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Fantasy The Dragon Chronicles Character Resources

DVationz

Sleepless Gamer
Roleplay Availability
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[x] IC [x] OCC [x] CS [x] NPC List [x] Character Resources [x]

Races

Human-
+Hardy: Humans are a hardy race capable of surviving things most races would perish from.
+Capable: Humans have thrived on their own resources and instincts for millennia. They're capable of making just about anything.
-Frail: Compared to other races, they're very frail and average. Without armor they're not too tough.
++Adaptability: Humans can adapt to just about anything, and as such they can master almost anything. (*Humans can master two occupations*)

Furraine-
+Diversity: Due to the diversity of Furraine, they have many passive traits that vary based on their sub-species.
+Conditioning: As a race of semi-animal people, their hair and fat doubles as resistance to weather as well as fire and ice magics.
-Feral Tendencies: Being part animal, the Furraine are susceptible to going feral, the Furraine equivalent of going mentally insane.
++Beast Magic: A magic exclusive to the Furraine and other part-animal species, they are capable of taming beasts and their instincts. (*Furraine have unique magic that allows them to fully transform into the animal of their sub-species. They can also communicate with the same species.*)
Created by DVationz DVationz

Elf-
+ Enhanced Hearing
+ Stealthy
- Takes Longer To Become Adept At Anything
++ Good With Ranged Weapons
Created by PippyOmega PippyOmega

Avemtor-
+Flying
+Natural Weapons (Their feather make excellent darts)
-Hollow Bones (Their bones break easier. But other than that, they are just as durable as other races)
++ Air/wind magic (Can use magic to solidify air, create wind, create tornado, etc)
Created by Coffeepot Giraffe Coffeepot Giraffe

Eternal Skeleton-
+Undead: Being dead has many perks, such as not having to eat, drink, breath, anything that living creatures need, the undead don't. Oh and they only talk through Telepathy since they don't have any vocal cords and such to make sounds.
+Supernatural Traits: Eternal Skeletons are run by demon magic, they are found to be much stronger, faster, and wittier than their common undead cousins.
-Necromantic Control: While the Eternal Undead are vastly superior they can be easily controlled by Necromancers through the use of magic.
++Magical Disguise: The Eternal Skeletons can wear the skin of any race and can become that race. So if a skeleton wanted to be a human, they place a human face on their skull and bingo you now have a human. This helps to hide the fact that they are dead and can not be killed on the spot for being a monster.
Created by Archdemon Archdemon

Half Elf-
+Capable: Humans have thrived on their own resources and instincts for millennia. They're capable of making just about anything.
+ Enhanced Hearing
-Frail: Compared to other races, they're very frail and average. Without armor they're not too tough.
++Magic Affinity: Unlike their pure race counterparts, Half elves have an odd affinity for magic, and as a result can master 2 advanced magics should they choose to do so.

Created by DVationz DVationz and MidnightStar MidnightStar
 
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Magic

~The Basic Schools~

Fire-
Fire spells are destructive in nature, and useful to any spell caster. Those who master fire magic are capable of destruction unlike most others. Due to being a basic magic type, users are capable of mastering a second basic magic type or combine fire spells with advanced spells of the user's choice.

Combat Use: Destructive spell casting that may burn foes.
Tool Use: Light and causing needed fires.
Combination with Advanced Magic: Adds a possibility to burn foes upon contact.

Ice-
Ice spells are both offensive and defensive in nature, and useful to every caster. Those who master ice magic are capable of switching between offensive attacks that slow enemies, or using defensive spells that cancel out enemy spells and attacks, even freezing those that come in direct contact.

Combat Use: Offensive and Defensive combat capabilities.
Tool Use: Preservation of Resources

Earth-
Earth spells are defensive in nature, and useful for navigation. Those who master earth magic are capable of fortifying defenses and allies in ways no other magic can. Due to earth magic manipulating the earth beneath the caster, it is a wonderful tool for high defensive combat or navigating terrain otherwise impassable.

Combat Use: Defensive Survival
Tool Use: Navigation

~The Advanced Magics~
Thunder-
Thunder magic is an advanced magic that is closely tied to fire magic in the sense of heating the air in order to create lightning bolts. Thunder magic is highly volatile, and without proper mastery of the magic, one could potentially electrocute themselves to death. As such casters can only master one advanced magic.

Combat Use: Crowd Control and Multi-targeting
Tool Use: Scare some kids and a couple dogs?

Nature-
Nature magic is an advanced magic that is closely related to earth magic. Users of nature magic focus on crowd control, status inflictions, and terrain control. Without proper mastery one could easily entangle themselves in their own vines and strangulate themselves or put themselves into a coma.

Combat Use: Crowd Control, Status Infliction, and Terrain Control
Tool Use: Medicines, or Poisons

Arcane-
Arcane magic is an advanced magic that his a wide variety of uses. Users of arcane magic can be offensive, defensive, or use it for utility. Arcane magic is the most diverse form of magic, and as such is very difficult to master compared to other magics.

Combat Used: Just about anything
Tool Use: Just about anything

Shadow-
Shadow magic is an advanced magic based on deception, illusions, and subtle sabotage. As such users of this magic are tricky to deal with because of their uncanny mobility when skilled, as well as their assassination style of combat. Using this magic type is difficult in the sense that one must be aware of their surroundings to use it properly.

Combat Use: Assassination and Deception
Tool Use: Illusions and Sabotage
 

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