Bloodtear Alliance (Battle Club)
Posted: Fri Jul 14, 2006 3:31 am
In a world of so many heroes, god worshippers, and fair rulers, one must ask where the dark underbelly of society must lie? The answer is a shakey new business called the 'Bloodtear Alliance,' a black market work service employing members of the several dark, outcast races for underhanded jobs and missions, all for a wide array of unknown though well paying clients. As a member of one of the outcast races, you have an opportunity to join the Bloodtear Alliance . . . on a strictly trial basis of course. Succeed well in your dealings and who knows? You may make a nice living for yourself . . . fail, and it was nice jerking you around for awhile.
Name:
Age:
Gender:
Element: Water, Fire, Earth, Wood, or Metal
Race: See list below.
Bio: Your history and possible goals. (You can keep it relatively simple if you wish)
Stats : Out of 500
HP: Health Points, When they hit 0, you lose consciousness. Depending on the company you decide to keep, you could also lose a lot more then that.
MP: Mana Points, Used to cast any matter of magic.
Out of 300
Strength: Your physical strength, determines the damage of a physical attack.
Constitution: Your physical defenses, reduces damage recieved from physical attacks.
Intelligence: Your intelligence, determines the effectiveness of most magic.
Spirit: You spiritual ability, strengthens defensive and healing magic, and reduces magical damage recieved.
Agility: Your speed in battle. Increases evasion, and determines battle order.
Dexterity: Your skill with weapons and abilities. Increases weapon and skill accuracy.
Elemental Chart:
Water has strength over Fire has strength over Metal has strength over Wood has strength over Earth has strength over Water
Race:
Human: Said to be the true root of evil, humans are skilled enough to do just about anything, although it is quite hard for them to actually excel in anything like other races can. Howvever, the human race does offer balance to skills, which may be a good option if you plan on a career that requires the use of more then one attribute. (Undetermined) (No bonuses)
Gnoll: Fierce predators and savage carnavores, it is said Gnolls are the next step of evolution, being sentiant enough to create their own society and a sense of values, however twisted. They are usually part humanoid and part hyena in appearence, very territorial and loyal to their packs, they use their natural advantages in speed, as well as instincts as hunters, to serve their wills. (Clan) (Agility Bonus)
Orc: Bulking beasts with thick hides, they have a tendancy to be slow moving and it takes time to follow through with heavy swings. As a result, many Orcs rely on short hand weapons, if not their own thick fists to battle. Although usually dim, they are capable of simple traps and tactics. They are usually large green beasts with strong skin, with small yellow eyes and rows of far spread, sharp teeth. (Non-Clan) (Consitution Bonus)
Goblin: Said to be the result of demon and human blood mixing, these spawns are usually small and meek in size, with small wings on their back and large heads, leaving their defense much to be desired. They do, however, hold a lot of natural ability in the black arts and learn very early on how to protect themselves through conjuring, spellcasting, and summoning. (Non-Clan) (Intelligence Bonus)
Dark Elf:: A seperate race from the usual forest dwelling elves, having been exhiled due to more radical views on politics and prosperity, found their only solace rebuilding their soceity in the swamplands feared by their once brethren. Living in darkness has turned their skin a deep black-blue, and their eyes red, although their shapes are obviously elvaan, as well as their keen reflexes and accuracy. (Clan) (Dexterity Bonus)
Shadow: Mysterious creatures with little known about them. It is unknown if they even have a language of their own, for they are never seen speaking in public. As per their name, they come in many shapes but are always built like shadows, black in color and lacking in details, such as mouthes or eyes. One of the few things known about them is their knowledge of powerful 'anti-magics.' (Non-Clan) (Spirit Bonus)
Half-Dragons: Outcasts from both dragons and humans alike, they are usually quickly found by other half-dragons and brought into a system built of both human and dragon values. Although human in shape, and mobility their skin, features, and demeanor seem strictly draconic, not to mention their strength, which can be quite frightening. (Clan) (Strength Bonus)
Clans and Non-Clans: Races that are part of clans can usually form alliances with other beings of the same race easier, with less chance of being turned against in a time of weakness, such as being unconcious. Races with clan loyalty other then your own race may be much more hesitant to join with an outsider of their race though. However, even those being loyal to you, they are also loyal to others of their race, and will be more hesitant to attack others of the same race, or to even accept missions that would directly harm their own race. Non-races are more likely to be less biased in both who they attack and hurt, as well as who they join up with. But at the same time, if you are left weak to them, they are much more likely to turn on you and leave you for dead, so taking in non-clan races can be risky. Humans are neither clan or non-clan, and will show mercy and brutality, as well as loyalty and betrayal, more at their own discretion.
