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Fantasy Project Regalia | Characters

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ash and flame

CHARACTER CREATION



Welcome to the Character Creation section of Project Regalia! In this section I will provide you with a blank character sheet that you will fill out to match whatever character you plan to play throughout the roleplay. I will also provide an example character sheet filled out with my own character. If you have any questions regarding character creation don't hesitate to PM me or visit the Character Creation section of the Rules.

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[border=1px solid black]NAME HERE[/border][/FONT][/h][side=right][/side]
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[CENTER]BASIC INFORMATION[/CENTER]

Name:
Age:
Gender:
Pronouns:
Race:
Orientation:
Occupation:
Class:
Guild (If any):

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[CENTER]PHYSICAL INFORMATION

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Height:
Weight:
Build:
Eye Color:
Hair Color & Style:
Clothing:
Description:
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PERSONALITY


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Positive Traits:
Negative Traits:
Likes:
Dislikes:
Strengths:
Weaknesses
Fears:
Description:
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STATS


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Level:
Class:

Strength:
Speed:
Endurance:
Intelligence:
Luck:

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EQUIPMENT & ABILITIES


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Weapons:
Armor:
Regalia (If any):
Abilities:

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[center][b][i]HISTORY[/i][/b][/center]

Text here[/centerblock]

Species

These are the available species for you to pick from - as stated in the rules, if you wish to create a new species, DM me with your idea and if it fits Project Regalia's lore then I will do my best to accommodate you.

  • Based on the continent of Atheer, Humans are known to be more of an all-around type of race, with sufficient intelligence, strength, and speed, but not quite excelling in any of them. Humans are usually known to lean more towards magic than a few of the other species, however they are not quite masters of this either.

    Humans tend to be one of the more peaceful species of Project Regalia. They have their land, their gods, and their trade, and that keeps them happy. If there is ever war with humans involved, it is with other humans, and tend to only be small disputes over land. They resolve quickly and fade into the background. Humans do, however, have a strong sense of home and ownership. If any other race were to try to take land from them, humans would fight tooth and nail to keep it. They are sometimes thought the most resiliant and confident species.

    Humans get +1 added to Intelligence & Endurance


Classes

Classes are the parameters in which you will create your character, given that you choose to have them play as an adventurer. You could have a character with a class but not use it, and instead opt to act as a blacksmith, or a trader.

The Classes I have provided are not the classes you are limited to, but are rather just guidelines for you to create one of your own. You could combine elements of two classes to make a new one, you could simply choose one, or you could come up with one that is completely your own (so long as it isn't overpowered, and I approve of it)

When creating a class, Strength, Dexterity, Intelligence, Endurance, and Luck are taken into consideration.

  • The Adventurer is a balanced class, one that excels at nothing but is steady across the board.

    Recommended Equipment

    -There is no recommended equipment for somebody of this class, they can use pretty much anything but will not be able to get the full value out of it as a more focused class might be able to.


Stat System

Stats will be configured using a point system. All PCs will start at level 1 and will be given 50 points to allocate between Strength, Dexterity, Endurance, Intelligence, and Luck. Species bonuses are applied after the 50 points are allotted.

Example
Level 1 Adventurer | Human

Strength - 10
Dexterity - 10
Endurance - 10 + 1
Intelligence - 10 + 1
Luck - 10
= 50 points

Abilities

Abilities are special actions characters can use either in or out of combat. They often come from intense training or innate magical ability. For example, most magic-users start with an ability called Magic Missile which calls upon their inherent magic to focus and fire a blast of magic at a target.

On the other side of things, there are some abilities that do not require any magic, but rather just need to be obtained through training. One of these abilities is Second Wind an ability popular with Warriors. This ability allows its user to regain some energy or health after being brought to low levels of either of these.

There is a premade list of Abilities available to users, but you may also create abilities yourself as long as I approve them.

