The League of Guilds (Signups Open)
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    For science! Psych's Avatar
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    Default The League of Guilds (Signups Open)

    I know this OP may look like a lot, but once you understand the combat system, it's incredibly simple and easy. It's a lot of fun once it starts, and most of this is really just archives of information for later or something.





    A new era is coming to pass. The guild master Forsyth is retiring. His seat as Head of the League of Guilds is opening, and as his last action, he is looking for his replacement. Guild leaders all over the nations have heard about Forsyth's challenge. A tournament of the highest caliber, for those willing to lay their lives on the line and set their souls on fire. A battle royal between the strongest Guild Leaders. The winner of the tournament will end up becoming the leader of the League, and will aid in the running of the League. Many have started growing new guilds, others training, in hopes to reach the top position in the tournament and become the new master of the League. But things aren't so simple. The other League representatives are vieing for his position, the four grand heads in a power struggle for the name of Guild Master. And the kingdom of Belithon and it's power hungry Noble's are looking to wipe out the guilds once and for all, seeing Forsyth's retire as the key piece in finally starting an invasion, without their queen's knowledge of course. The Dukedoms of Terlyrs are at the cusp of a civil war, and the Baron of Chalphy has had a mysterious Sage join his side.

    Politics are not the only problem. Nomads and bandits have been roaming free, seeing a opening in freedom with the guild's changing hands, and recent discoveries at the Ryutarian School of Magiks has lead to rumors of Ice, Earth, and Water tomes. The Holy Papal has not graced his people in several moons, and a Dark Select is said to have taken control of the church. Pirates and Sailors alike have said to seen ghostly beings and a ship mysteriously disappear along the coastlines. The desert has said to have grown larger in the past months, and even demons have appeared. What is happening to these lands? Why are the people being subjected to such misfortunes? Have they done something wrong? Are they even connected?

    Many powerful obstacles stand in the way to the top, and the journey will not be easy. Friends will be met, riches won, lies told, enemies defeated, allies betrayed, and secrets revealed. Will you be able to withstand the trials and tribulations of these lands and become victorious, or will you fall and be wiped from the pages of history, like so many before you?



    Sign Ups


    As far as the human races are concerned, there is only one, true, race within the world. Yet, despite these strong convictions that permeate even the most open-minded people, there are rumors. Rumors of dragons who can take the forms of man, woman, and children. Supernatural beings who are not demons, yet are not of this world either. Are the rumors true? Or are they simple child-like fantasies that have progressed too far?

    Most races will be unavailable to players. Very rare exeptions will be present as they may conflict with canon information.

    Sign-up sheet: The following is an example sign-up sheet complete with an example sign-up/my characters sign-up sheet.

    Name: Fairly obvious. What’s your name?
    Age: While there is no minimum age or maximum age, please keep it reasonable. I do not wanna see gramps going out there and fighting when he is 102 years old!
    Likewise, five year olds do not belong on a battlefield without a damned good reason.
    Gender: Male or female.
    Appearance: A simple paragraph should suffice, but a picture can work too.
    Element: Which of the support element is your character?
    Class: What class? Remember to keep it as one of the base classes at first.
    Stats: Be sure to list all of them.
    Simplified stats: HP, Might, Hit, Attack speed, Avoid, Defense, Resistance
    Inventory: List any and all weapons here.
    Items/gold: The base starting gold is 15. If you buy a item, please deduct the cost from your base gold.
    Skills: List any skills here. Skills that are Class skills and come with the character's class should be in Italics. One free skill is granted on creation.
    Backstory: Only a paragraph is needed. You do not need to list every detail, but in general their backstory should flow into the story in some way.



    Reasons for Rejection:
    I am fairly lax on the characters that are approved. However, here are some pre-emptive reasons why I may reject a character.

    1) Improper stats. I won’t complain if you are a few stats off, or forgot to deduct for a skill, and will simply ask you to edit the post. However, if you are clearly giving a character more/less stats than they should have, I will reject it.

    2) Improper builds. I won't complain if you have a unusual character. However, if your character is a mage, I expect them to have a at-least somewhat mage-y build. If you max HP, STR, and DEF while giving them only 1 MAG and RES, well that’s clearly not a mage!

