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Riders of Dawn: Return of the Dragons; Work In Progress
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Topic Started: July 16, 2014, 1:39 pm (511 Views)
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Austin
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July 16, 2014, 1:39 pm
Post #1
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The Original Rider
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The Past
Thousands of years ago Riders and their dragons governed the earth. Magic wasn't "magic" it was a 6th sense, something nearly everyone had, and for a long time it worked like it was meant. Unfortunately, just like any great power, people began to abuse it, including the riders. The world was plunged into war and chaos. The Riders did their best to fight back against the abuse of magic, but the Rider's were relatively small in numbers and the races were expanding exponentially. Mankind quickly overwhelmed the other races through sheer numbers, and most of the riders joined with them out of fear.
With races that once covered the earth quickly becoming nothing more than stories, the remaining Riders determined that mankind was not fit to ever use magic again. They swept across the nations like a plague, slaughtering dragons, capturing the few remaining eggs, and wiping every source of magic off the face of the planet, throwing the world into an age of darkness. They attempted to start over, to bring things back to the way they once were, but the realization and guilt of what they had done was too much, and they went into hiding, determining the world was better off on its own.
Overtime the few remaining members of the other races died off, and magic became nothing more than a fairytale. Life went on, and the people forgot how things once were.
The Present
Thousands of years later the human races finds themselves in a very similar situation, constantly on the verge of war, struggling to keep up in a never ending arms race. Nations now possess the power to end millions of lives by simply pressing a button and sending rockets flying miles and miles away, how could things possibly get worse?
Several years ago, miner's in the middle east stumbled upon some sort of weird metal. It was rounded out and pitch black, in the shape of an egg. The had no idea what it was, but it would violently seize whenever anyone laid their hands on it. Before long local enforcements showed up to figure out what was going on, but the egg was already gone, sold to a group of men who called themselves Blackwater for a ridiculous amount of money.
The trail after this becomes a little fuzzy. Over the next few years Blackwater began releasing technological advances that left the world in awe, giving soldiers the ability to do things most would call "magic" through the use of a special exoskeleton. They quickly weaponized this new technology, and began selling their services to the highest bidder, offering any nation who could afford the cost a small army of super soldiers, men and women who could harness godlike power in service to your country. The third world war was beginning, and this time man had no need for weapons. They had the power of the gods.
Now that there was a source for it to come from, magic began to return to the earth, and it didn't go unnoticed. Three Riders sat and watched over the world for millennia, never breaking the promise they had made to each other, never to interfere in the matters of mankind again, but if there was magic, it could only mean one thing... The Return of the Dragons. Refusing to repeat history, they would not fight, but they would give the world a fighting chance. They sent the last of the eggs across the globe, to find their riders, and to restore balance to world.
FAQ Q: What's the setting? A: Our current world, roughly 6 years into the future. The world is basically the same as it is now with the exception of magic. Q: Is this a modern RP, or a futuristic one? A: While it takes place a few years in the future, I think it would be better described as modern since the only new major technology is that which Blackwater has, to harness magic. Q: Does my character have to come from any specific region of the world? A: No, not at all. Your character can be a missionary in Syria, a rice farmer in China, or even a luchador. Be as creative as you like. Q: Is the world free-roam? A: In a sense. The world here is very much like the world in dungeons and dragons. While you have the option to do anything you like, and go anywhere you like, it's probably in your best interests to follow the storyline and stick with your group. Instead of asking whether or not you're allowed to do something, ask yourself "What are the consequences if I go through with this?" Q: How exactly does magic work, and are there any limits on it? A: Magic is using one's control over the forces around them to create an unnatural effect, typically beneficial to the caster. Magic comes in two forms:
Child's Play Child's Play is magic that can be cast by just about anyone; it's extremely weak and when used offensively, is even blocked by weak armor. Typically, one would use this sort of magic (which doesn't drain much, if any energy) to create a glass or water or to light a torch.
Refined Refined magic, whether used for offense, defense, or utility, is magic that requires an incantation to cast, and which is considered a 'spell.' Spells are created by their user's, and while two people may create the same spell (for instance, a fireball), they may also use different words. Your abilities are refined magic. Q: Do I have to write out my incantations in RP? A: No. If you would like to write out your incantations you are more than welcome to do so, but it is not required. The fact that incantations are used is only stated to make sure people realize that if you are bound and gagged you won't be able to use your spells. Q: The classes available don't seem to be what I want, what should I do? A: In the future there will be more classes added to allow better customization, but right now this is all you should need. Choose the one that fits best. Later on there will be more options, which will be revealed within the RP. They will be listed when the time comes that they are available. Q: Is there any currency in the RP? A: Not particularly. Your equipment is going to be provided for you, so you won't need money for that or anything. In the event you decide to stop at a gas station for a soda, just assume you have some pocket change.