This is the list of premade Abilities, this list will be ever-expanding so make sure to check back often!
  • Magic Missile - An ability that calls upon the user’s inherent mana to focus and fire a blast of magic at a target.
  • Second Wind - This ability allows its user to regain some energy or health after being brought to low levels of either of these.
  • Zoom- The use of mana to enhance the user's vision.
  • Spell Fire - An Archer-specific ability, this is an ability that allows the user to use mana in order to imbue their arrows with a certain element for a certain amount of shots.
  • Feather Feet - A passive ability, this allows the user to spring faster without using much energy.


JASTER BAL SOMME



BASIC INFORMATION​

Name: Jaster Bal Somme
Age: 23
Gender: Male
Pronouns: He/him
Race: Ixaal
Orientation: Bisexual Biromantic
Occupation: Guild Master
Class: Ranger
Guild (If any): Azure Drakes


PHYSICAL INFORMATION

Height: 7'8''
Weight: 185 lbs
Build: Slim/athletic
Eye Color: Blue
Hair Color & Style: Short & curly & platinum blonde
Clothing: Hooded grey top w/ black pants & leather boots
Description:
Like all Ixaals, Jaster has both horns and pointed ears. His horns are a dark, almost metallic, grey, and curve towards his head. Also like most of his race, Jaster is quite tall, standing an impressive 7'8", and his build is a rather slim, though well-muscled one. Platinum blonde hair sits atop his head, short in length and curly. His eyes are a sharp, almost glowing blue that seem like the very definition of ice.


Often times seen with a slight frown upon his face, Jaster can appear quite intimidating, and for good reason. His clothing is rather simple, comprising of a hooded grey top with long sleeves, black bottoms, and leather boots. He wears this in order to keep light, though at times he might be seen with a leather bag upon his back.


Jaster can almost always be seen with Ulthar's Pendant around his neck. The pendant is threaded with a leather cord, the charm hanging at the end. Ulthar's charm is in the shape of a tree, with sharp edges. The charm is made from silver and trimmed with gold.


PERSONALITY


Positive Traits: Truthful | Independent | Objective-oriented | Intelligent | Clever
Negative Traits: Blunt | Cold | Distrusting | Stubborn
Likes: Games | Reading | Training | Running
Dislikes: Liars | Music | Excessiveness | Abusive people
Strengths: Hunter & Tracker | Accurate shot | Confident leader
Weaknesses: Blunt | Too focused to have fun | Slow to trust
Fears: Being enslaved again
Description:
Jaster is often described as cold and intimidating, somebody that even at face value isn't somebody you want to mess with. Often times the Ixaal will not speak at all, or when he does he is blunt and bitter. He believes that the truth above all else is what somebody should value, and will therefore tell people what he thinks no matter how it might make them feel. He's the type of guy that if he doesn't like you, he will tell you straight to your face, and there isn't much you can do to change his opinion.


Distrusting is another word to describe the man. Not paranoid, no not at all, just distrusting. He will rarely accept help from anybody, and anything you might say to him that he deems even the slightest bit suspicious he will question. Apart from cold and distrusting, Jaster is a very objective guy, always seeking to perform his set tasks as quickly and efficiently as possible, and never dancing around details but instead getting straight to the point.


Jaster is also very intelligent and clever. He sees knowledge as being a very powerful tool, and therefore attempts to keep himself sharp and in tune when it comes to both book smarts and his common sense. He knows when to use caution, when to attack, when to play to his advantage and when to pull away from something. He is a very self-aware person, constantly picking up on his own weaknesses and downfalls, and always trying to learn from them.


STATS


Level: 20
Class: Ranger

Strength: 10
Dexterity: 25
Endurance: 15
Intelligence: 18
Luck: 20


EQUIPMENT & ABILITIES


Weapons: Spitfire Bow, Iron Dagger
Armor: Black Leather Armor
Regalia (If any): Ulthar's Pendant
Abilities:
Zoom - The use of mana to enhance the user's vision.
Spell Fire - An Archer-specific ability, this is an ability that allows the user to use mana in order to imbue their arrows with a certain element for a certain amount of shots.
Feather Feet - A passive ability, this allows the user to spring faster without using much energy.