    3) Self/other insertion: If you are planning to insert yourself into this RP. Don’t. Or at least have the decency to give yourself a fitting name and proper backstory! Same with characters from other, established, mediums. You may adore FFVII, but if you want to play as Aeris, at least make her fit the world. Using artwork of a established character does not constitute insertion.

    4) Trying for a instant badass. Just don’t try it. Trust me. This is the one ‘unfounded’ reason I will reject a character for. If it’s clear the character is impossible or was written with the sole intent of being ‘a badass’, I will reject it.


    Make sure you read the other posts after this one, as they have vital info to the story about countries/regions and hold the majority of the battle system.
    Last edited by Psych; 7th May 2011 at 03:50 PM.

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    Default Re: The League of Guilds

    Combat System and Notes


    This RP is not like most RP’s in which a person is allowed to create any character they so desire and then give them unique, if not god-powerful, skills to utilize. Instead, this RP focuses on a more balanced system in which every character is more or less human in their power. In order to represent this, upon sign-up it is required that you fill out a stat-sheet that represents your character’s strengths and weaknesses and is used in most forms of combat to ensure at least a semi-balance of equality (not one person doing all the work/doing bleep type things while others are struggling to score a hit). Combat in this RP is fairly simple and not overtly difficult, however it is distinctly different from what you may be used to. In order to help you out, I have provided a section on the basics of combat for you. The exact rules of combat are listed at the end of this segment while the stats and how they work are listed in the beginning.

    Initially, when you make a character, you will receive 20 points that you can put into any of the stats that you desire. You must put a minimum 1 point into HP, but are otherwise uninhibited with one exception. At no time may you place more than the amount of points over the cap into any category. If you have a basic understanding of how FE stats work and do not desire a skill for your character, while it would be best for you to read to try and understand how everything works, it is possible to skim at least several topics.

    HP: As should be obvious, HP is the health stat of the game. Unlike in normal FE, having your HP drop down to 0 does not equal death. Instead, depending on the situation, they have been ‘knocked unconscious/disarmed/made unable to fight via some other means’. This is not to say that having it drop down to 0 is a good thing at all though. You are unable to fight until after the current fight is over and receive no EXP at all for your efforts. Typically, healthy or fit characters will have higher HP than sickly or physically weaker characters.

    For every point spent in HP, you receive three HP.

    Strength and Magic: Strength and magic are the two stats that help to determine damage. After you have confirmed a hit on the opponent, you will normally roll for damage. Once you have that result, you will add in whatever your STR or MAG score (depending on weapon) is to the final result. So for example, if you rolled a 3 for damage and have a 2 for your STR, you will deal a total of 5 damage to your opponent (before DEF/RES). Obviously, characters who focus more on physical strength or powerful strikes will have higher STR than someone who is physically weak. Meanwhile, a character who is smart/wise/ethereal or whatever else will have a higher magic score than someone who does not possess any such traits. Lastly, all weapons and tomes require that you have at least 1 STR or else you will take a -1 penalty to SPD.

    Each point spent in STR/MAG will raise your damage with each of those attacks by 1.

    Skill: Skill is a very useful stat indeed. Before you can deal any damage to an opponent, first you need to hit them after all. In this RP, if you hit an opponent or not is determined by a hit dice. Skill aids this dice out by adding on to its roll in a manner similar to STR/MAG. A character who is experienced or focuses largely on accuracy or precision will have a high SKL while a character who relies on blind strikes will likely have lower SKL. It is possible to have absolutely no SKL at all, but do not expect to hit an opponent too often.

    Speed: The first of the defense-style stats listed here. Speed is an important stat since it determines two very important things. First off, speed determines your evasion rates for the most part. Normally, in combat, if your opponent is trying to hit you, they will need to roll a dice to see if they hit. In order to determine if they hit or not, they need to roll against your evade stat, and evade is determined by your speed. Additionally, if your SPD is two or more points above that of your opponent, you will be able to attack twice in your posts instead of the default one (and the same applies to your opponents). Speed provides a flat 1 evasion.