Character Creation Guide This is the character creation guide. It will lead you through each section of the character sheet and explain how to fill it out. If any questions are left unanswered, consult the FAQ. If you don't find the answer there, contact me.Name: Your character's name. This is simple.
Age: Your character's age.
Class: Please note: Your class is NOT meant to limit what you can or can't do, but to help define your character's fighting style. There are five basic classes which you can choose from.Fighter Fighters don't mind getting up close and personal. They'll generally have melee weapons and fairly balance magic, including some short range offensive abilities as well as physical buffs and defenses to protect against ranged attacks. Ranger Rangers, as you might imagine, are more inclined to use ranged weapons and abilities. Weapons would generally include a gun or bow, as well as some sort of light melee weapon in the event close combat is necessary. Their magic generally falls more on the supportive side of things, effecting the world around them to tip the scales in their favor. They'll often be found setting traps, or magically buffing their ammunition. Rogue Rogues, like warriors, thrive in close combat. However they rely less on brute strength and straight forward attacks and instead use trickery, illusion, and speed to their advantage. Their weaponry varies to much to really give any examples, but they'll generally use something that is lighter in weight. Their magic is very well rounded, using a variety of different skills and abilities to strike down their opponents, manipulate the world around them, and buff themselves. Mage Mages are beings who eat, sleep, and breath magic. They shy away from most forms of physical combat and prefer to assault you from afar from their infinite arsenal of different spells and abilities. I don't think much more needs to be said. Monk Monks were considered innovators in the past, creating simple practical uses for magic, preferring efficiency over style. For the most part they avoid physical combat, but in the event they need to make use of physical violence they shy away from weapons and prefer martial arts. Their magic is very rarely "flashy", you'd never catch a monk summoning up a storm or shooting off fireballs. They prefer to extend their magic into the world the same way it comes to them, as pure energy. Invisible to the naked eye, but still quite deadly. What need would you have for a fireball if you can simply hit your foe with an invisible wave of energy? Appearance: Your character's physical appearance as well as what they'll generally be seen wearing. If you use an image, please contain it within a spoiler tag.
Background: Your character's background history. This doesn't need to be expansive, but I won't stop you from doing so if you like to keep your histories long and detailed.
Equipment:
This section, with the exception of your inventory, is going to remain blank at the beginning of the RP. You are not yet a Dragon Rider, so unless your character is a police officer or in the military, I doubt you'll have any sort of weapons or armor. Don't worry you'll be making use of this section before long.
Main Weapon: This is your character's main weapon. If they use a sword as their primary means of attack, it goes here. Weapons may be chosen from a list provided but are ambiguous in appearance. If you'd like something specific, I'm not stopping you from describing it in detail. If you want to use an image, please contain it within a spoiler tag. More weapons will become available.
Sub-Weapon: This is your character's sub-weapon. Things such as shields, daggers and other off-hand weapons go here. Sub-weapons may be chosen from a list provided but are ambiguous in appearance. If you'd like something specific, I'm not stopping you from describing it in detail. If you want to use an image, please contain it within a spoiler tag. More sub-weapons will become available.
Armor: This is your character's armor. It typically covers their torso, but larger armors can cover more. Armor may be chosen from a list provided but is ambiguous in appearance. If you'd like something specific, I'm not stopping you from describing it in detail. If you want to use an image, please contain it within a spoiler tag. More armor will become available.
Accessory 1: Any accessory your character is carrying or wearing. Keep in mind that you can carry more accessories, but only the effects of those in this section will take effect. Player characters start the RP without accessories with effects, but you can put other trinkets in here if you'd like. Accessories may be purchase from a vendor. More accessories will become available.
Accessory 2: Any accessory your character is carrying or wearing. Keep in mind that you can carry more accessories, but only the effects of those in this section will take effect. Player characters start the RP without accessories with effects, but you can put other trinkets in here if you'd like. Accessories may be purchase from a vendor. More accessories will become available.
Inventory: Any extra items your character normally keeps on their person. Your character's can't carry anything that wouldn't naturally fit into something like a backpack.