HISTORY

Jaster was born to a common family within the walls of the Ixaal's capital city: Nuria. His father was of the army, and his mother a jewelry shop keeper. Things were nice for him for awhile growing up, he was an only child, which was fine with him because he made friends within the city, and often times he would go out playing with them. However, things started to change when he reached the age of five, when his horns were just starting to become large. His father was deployed to the faraway village of Jimura, to defend against the invading Kirum legions.


With his father being deployed, Jaster and his mother would be left at home, with his mother barely making enough money to sustain herself, much less a child. Jaster's father, seeing the danger in leaving Jaster with his mother, found a way to sneak him to Jimura with him. From there, Jaster became a rather grumpy child, always complaining about not being with his friends, and complaining about having to hide from the Ixaalian military. He was uncomfortable where he was, and he was constantly without interaction with other people. The time he had to himself though, he spent by reading books and educating himself. He would also sneak away from his father's tent to watch the Archers train, as he had always had an interest in archery.


One day as he was watching the Archers train, one noticed him, the captain of the squadron no less. Once he had figured out that he had been noticed, Jaster panicked, but he didn't run, and it's a good thing he didn't, because all that the captain did was dismiss the squadron. Then, a surprising thing happened, the captain approached Jaster, and asked him what he was doing. Jaster, feeling ashamed, and more nervous than ever, explained to him that he liked to watch the Archers training. The way the captain responded to this was even more surprising than him approaching Jaster in the first place; he offered to train him.


For months after that, after the squadron would finish, the captain would stay behind and train Jaster, making sure nobody found about the boy and ensuring his safety during their training sessions. Jaster picked up the skill rather quickly, and by the time a year passed, he had become phenomenally better than any of the squadron members. Something happened though, something that changed Jaster's life at the drop of a dime. Upon going to watch the training once more, Jaster heard a shrill sound, an alarm he supposed, but he paid no mind to it and went to his hiding spot to watch. When he got there though, the squadron was gone, and the captain as well. Confused, Jaster risked looking around the military encampment, finding nobody around, not even his father.


Panicking, Jaster went on a desperate search for anybody he could find. He could hear shouting in the distance, and decided to follow that. It took him some time to get there, but he finally found where the shouting was coming from, and the scene he had stumbled upon frightened him. It was fighting, all around, Ixaalians squaring off against the Kirum legions. In all of his time at the encampment, the soldiers had never had to go out and fight, but now they were on the field of battle, and it looked like they were getting massacred. They had not been prepared for an assault of this level, for every Ixaal on the battlefield there were three Kirums. The battle ended almost as soon as Jaster had arrived, with the remaining Ixaalians surrendering, submitting to the Kirums, who captured them. This was what changed his life, because he had not gone unnoticed by the Kirums, and he was captured alongside the soldiers.


From there, Jaster was thrown into slavery for the Kirums, underneath of some Kirum noble by the name of Hakon in a small Kirum city. Hakon was a cruel master that punished for even the slightest mistake. Jaster learned quickly what not to do in the presence of Hakon, and how to do things correctly for the man. He was not a lone slave, however, and he grew to know every slave under Hakon's rule. He spent ten years as a slave for Hakon, now a man by the customs of his people. Had he lived a normal life in Nuria, he likely would have gone into the military at this point. His master found a different use for him though - entertainment. He had reached an age where he had become physically well-off, especially with his years of slave-work. So what did Hakon do? He shipped his little Ixaal slave off to the Kirum capital, Hisin, to be a gladiator, where he could perhaps make more money for his master.


Now a gladiator, Jaster learned rather quickly how to fend for himself. With his prior training with the Archer captain he already knew discipline, all he was lacking was skill with a blade. Most days he was lucky to come out with a small cut at the very least. Many of his fights ended in his surrender, with his life hanging by a thread, though he got better after a year of fighting like this. Seventeen now, he was a warrior, a gladiator. He started winning fights, and gaining the eye of his master Hakon, who sometimes came to watch the gladiator fights. Two more years as a gladiator, and Jaster had earned a shot at his freedom - a match to the death, against one of the top-ranked gladiators of the arena. If he won this match, he would be free, there were no other options. It was a hard battle, but he won, and Hakon was true to his word, setting Jaster free.