    Luck: Luck is a weird stat in what it controls. It can effect skills, it can save your HP from dropping to 0, and it helps evade all at once. Some skills in this game will use luck for various things, so in this matter it is best to consult the skill itself as to what luck will do. When you take a blow that would drop your HP down to 0, you can try to roll to save yourself at 1 HP. Every point of luck grants you .5 evade as well.

    Defense/Resistance: The third and final ‘defender’ type stat in the game that helps to reduce any incoming damage once a hit has been scored upon you. Normally, when you have been hit by an opponent, he will roll for damage. After he has rolled, if you have no defense/resistance (depending on the attack) he will deal the damage directly too you without any reduction. However, having points in defense and resistance will lower this damage potentially all the way down to 0. Simply subtract the proper value of each stat from your opponents roll and you are GTG.

    Each point spent in Defense/Resistance will give you 1 point of the proper status (rounded down). However, for every three points in DEF/RES, you may gain 1 additional point in that stat. So if you have 3 DEF, your defense is actually a 4. If you have 4, it's actually a 5, and so forth. This point should be added to your simplified stats so as to be easy to see. It shouldn't be in your base states.

    Combat: Stat based combat in TLG uses a set of D6s (six-sided dice), each for a different purpose with three in total. They are identified from left to right (first, second, and third).

    The HIT die: The number rolled here is added to the rolling character's SKL stat.
    The DMG/Damage/MT die: The number rolled here is added to the rolling character's Mt(how much damage they would normally be doing.
    The Bonus die: The number rolled here determines skill activations.

    Critical hits:
    If the MT die and the Bonus die number match in a roll, double the damage dealt to the target. Weapons that are effective against a certain class double your might before your roll when you attack with that weapon.

    Dice notes:
    This is the dice tracking site we use to prevent roll fixing and roll picking.
    http://invisiblecastle.com/
    When using the site, to further prevent roll picking, it's always good to fill in the extra fields. Some examples would be the comments field. This is useful for noting who your character is attacking. These should be filled out before the roll is made.

    When attacking, an enemy, several defense factors come into play. The sum of your skill and HIT roll must be subtracted from by the opponent's evasion.
    Note: Evasion is the sum of 1.0 x SPD and 0.5 x LUK rounded down to the nearest whole number. Alternatively just add speed normally, cut your luck stat in half, round down to the nearest whole number and you've got the right number.
    After subtracting speed, if the sum of the attacker's SKL and hit roll are greater than zero, the attack hits. Zero or less is a miss.
    The sum of your attacking damage must be subtracted from by the opponent's DEF or RES (DEF for STR/RES for MAG).
    After subtracting DEF or RES from the attacking damage, if the sum of the attacker's attack damage is greater than zero, that number is subtracted from the opponent's HP. If the number is zero or less, there is no damage.


    Useful notes:

    Knives: Knife wielders have an automatic +1.5 evasion bonus, but suffer a -1 might penalty.
    Bows: Bow wielders have an automatic -1 DEF/RES penalty and can only be countered every other phase.
    Light Magic: Priests and Clerics use light magic at half might until promotion. Chaplains use light magic at half might until promotion to Valkyries.
    Healing with a healing staff gives 8 EXP. Specialty staves that do not heal give 10 EXP.
    Dancers dancing give 8 EXP per dance for an ally. Special dances with rings give 10 EXP.


    Saving rolls: Dying sucks. Even if your character isn’t really dead, it sucks big time. Dropping to 0 HP is never a pleasant thing since it usually means your character is unable to fight at all until the combat is over. This is very true if you happened to die from a critical attack as those can feasibly happen at any time! I’ve done what I can to reduce the chances of this happening, and that has lead to the creation of ‘saving rolls’. Saving rolls see if your character will be able to continue on at all during that round of combat. When you take an attack that would normally drop your HP to 0 or below, you may make a special roll to retain 1 HP instead of outright dying/being knocked out/retreating. You must roll a number that is less than your luck divided in half. For example, if you had 4 luck, you would need to roll a 1 or a 2 in order to succeed and retain 1 HP.

    You may only make one saving roll per battle. So if you make a roll and succeed on the first attack you took damage on, than got hit again for damage, your HP would drop to 0. Additionally, special effects like poison do count as something you may roll a saving roll on. Obviously, if you choose to not make a roll, go right ahead.