Statistics: This is where your character's statistics will go. At level 1 (which player characters start at), you'll have access to 16 points to use as your see fit. A statistic cannot have 0 points in it and must have at least 1. Player characters will be given 4 points per level and opportunities to gain more points will be presented as well. The numbers in parenthesis will represent the boosts your character is gaining from weapons and equipment and should not be added into the other number as equipments boosts won't always come into play when presented with events in the RP.
Level: 1 Your character's level. Simple really. The higher it is, the better. Upon a level up, a player gains 4 points to be used to power their character up. All 4 points cannot go into the same area however. Character level can be called into play within the environment in order to solve an event.
Vitality: 0 (+0) This represents your character's ability to sustain damage and fight for prolonged periods of time. It also increases their endurance in rough environments such as deserts and their resistance to diseases, status ailments and the like.
Strength: 0 (+0) This represents your character's physical strength and how much damage they can potentially do with a melee weapon. Higher strength also lets your character wear heavier armor (I won't police this aspect, but keep it reasonable), lift and carry more weight and push heavy objects. Strength can be called into play within the environment in order to solve an event.
Intelligence: 0 (+0) This represents your character's mental strength and intellect as well as determining how often they can learn abilities and how potent their magical attacks are. Intelligence also determines how much or how little damage your character will take from magic-based attacks. Intelligence can be called into play within the environment in order to solve an event.
Dexterity: 0 (+0) This represents your character's movement speed, agility and capability to handle their weapon. Higher dexterity will allow your character to use their melee weapon better (again, I won't police this, but be reasonable), avoid attacks as well as traps in the environment. Dexterity can be called into play within the environment in order to solve an event.
Signature Moves, Spells, & Abilities: Please note that your abilities do NOT act as restrictions to what you can or cannot do. Just because you don't have the ability to cast a fireball does not mean that you can't use it. This section is meant to list spells and abilities that you have practiced at and have gone above and beyond the normal realm of skill for. Your level and statistics determine how much power you do or don't have. Refer to the FAQ for information on how magic works.
Your character's abilities are listed here. Player characters start with no abilities, but you will gain some once you have found your dragon egg and it hatches. As your character levels up, they can gain more abilities depending on their intelligence or empower old ones for better or extra effect. Opportunities to level up or learn new abilities will be presented within the RP as well. I won't restrict how an ability levels up, but try to keep it within reason. Your character can't very well be flinging a volley of fireballs at level 2 for example. Please note any elemental abilities in the color of their element for the sake of organization. If you are unsure of what element your ability falls under, or whether it falls under an element at all, just ask.
You may replace "Ability #:" with the name of your ability, should you choose to give it one. If you should choose to color code your abilities by their elements, make the name of the ability the proper color, and leave the description of the ability after, e.g; Fireball: Launches a small fireball, slightly larger than a basketball, in a direction of my choosing. Explodes on impact.
Fire=Red, Water=Blue, Wind=Green, Earth=Orange, Psionic=Yellow
Ability 1:
Ability 2:
Ability 3:
Ability 4:
Ability 5:
Your Dragon On the character sheet there is a section at the bottom for your dragons. As dragons don't have any extra special magical abilities, the form is relatively short. Once your dragon hatches you're expected to fill this out.
Blank Character Sheet - Code:
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[big][b]Name:[/b][/big]
[big][b]Age:[/b][/big]
[big][b]Class:[/b][/big]
[big][b]Appearance:[/b][/big]
[big][b]Background:[/b][/big]
[u][i][big][b]Equipment:[/b][/big][/i][/u][list]
[*][big][b]Main Weapon:[/b] [/big] [*][big][b]Sub-Weapon:[/b][/big]
[*][big][b]Armor:[/b][/big]
[*][big][b]Accessory 1:[/b][/big]
[*][big][b]Accessory 2:[/b][/big]
[*][big][b]Inventory:[/b][/big] [/list]
[u][i][big][b]Statistics:[/b][/big][/i][/u][list]
[*][big][b]Level:[/b][/big] 1
[*][big][b]Vitality:[/b][/big] 0 (+0)
[*][big][b]Strength:[/b][/big] 0 (+0)
[*][big][b]Intelligence:[/b][/big] 0 (+0)
[*][big][b]Dexterity:[/b][/big] 0 (+0) [/list]
[u][i][big][b]Signature Moves & Abilities:[/b][/big][/i][/u]
[spoiler=Abilities] [b]Ability 1:[/b]
[b]Ability 2:[/b]
[b]Ability 3:[/b]
[b]Ability 4:[/b]
[b]Ability 5:[/b]
[/spoiler] [hr] [big][b]Dragon's Name:[/b][/big]
[big][b]Sex:[/b][/big]
[big][b]Appearance:[/b][/big]
Edited by Austin, July 21, 2014, 11:57 am.