Jaster wasn't quite sure what to do from there, so he started to explore, moving from city to city until he stumbled upon the dungeon known as Ulthar's Grave. Ulthar's Grave was a famous dungeon because it held a Regalia; Ulthar's Pendant, one that when activated gave its user immense speed. Jaster didn't know much about dungeons, or Regalia, being in slavery for most of his life. He wasn't stupid however, and upon finding out a bit more information about the dungeon, recruited people to help him clear it. His deal? They could all take a cut of his profits from the dungeon, because aside from carrying a Regalia, dungeons also held massive riches.


Together, Jaster and his comrades took on the dungeon, clearing it after a total of two days. Jaster walked away with the regalia and a portion of the riches, and afterwards, he stuck with his comrades. Together they formed the Azure Drakes, a Guild, and he moved the Guild to the Ixaal homeland of Grav, basing it out of his home city, Nuria.
 
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Connor Walsh



BASIC INFORMATION​

Name: Connor Walsh
Age: 28
Gender: Male
Pronouns: He/Him
Race: Human
Orientation: Bi
Occupation: Divine Agent of the Church of Hyzdos
Class: Mage/Ranger Hybrid
Guild (If any): N/A


PHYSICAL INFORMATION

Height: 5'7"
Weight: 165lbs
Build: Stocky/Average
Eye Color: Blue
Hair Color & Style: Brown, Short and slightly messy
Clothing: Dark colors, lightweight and easy to move in
Description: Connor stands a bit shorter than most men, with a slightly athletic build, though he isn't quite as lean as some in his line of work. His complexion is fair and smooth, free of freckles and other markings. He has dark brown hair that he keeps short and out of the way and typically sports a bit of stubble that occasionally becomes the beginnings of a dark beard if a job keeps him busy for too long.


PERSONALITY


Positive Traits: Kind, Attentive, Loyal

Negative Traits: Quiet, Not the best at communicating, comes across as rash occasionally.

Likes: New assignments, Travel, Mead

Dislikes: Those who take advantage of others, those who do not observe traditions

Strengths: Observant, Educated/Literate

Weaknesses: Not as physically fit or strong as his peers, having come to his training later in life

Fears: Secretly - Hyzdos herself. While Connor respects Her greatly, he knows the Gods can be fickle and unpredictable. If She spared his life, there is no telling what She has planned for him.

Description: Connor is a genuinely compassionate and loyal man, having been raised to behave so by the church. As an agent of the Goddess of the Underworld, he often finds himself in a position to comfort those who have lost loved ones, and is able to be consoling without becoming emotional. As an occupational hazard, has a tendency to be rather quiet, internalizing more than he communicates with others. He is not cold or distant, but rather is trained to having to blend in, not call attention to himself, or even actually hide as part of his work. As such, he sometimes acts without taking the time to make sure everyone around him is on the same page.


STATS


Level: 1
Class: Mage/Ranger Hybrid

Strength: 8
Speed: 12
Endurance: 10 +1
Intelligence: 12 +1
Luck: 8


EQUIPMENT & ABILITIES


Weapons: A pair of daggers (usually kept concealed in a boot or under a cloak
Armor: Light leather, lightweight cloak
Regalia (If any): N/A
Abilities: TBD (Some form of cure/healing magic, some form of warding magic, perhaps something mental dealing with sensing/interacting with spirits)


HISTORY

Connor Walsh was the only child born to his family, and even that was almost not the case. Born unbreathing and slightly blue, he was believed briefly to have been stillborn, but just as hope began to fade, his lungs filled with air, and his cries grew louder. According to the beliefs of one of his grandparents, this was a blessing from Hyzdos, the Goddess of the Underworld. From the day of Connor's birth on, his family maintained a small altar to Hyzdos, and Connor himself was raised to follow Her faith as a meager way to repay Her generosity.

