notable in that they exist in two distinct forms, tied to the lunar cycle. On most days, the average werewolf is extremely close to a human, though certain identifying features (such as yellow, canine pupils and sharpened canines) remain present. During the full moon, however, they experience a transformation into a bipedal, wolf-like form, offering improved night-vision and moderately increased hearing and smell, though their diet becomes largely carnivorous (with lessened tolerance for non-meat solid foods). Most werewolves may control this transformation and shift at any time; due to the fact that transformed werewolves possess a rapid healing factor (and that issuing one set of supplies tends to be easier than issuing two), they spend most time on campaign as wolves. Because of their ability to rapidly regenerate from wounds, they are often deployed as front-line shock troops, particularly submachine gunners. Their latent magical ability is responsible for the energy expended during a transformation, but their ability to utilize magic otherwise is very limited.
Notes: Lycanthropy is non-transmissible. Biting someone is just going to give them any nasty diseases in your mouth at the time. The transformed state brings slightly superior strength and senses (such as night vision, hearing, and smell), but in return can't eat anything but meat and perhaps some berries or other light non-proteins on the side. That, and dog whistles are the song of Satan for you.
Minotaur- Predominantly Greek, though very few of them have happened to find themselves on the European front lines. Effectively treated tactically as orcs, featuring tough, large builds and high physical strength, though their bovine leg arrangement demands a somewhat similar legging setup as those issued to werewolves and other digitigrade creatures. Their magical ability is superior to that of orcs, but in return they are strictly herbivorous and cannot digest any sort of meat product without becoming incredibly sick.
Notes: Similar to orcs in general size and power, though your magical ability is superior. Be aware of the fact that you're strictly herbivorous; meat rations will just give you a severe case of indigestion. You can indeed use your head's horns to gore people, but it's probably a better idea to just use a bayonet.
Dragonborn- The result of ancient, magically-powered crossing of sentient and dragon DNA, a Dragonborn closely resembles a bipedal, miniature dragon without wings. They are sparsely spread throughout Europe and the Middle East, where their scaly skin enables superior heat tolerance on long desert campaigns. Of note is their semi-cold-blooded nature; while they generate their heat from their own metabolism, it is weaker than equivalent species, and they are often sluggish in cold environments. In combat, they fulfill similar infantry roles as humans, though their highly-increased heat tolerance makes them useful flamethrower carriers.
Notes: Humanoid dragon- on one hand you don't lose a lot of water and you're very heat tolerant, on the other hand you're probably the most sluggish soldier on a chilly morning, and the first person they find frozen to death in a brutal winter is you.
Other Notes:
- If you have a race which you'd like to be, but is not on this list, make a case for it in a private message before posting your character sheet. If I feel that it'll fit, I'll grant it special permission.
- Female characters must have a good reason in their character sheet to be on the front lines, given that this is 1918 and military gender integration is nonexistent.
Ah, yes. What an interesting recruit you are- no, what made you think I say that to everyone who comes in here? Sigh, let's just move on- just fill this form out right here.
Character Sheet Template
[Image here if you wish]
Name: [First and last name.]
Race: [Selected race.]
Age: [How old you are. Generally, soldiers were anywhere from 18 to 30, with outliers including old reenlisters and those who lied about their age to join early.]
Gender: [Male or female, though the latter must have a good reason to be on the front.]
Armed Force: [British, French, or American. Sorry Russia and Italy, but you're not Western Front material. Note that Central Powers characters are not allowed; they're the enemy, after all. Note: All soldiers are rookies, shipped out prior to their first battles. Officers and other veterans are not allowed unless prior special permission is given by me.]
Specialization: [Rifleman? Assault? Sniper? Machine gunner? Battlefield medic? Most things go. Note that while you will get your choice of small arms and other basic equipment, I'm not going to give you a zeppelin just because you happened to pilot one. Try not to play copycat, either; if someone else is already an Elven marksman with a scoped rifle, see if you can't choose another role for your Elf, or choose another race entirely.]
Equipment: [Primary weapon, secondary weapon if you happen to have one, things like grenades, bayonets, and other things. I'll allow a small bit of unrealism here, but please don't rip random only-one-ever-made guns out of Battlefield 1. In other words, please do a bit of research before writing in this section.]
Magical Ability: [Depends on your background, role, and race. Generally, magic is hard to learn and harder to master; while most can learn how to make a little candle flame pop out of their finger as a party trick, it's very difficult to make a fireball without immolating yourself if you're not educated. Colleges and universities offer magical courses commonly. However, some races possess latent magic; this they cannot use directly, but affects them in other ways (e.g. werewolves using it to make up for the differences in mass/energy expended from a transformation).
Description: [What your character physically looks like. Try to include uniform as well, and any general identifiable marks. Don't be afraid to be detailed.]
Personality: [What your character is like. Please don't make a Coldsteel the Hedgeheg clone or I will whack you with a stick grenade.]
Background: [A little background for your character. Provide some flavor, some information on them, and why they ended up enlisting or being conscripted. Don't be afraid to indulge in some detailed writing. At least a paragraph, please, though you can go as long as you want.]
Once you're done writing it out, just deposit it in that box marked "POST" and we'll get right to basic training!
Note: All CS-related discussion also goes on here. OOC is for various questions and off-topic stuff.
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