    Range: There are 3 ranges. Combat range, 2 range, and Siege range. Combat range is what all weapons and magic operate under. 2 range is for bows. Every other turn, bows will attack from 2 range, avoiding counters. Specialty weapons and other things may attack from range. Siege range can not be attacked under normal circumstances. First, you must sacrifice your turn in order to get closer to the enemy. On the next turn, you can freely attack the enemy. Siege tomes and Balista attack from Siege range. Fliers do not need to waste the 1 turn waiting penalty and may attack Siege range users immediately.
    Last edited by Psych; 14th May 2011 at 02:10 PM.

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    Default Re: The League of Guilds

    Classes, Skills, and Weapons


    All base-tier classes are available for use so long as they have been featured in a Fire Emblem game with some exceptions. Laguz, Manakete, and trainees along with any other classes unique to one game are not acceptable. Every class is capable of using whatever weapons would be normally available to them.


    The following is a chart for class caps.



    Level Ups



    Class Change
    During a class change, your character will gain +1 point for every stat across the board. Like in normal level ups, three stat points can be sacrificed to gain a new skill. Simply choose which three stats will not receive the +1 and pick a skill for it. Upon the first class promotion, a class skill is also granted at no additional cost. Stat caps also increase by 2 during promotion.


    Skills




    The weapon triangle is present in this RP, though in a weaker way than in most FE games. As always, swords > axes > lances > swords, but the differences between them have been weakened. First off, no weapon or weapon type has any innate stats. All swords do the same amount of damage as axes and lances and they all possess the same hit rating. Think of it like them all having stats of 0MT, 0 Hit. However, the weapon triangle is still present in this game. When a matchup between two weapons occurs, the higher weapon gains +1 Might while the lower weapon loses 1 Hit. So if a person using a sword were to fight a person using the axe and they all had stats of 2, the sword user would actually have 3 MT while the axe user would only get +1 hit from his SKL instead of +2 hit as he normally would.

    Staves, bows, and knives are all considered WTN, but each of them has their own unique advantages and disadvantages. Knives get +1.5 evade added to their base evasion. Additionally, a bow user may attack someone without taking a counter attack (unless the person also is using bows or magic), but the user takes a -1 defense and resistance nerf. Staves allow you to heal a ally for an amount equal to 3/4 of your magic stat, but you can not attack with one equipped in combat.

    Now, this isn’t to say that special weapons don’t exist. Most weapons available for purchase have a special effect on the battle. Please see the shopping section for notes on purchasing weapons.

    The weapon triangles are as follows.
    Melee triangle:
    Swords < Lances < Axes < Swords

    Magic triangles
    Fire < Thunder < Wind

    Anima < Dark < Light

    Anima is considered Fire, Thunder, or Wind.


    Weapon Availability

    Last edited by Psych; 14th May 2011 at 02:32 PM.

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    Default Re: The League of Guilds

    FAQ, Supports, Shopping, and Other



    F.A.Q.





    Supports





    NPC characters: While there are no rules regulating them, there tends to be a general consensus among the GMs on how to deal with problematic or poorly written ones. It is preferable that newcomers refrain from having any npcs roaming around. Afterward is fine but this usually prevents some of the problem npcs from ever springing up at all.
    In the event it is decided that an npc is negatively effecting the rp/story/main plot(not the party, sometimes the party is meant to suffer) or simply taking up too much spotlight without a good reason, that character may be modkilled.

    PC characters: There is currently a three PC limit in effect. You can start off with one or two, but it's highly recommended to start off with less than three. You'll have to make arrangements to have one of your characters replaced entirely if you find that later you like a new character idea more than a previous one. This does not mean a former pc must be "killed off" but replacing them with a new pc means they can no longer gain exp or participate in stat combat.

    PC stats: It's always a good idea to keep your characters' information readily available for viewing by the public. There are several ways to do this.
    Keep character info in your profile, or signature. If using a signature, the Sprite sheet maker is a popular and preferred method. http://www.feplanet.net/sprites-tools-statsheet/


    In the RP, players have story gold to purchase things like inn services, food, or the like. The money is not regulated.

