Last roleplay I’m making for a while.
Some time ago…
Mysterious labyrinths appeared across the world, connecting the land. Many adventurers challenged these mazes, bring back with them tales and treasures.
…Becoming an “adventurer” has become an ambition of youths across the world…
Heeding their call, the first “Adventurer Academies” were created. This year a new crop of bright - eyed students have arrived and you are on of them.
Applicable Races - (You can have six characters in a team, or make a team with other people.)
Human -
A race with no outstanding qualities, be they good or bad. As such, they have a choice of a wide variety of majors. They have high fertility and a short lifespan, so many of them grow interested in the sharing of knowledge and oral tradition in their old age.
Elf -
A beautiful race with fairy blood flowing through them. They are a highly intelligent and pious race, and thus are well suited for spell-casting majors. They do not like speaking to Dwarves, due to their distaste for their harsh, low way of speaking. They prefer softer sounds, as the ancient Elf language is very poetic.
Dwarf -
A diminutive but muscular race, resembling wild animals. They are as pious as they are strong, causing many of them to enter priestly fields as well. However, they are rather hot-headed, a trait frowned upon by Elves. They excel at acquiring languages, but rarely admit it themselves.
Erdgeist -
A race descended from the earth spirits. With wisdom and faith in excess, many go into spell-based fields. Their bodies exist only on an astral plane, so they require physical shells in order to manifest themselves in the world. This ethereal state of being makes them amicable toward all races.
Halfling -
Even after coming of age, a member of this race is only about as tall as a human child. Many study thievery arts to make use of their natural agility and dexterity. They are also known for their idyllic personalities and love of peace, making them well-liked by many races.
Sprite -
A fairy race who often find themselves mediating between gods and humans. This position has given them an inexplicable admiration for humanity. They are both quick and wise, making them good candidates for thievery or spell-casting majors. They are also small, but some theories suggest they use illusions to make them appear so.
Felpiers -
A race with cat-like features. They boast high agility and vitality, but being generally average in most areas makes them well-suited for many majors. They tend to be shy or aloof, unfortunately making them appear standoffish to other races at times. However, they have great respect for each other.
Drakes -
A race with dragon blood flowing through their veins. They have great natural strength, and due to an accelerated metabolism, they also have high vitality. These traits make them the quintessential warrior. Knowing that their ancestors were beings of great importance, they are often overly proud and condescending toward other races.
Diablos -
A race with the blood of the underworld. They are knowledgeable in magical physics, and often receive high marks in spell-casting majors. Being of demon origin, they tend to be avoided by other races. As an exception, there is no ill will between them and Erdgeists.
Celestian -
A race with the blood of the heavens. They are considered the most pious race, making them highly skilled at priest-type majors. They place high importance on absolute justice, making them very uncomfortable around Diablons.
Note - Pick the race suitable for you. Don’t worry about weapon, magic or anything else. Your class does not effect that, you can be a Celestian warrior for example. You don’t necessary need to use the weapon in the image either.
Majors - (This decides your “Class” and Weaponry.)
Classes -
[b]Warrior
The cornerstore of the frontline, this Major excels in melee combat and can equip a wide variety of weapons and armor.
Strengths: Best choice of weapons in the game.
Wizard
An expert in offensive magic, the Wizard is best kept in the back row where they can launch powerful spells.
Strengths: Master of Black magic, learning all spells of every rank at lower levels than other classes, and getting more casts.
Devout
The Devout is the party"s lifeline. Adept in healing magic and competent at physical attacks, they can be placed in the front row with confidence.
Strengths: Master of White magic, learning all spells of every rank at lower levels than other classes, and getting more casts. Learns the passive skill MP Stroll, which can recover MP. Has decent armor, too.
Thief
An invaluable major to your party. They can disarm deadly traps on treasure boxes as well as find hidden doors.
Strengths: Best thieving skills, and can mug enemies for extra cash.
Cleric
A well-versed spellcaster who can use not only use recovery magic, but offensive magic and appraisal as well.
Strengths: Learns both Black and White magic, but it takes longer to learn higher ranks, and they get fewer casts than Devouts or Wizards. They are the best major for appraisal.
Evoker
A major specializing in summoning magic. By binding creatures under their contracts, Evokers bring powerful allies into battle with them.
Strengths: The only class that can learn Summon magic.
Ranger
A major who brings damage to the party from the back row with ranged attacks. They also boast minor thievery skills.
Strengths: Physical damage from the back row, some thieving skills.
Alchemist
An Alchemist is a master of items and their usage. They are also capable casters of offensive magic.
Strengths: Can perform alchemy (item creation) for free, anywhere. Learns some black magic, but at a slower rate, and fewer spells per rank.
Psychicer
These majors of the mind are casters of valuable psychic magic that supports the team under a variety of circumstances.
Strengths: Specializes in Psychic magic, and can attack at any range regardless of weapon.
Monk
Warriors of the fist, whose bodies are their weapons. They develop their evasion skill at a startling pace, and their skill, “Blitz,” is a devastating attack.
Strengths: Powerful physical attacks, and learns some Psychic magic. However, their defense is not as high as most of the other front-line majors.
Samurai
The powerful katana is this warrior"s weapon of choice, and they support their damage further with some knowledge of offensive magic.
Strengths: Learns some Black magic, and gets fairly powerful physical skills, including “Slash Run”, a skill that hits an entire row of enemies.
Valkyrie
Exclusive to females, these warrior maidens acquire healing magic at no cost to their offensive and defensive capabilities.
Strengths: Physical attacks, some White magic, and the ability to hurt Undead enemies.
Paladin
A major exclusive to males that combines the healing capabilities of the Devout with high defense.
Strengths: Physical attacks, some White magic, and the ability to hurt Undead enemies.
Kunoichi
Slightly more agile than their male counterparts, these female ninja boast many proficiencies, including physical strength, thievery skills, and psychic magic.
Ninja
These male assassins are the epitome of offensive power, supplemented by their use of thievery skills and psychic magic.
[/b]
[i]Sign Up Sheet -
Full Name:
Nickname(s):
Gender:
Age:
Birthday:
Zodiac Sign:
Race:
Class:
Weapon(s):
Teammates: (Up to six in a team or can be solo)
Biography / Background History:
Lacking Traits:
Good Traits:
Likes:
Dislikes:
Crush / Romance Interest: (Optional!)
Strange Attributes / Abilities / Traits:
Side Notes:[/i]
[b]Rules
*Please refrain from any form of ‘‘godmod’’.
*Do not use any vulgar language and do not speak rudely to another.
*Respect all fellow Roleplays and all of their users. In other words; simply do not troll.
*Criticism is allowed; refrain from being harsh.
*Please keep it PG-13 at the most, preferred if you kept it PG.
*Relationships are allowed, they are not recommended.
- Violence/Gore is allowed; keep it at an extent though people, please!
*Abide by all the rules that are generally posted on the PMU Site.
*Enjoy yourself.[/b]