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Kazemitsu
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July 16, 2014, 5:02 pm
Post #2
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Assassin
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Do it. Puts a spin on some of the stuff we normally do I think XD
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Sin
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July 17, 2014, 6:42 pm
Post #3
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Slow and steady...
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You already know my answer.
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Person A
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July 19, 2014, 2:45 pm
Post #4
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Best to sleep on it.
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It sounds like an interesting, free-world RP. Sounds like you'd be able to get away with anything, and rediscovering old and possibly forbidden things of the past is always a formula for fun. Especially if it involves danger.
The free-world part, though, that sounds like it'd be a pain for you. The complete freedom you're essentially giving the players means that you'll have to come up with narrative and story and the like on the fly, doesn't it?
Like I've already said, I don't think I'll be participating, but I'll throw in my two cents since you asked for it.
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 Mover, Shaker, Brute and Breaker.
Master, Tinker, Blaster and Thinker,
Striker, Changer, Trump and Stranger.
Worm: Power Classifications Mover - Powers that allow movement over great distances at a time. Includes flyers, Teleporters and speedsters. Shaker - Powers that affect their surroundings in some way. Can, for example, bend or compress the space in the world or creating forcefields. Brute - Powers that grant extreme durability and/or have above average strength, either through superhuman toughness or an incredibly effective healing factor. Breaker - Powers that "break" the laws of nature for themselves, allowing them to survive in impossible states. For example, when dealing with an Elemental Shapeshifter (being able to breath if they're made of fire) or the minor aspects that allow them to survive the use of their powers (like altering how friction applies to speedsters). Master - Powers that allow them to control others or create minions. Tinker - Powers capable of highly specialized technological/biological creations years ahead of their time: from building laser guns or a hover board to growing chimera-like creatures. Separated into two types: Specialty tinkers have a specific type of thing they build, while method tinkers are unique in how they tinker. Wide-scope method tinkers theoretically can create anything but with a catch, such as the inability to create the same thing perfectly twice or narrow-scopes that are more limited but can create extra effects with what they do have. Blaster - Powers that grant a ranged attack, such as emitting lasers, hard light, or elemental powers. Thinker - Powers that deal with the mind, allowing for instant analysis, efficient information retrieval, or outright precognition abilities. Striker - Possible subgroup of Breakers. The ability to apply an effect at point-blank range, whether it be an elemental punch or healing at a touch. Changer - Powers that allow changing or shifting forms. Effects range from changing parts of their own body to weapons to morphing into a more suitable body for a given situation. Also known as Shifters. Trump - Meta-powers that copy or interfere with other powers, or which give them access to many different powers in some other way. Includes those whose power adapts on the fly, copies other people's powers, granting other people minor powers, and nullifying powers. Stranger - Powers that can be used for stealth purposes, such as invisibility, lacking any notability, or erasing any memories of their existence.
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Austin
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July 19, 2014, 2:50 pm
Post #5
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The Original Rider
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- PlayStation Network ID
- iamaustin5
- Steam ID
- iamaustin5
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My specialty is coming up with things on the fly. I hate confining my RPers to a single path. I don't really believe in fixed events, the outcome and events during my RP entirely depend on how you react to the situations I give you. I have ideas on how I think things are going to happen, and there are going to be times when I give you paths that you can take if you like, but you choosing to go your own way is as fun for you as it is for me. It changes things up, and gives me new situations to deal with. Just because there's a big bad guy in a free roam video game doesn't mean you have to deal with him. You can go off and have fun dicking around or doing side quests.
Edited by Austin, July 19, 2014, 2:53 pm.
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Sin
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July 19, 2014, 9:03 pm
Post #6
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Slow and steady...
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I think giving too much freedom is a recipe for disaster. With nothing really pushing people along, RPs around here often fizzle out and die just because people don't know what to do. Freedom is certainly a nice treat, but only at certain points does it really work well.
What if you came up with classes for people to choose from when making their character? They can be the standard fantasy archetype, but with a futuristic twist while still retaining fantasy elements. What they might be is a little beyond me as I type this at 1:00am, but I imagine it wouldn't take long to come up with something, especially if folks offered input of their own.
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Sin
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July 21, 2014, 11:42 am
Post #7
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Slow and steady...