    Our economy is a little different. Each character is given 15 gold for specific RP purchases. 10 addition gold is added for each Chapter after Chapter 1 that a player joins, similar to exp. Characters under the same role player have individual money sources. Characters with a high level support can give each other money if they want.



    Items and Weapons


    Last edited by Psych; 7th June 2011 at 03:11 PM.

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    Default Re: The League of Guilds

    History and Notes



    Regions





    Wyverns





    Magic





    Types of Weapons




    Map


    Last edited by Psych; 14th May 2011 at 03:21 PM.

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    Default Re: The League of Guilds

    Finally, my character.


    Name: Tory
    Class: Soldier
    Age: 18
    Gender: Male
    Element: Fire
    Skills: Miracle, Pavise
    Stats:
    HP 4
    STR 4
    MAG 0
    SKL 3
    SPD 4
    LUK 2
    DEF 3
    RES 0
    Simplified Stats: HP 12, MT 4, Hit 3, AS 4, EVA 5, Def 4, Res 0

    Backstory: A young man from Terlyrs. He grew up in an orphanage with his two best friends Sylvie and Bradely. When he was only 16, Sylvie fell sick during the winter. Her condition grew worse and worse, until she passed away. 6 months later, Bradely set out on a journey to lands unknown, and no one had heard from him since. Many people were worried about him, but he had come of age and no one could stop him. Tory grew lonely from the loss of his two friends, but he put himself into his training, working hard to grow stronger so he could go after Bradely and save him from whatever may be. One year later, word of the Guild Tournaments reached Tory. He decided to travel to Dentria, forming a guild on the way, and become Master of the Guilds in order to help find Bradely as well as become a master fighter.

    Appearence: A tall man, he wears a green suit of armour. The breastplate is second hand, and has a gash across it, but Tory thinks it makes it look tough and couldn't bear to part with it. He carries a matching helm with him, but rarely wears it as he feels it makes him look scary and partially obscures his vision. He has medium length shaggy hair that falls over the left side of his face. He has lightly tanned skin from his hours of training, and his gloves are worn over the palms. His greaves and gauntlets match the rest of his armour, and he carries a leather pack on his back.

    Inventory: Iron Lance, Vulneary, 5 gold
    Last edited by Psych; 20th April 2011 at 02:36 PM.

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    Have some fun with Miku! Mitsune Haku's Avatar
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    Default Re: The League of Guilds

    Name: Evan Nates

    Age: 18

    Gender: Male

    Appearance: Evan's appearance reflects his devotion to his work, in that he's willing to sacrifice it for his studies He stays up late every night studying magic, so he has dark rings under his eyes from lack of sleep. He hasn't cut his blonde hair, almost white, in over a year, so it goes down to his shoulders. He tends to dress in a black cloak with gold trim, along with a red tunic underneath and white pants. He usually goes barefoot, only wearing sandals for formal occasions.

    Element: Dark

    Class: Shaman

    Stats:
    HP 4
    STR 2
    MAG 6
    SKL 3
    SPD 4
    LUK 1
    DEF 0
    RES 0

    Simplified stats: HP: 12, Might: 6, Hit 3, Attack speed: 4, Avoid: 4.5, Defense: 0, Resistance: 0

    Inventory:
    Items/gold: Flux Tome, 15g
    Skills: Arcanium

    Backstory: Evan was born in Kioryu to a highly religious family, and joined a small sect of shamans to rebel against them. They weren't the smartest sect, however, being mostly composed of teeny bopper posers, and shortly after he joined, their chapel was burned by religious fanatics while Evan was out getting snacks for them. Evan, learning this, swore revenge on the Cathedriel of Saints, and started to learn true elder magic. He recently learned of the tournament for guild leader, and decided to go and compete in it, disguising it from his parents as a pilgrimage. He doesn't think he'll win, but has decided he doesn't have anything to lose, and if he wins, he gets to lead all the guilds in the nation. He hasn't decided whether he wants to make the world a theocracy or just make it so religion has no power, but he plans to figure it out at some point.