You may start with three abilities or spells.
Name:
Age:
Gender:
Element: Water, Fire, Earth, Wood, or Metal
Race: See list below.
Bio: Your history and possible goals. (You can keep it relatively simple if you wish)
Stats : Out of 500
HP: Health Points, When they hit 0, you lose consciousness. Depending on the company you decide to keep, you could also lose a lot more then that.
MP: Mana Points, Used to cast any matter of magic.
Out of 300
Strength: Your physical strength, determines the damage of a physical attack.
Constitution: Your physical defenses, reduces damage recieved from physical attacks.
Intelligence: Your intelligence, determines the effectiveness of most magic.
Spirit: You spiritual ability, strengthens defensive and healing magic, and reduces magical damage recieved.
Agility: Your speed in battle. Increases evasion, and determines battle order.
Dexterity: Your skill with weapons and abilities. Increases weapon and skill accuracy.
Elemental Chart:
Water has strength over Fire has strength over Metal has strength over Wood has strength over Earth has strength over Water
Race:
Human: Said to be the true root of evil, humans are skilled enough to do just about anything, although it is quite hard for them to actually excel in anything like other races can. Howvever, the human race does offer balance to skills, which may be a good option if you plan on a career that requires the use of more then one attribute. (Undetermined) (No bonuses)
Gnoll: Fierce predators and savage carnavores, it is said Gnolls are the next step of evolution, being sentiant enough to create their own society and a sense of values, however twisted. They are usually part humanoid and part hyena in appearence, very territorial and loyal to their packs, they use their natural advantages in speed, as well as instincts as hunters, to serve their wills. (Clan) (Agility Bonus)
Orc: Bulking beasts with thick hides, they have a tendancy to be slow moving and it takes time to follow through with heavy swings. As a result, many Orcs rely on short hand weapons, if not their own thick fists to battle. Although usually dim, they are capable of simple traps and tactics. They are usually large green beasts with strong skin, with small yellow eyes and rows of far spread, sharp teeth. (Non-Clan) (Consitution Bonus)
Goblin: Said to be the result of demon and human blood mixing, these spawns are usually small and meek in size, with small wings on their back and large heads, leaving their defense much to be desired. They do, however, hold a lot of natural ability in the black arts and learn very early on how to protect themselves through conjuring, spellcasting, and summoning. (Non-Clan) (Intelligence Bonus)
Dark Elf:: A seperate race from the usual forest dwelling elves, having been exhiled due to more radical views on politics and prosperity, found their only solace rebuilding their soceity in the swamplands feared by their once brethren. Living in darkness has turned their skin a deep black-blue, and their eyes red, although their shapes are obviously elvaan, as well as their keen reflexes and accuracy. (Clan) (Dexterity Bonus)
Shadow: Mysterious creatures with little known about them. It is unknown if they even have a language of their own, for they are never seen speaking in public. As per their name, they come in many shapes but are always built like shadows, black in color and lacking in details, such as mouthes or eyes. One of the few things known about them is their knowledge of powerful 'anti-magics.' (Non-Clan) (Spirit Bonus)
Half-Dragons: Outcasts from both dragons and humans alike, they are usually quickly found by other half-dragons and brought into a system built of both human and dragon values. Although human in shape, and mobility their skin, features, and demeanor seem strictly draconic, not to mention their strength, which can be quite frightening. (Clan) (Strength Bonus)
Clans and Non-Clans: Races that are part of clans can usually form alliances with other beings of the same race easier, with less chance of being turned against in a time of weakness, such as being unconcious. Races with clan loyalty other then your own race may be much more hesitant to join with an outsider of their race though. However, even those being loyal to you, they are also loyal to others of their race, and will be more hesitant to attack others of the same race, or to even accept missions that would directly harm their own race. Non-races are more likely to be less biased in both who they attack and hurt, as well as who they join up with. But at the same time, if you are left weak to them, they are much more likely to turn on you and leave you for dead, so taking in non-clan races can be risky. Humans are neither clan or non-clan, and will show mercy and brutality, as well as loyalty and betrayal, more at their own discretion.
You may start with three abilities or spells.