Never one to sit still for long, and preferring to remain active, the idea of life as a priest never held much appeal for Connor. Shortly after his eighteenth birthday, Connor happened across a pair of bandits harassing a young family after their wagon had cracked a wheel on the side of the road. Rather than confronting them unarmed, Connor was able to distract the men with a couple thrown stones, and subdued them with the limb of a fallen tree. He escorted the family into town, where they sang his praises to his superiors at the Church. From that moment on, Connor was no longer expected to become a man of the cloth, but a field agent for the Church instead.

Now Connor acts on the orders of the Hyzdos Church, patrolling for any disturbances in and around town from bandits and wild animals, monitoring the security and upkeep of burial sites and mausoleums, and occasionally even investigating unusual reports of spiritual activity and "hauntings."
 









Evangeline



level 1 druid











  • basic overview




    name: evangeline arkwright

    nicknames: eva

    age: 22 years old

    gender: female || pronouns: she/her

    race: ixaal

    orientation: asexual & aromantic

    occupation: traveling doctor/medic

    class: druid - much like the mage class they use magic and highly value intelligence, but unlike mages, they also value dexterity instead of luck. while they lack in strength, their connection to nature and its elements make up for it. they use nature-based magic rather than all types of magic.
    >light armor is preferred for a druid, most druids refuse to wear anything metal.
    >staves, quarterstaffs, daggers, and spears are weapons wielded by druids.

    guild: n/a




    stats




    level: 1
    class: druid

    strength: 7
    dexterity: 10 + 1
    endurance: 10 + 1
    intelligence: 15
    luck: 8




    I understand if you don't approve of the class, just let me know so I can change over to mage or adventurer.








filler! ignore!



filler! ignore!



filler! ignore!



filler! ignore!



filler! ignore!






♡design by latte, coded by uxie♡
 
Name: Kaira
Age: 24
Gender: Female
Pronouns: She/Her
Race: Human
Orientation: Heterosexual
Class: Ranger
Guild: N/A

Height: 5'10
Weight: 139
Hair: Black with a blueish tint in the sun, unruly curls, often kept in a braid or secured with a leather strip.
Eyes: Grey
Skin Color: Sun-tanned skin
Flaws/Scars: Freckles on arms, shoulders. Little scarring, but one notable scar extending from her upper left arm to the elbow.

Negative Traits: Introverted with cold exterior. Untrusting, especially of mages. Often sarcastic, impatient, and impulsive. Stubborn.

Positive Traits: Passionate, loyal, protective, and cunning.

Likes: Independence. The smell of new leather, wild flowers, evening, and physical exertion. The color dark blue and the crunch of acorns beneath her feet.

Pet Peeves: Injustice. Failure. Rude and obnoxious behavior.

Mannerisms: Tends to internalize when upset. More talkative when excited or annoyed. Lip biting/chewing, thrums fingers on objects/clenches fists when nervous or angered.

Strength: 5
Dexterity: 12
Endurance: 12
Intelligence: 15
Luck: 6

Leather vest, gloves, and boots. Dagger tucked in each boot. A long bow, wooden dipped in metal at the tips but does not add to the quality of the weapon. A quiver of arrows, one dipped in temporary paralyzing venom (note: only works on humans).

Abandoned at a young age by her mother, Kaira roamed the streets begging until an elderly man took pity on her and taught her how to fend for herself.

When she turned fourteen, the man was murdered and she fled to the forest where she hunted for food and took shelter in trees or caves.

One day when trading furs in a town, she came across an Ixaal mage who offered her money in return for stealing a Regalia.

After endangering her life and making an enemy out of a powerful Kirum, she retrieved the Regalia and gave it to the mage only to discover he had tricked her. Now indebted to the one who betrayed her, Kaira must find a specific Regalia in order to buy back her freedom- no matter what it may cost her in the process.
 
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