    Question, if I have one strength, would Arcanium round up and still add one point to my magic? If so, I'll edit it to switch my point of strength to an additional point in luck.
    Not changing my signature 'till TWEWY 2 comes out.

    Also this RP is really cool. It's like Percy Jackson. You can be a god's reincarnation and have powers and you're at a school and it's totally radical!
    http://z13.invisionfree.com/Garden_of_Olympus/index.php?act=idx

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    For science! Psych's Avatar
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    Default Re: The League of Guilds

    No, pretty much all things round down. You'll do 7 damage to the defending stat of your choice before the enemy's stat is applied.

    Otherwise, it's great. Approved

    For now, the only minor problem there might be is the current opening plot and things I have don't take us to Kioryu for a little while. As long as you can get it to make sense when we open, it's fine.

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    Have some fun with Miku! Mitsune Haku's Avatar
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    Default Re: The League of Guilds

    Actually, he's travelling to wherever the tournament takes place, which looks like where most people will go, so he should be arriving there when the game starts.
    Not changing my signature 'till TWEWY 2 comes out.

    Also this RP is really cool. It's like Percy Jackson. You can be a god's reincarnation and have powers and you're at a school and it's totally radical!
    http://z13.invisionfree.com/Garden_of_Olympus/index.php?act=idx

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    For science! Psych's Avatar
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    Default Re: The League of Guilds

    Probably a little bit of spoilers, but the tournament is actually the *Final Showdown* thing. We have to travel to get there, and besides it doesn't start for a few months. XD

    The point is for us to travel together across the continent and make allies until we get there in time for the contest.

  11. #11
    The one and only! :3 Samwin's Avatar Moderator
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    Default Re: The League of Guilds

    could you reserve a spot for me? I would love to try out for this, but am in the middle of writing another chapter for my fanfic, but I promise u one will be up tomorrow :D
    "Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth."

    Arthur Conan Doyle



    http://z13.invisionfree.com/Rainbow_Starworld/index.php?act=idx

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    For science! Psych's Avatar
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    Default Re: The League of Guilds

    The sign ups for this are always gonna be open so people can join in the middle if they want to. ^_^

    Don't worry though, you're okay. XD

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    The one and only! :3 Samwin's Avatar Moderator
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    Default Re: The League of Guilds

    Name: Mila Fey

    Age: 25

    Gender: female

    Element: Thunder

    Class: Thunder Mage
    HP: 3
    STR: 1
    MAG: 4
    SKL: 4
    SPD: 4
    LUK: 0
    DEF: 2
    RES: 2
    Simplified Stats: HP 3, MT 4, Hit 4, AVO 4, AS 4, Def 2, Res 2
    Skills: miracle

    inventory: Thunder Tome, 15 Gold

    Appearance: Tall, with long black hair, tends to dress in a black a lot. Piercing green eyes that sparkle when presented with a challenge. Wears a unusual green pendant around her neck

    Backstory: Mila grew up in Kioryu with one younger sister, whom of which she adores. When their mother mysteriously vanished five years ago, it meant that Mia was the sole carer of Maya, and has looked out for her ever since.

    class: thundermage

    Personality: Smart, and thinks on her feet. Likes a challenge and works well in a group. However, she prefers the company of a few select friends instead of a big group
    Last edited by Samwin; 7th May 2011 at 01:09 PM.
    "Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth."

    Arthur Conan Doyle



    http://z13.invisionfree.com/Rainbow_Starworld/index.php?act=idx

  14. #14
    For science! Psych's Avatar
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    Default Re: The League of Guilds

    You're at 21 points total, and your strength, magic, and HP are over the caps. You also get 15 gold, a Wind Tome, and a free skill of your choosing. And I know that's a fairly obvious Expy, but for now I'll go ahead and allow it I guess, but if you can change some of the stuff it'd be appreciated.


    I'm probably going to put the start-up thread up tomorrow, even though I would have liked a few more people to join.

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    Registered Trainer Pokemon Trainer Calvin's Avatar
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    Default Re: The League of Guilds

    I'm gonna try and make mine now.
    Pearl:3996-6679-5959
    SS:4040-3317-8250
    White:2924-1613-1871
    Battle Record:23-4
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