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Name: Albane Volf
Age: 25
Class: Rogue Rogues, like warriors, thrive in close combat. However they rely less on brute strength and straight forward attacks and instead use trickery, illusion, and speed to their advantage. Their weaponry varies too much to really give any examples, but they'll generally use something that is lighter in weight. Their magic is very well rounded, using a variety of different skills and abilities to strike down their opponents, manipulate the world around them, and buff themselves.
Themes: Henry's Death Truth Be Known Stardust Vendetta
Appearance:
Casual
Combat Albane stands at an average five feet, six inches tall and weights a lithe one hundred and five pounds. She is of German and Japanese heritage, the German lightly evident in her accent. Many scars litter her flesh to symbolize her rough upbringing. She has long black hair, violet eyes, dark skin and a slim build. She has a golden stud in her right nostril as well as other piercings not immediately visible.
Her casual attire consists of a loose-fitting denim blouse which she often rolls the sleeves of up to her elbows. Faded leather pants are worn on her legs, obviously and black, flat-toed shoes cover her feet; the heels of which add about two inches to her height. Finally, asymmetrical bracelets are worn on both wrists.
Her combat attire is a futuristic-looking bodysuit, teal and white in color. A flexible, tight-fitting black leather guard keeps her neck protected from small blades. She wears her hair in a loose ponytail to keep it out of her face.
Background: Albane was taken from her home in Germany when she was only four years old by men who wore ski masks and dressed all in all black. They took her to a compound far from civilization and put her amongst other children her age. The children were subjected to physical, and psychological torture for days on end before being given weapons and forced to fight one another. The survivors--the strong ones--were taken to the next level of training. They were all kept together for many years, rewarded with a meager amount of food and a place to sleep if they performed well and punished with beatings, torture and and other punishments if they failed or performed poorly. Like her sister, Albane's body is littered with many old wounds from those days.
When she was finally liberated from that place and released into the outside world, she knew nothing beyond death and killing. Again like her sister she eventually fell into the mercenary trade: performing infiltrations, assassinations and theft for payment. Her natural knack for sneaking and stealth as well as her keen eye for judgement allowed her to excel at her trade. She still looked up to those of power however and is capable of respecting those more skilled or experienced than herself.
Equipment:
- Main Weapon:
SIG Sauer P225
- Sub-Weapon:
Karambit
- Armor:
Bodysuit
- Accessory 1:
- Accessory 2:
- Inventory:
- Ammunition
- Rations
- Survival Gear
- Garrotte
- Lockpick Set
Statistics:
- Level: 1
- Vitality: 3 (+0)
- Strength: 1 (+0)
- Intelligence: 4 (+0)
- Dexterity: 8 (+0)
Signature Moves & Abilities:
Pilfer: 1 With a quick sleight-of-hand during a melee attack, Albane attempts to relieve a target of one of their currently carried items.
Adrenaline Surge: 1 Upon drawing enemy blood in combat, Albane gains increased vitality, strength, intelligence and dexterity. All statistics +1
Natural Selection: 1 Albane is resistant to status ailments, disease, infections and virus' that would normally impair the average human.
Zephyr: 1 Albane can use wind-based magic to allow her drastically increased running speed and accompanying endurance and stamina. She can use this for both short bursts and sustained distance running making her very mobile when the situation calls for it. Vitality and Dexterity +2
Hawkeye: 1 With a blessing of wind, Albane has increased accuracy when firing small projectile weapons from a prone, standing or mobile position. Accuracy increases as distance between herself and her target decreases.
Dragon Dragon's Name: Ao Shin Sex: Male Appearance:Spoiler: click to toggle
Edited by Sin, July 21, 2014, 12:03 pm.
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Austin
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July 21, 2014, 12:05 pm
Post #8
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The Original Rider
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Approved
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Kazemitsu
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July 22, 2014, 6:00 pm
Post #9
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Assassin
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Name: Asher Blake
Age: 28
Class: Warrior
Appearance:
Spoiler: click to toggle  Not my art/picture/etc.
Asher is a tall man of six feet three inches and well built. His weight fluctuates between two hundred fifty and two hundred seventy pounds. Few scars litter his body and mar his face, old wounds from old battles. He appears to be of Nordic descent. White blonde hair, pale blue eyes, and light colored skin.
His casual wear tends to be tightly fitted t-shirts, a baseball cap, cargo pants, and leather work boots. Attire for work and casual gatherings...and pretty much everything else. His combat attire is essentially the same thing with minor additions. Such as a combat rigging, an old beret, and fingerless leather gloves.
Background:
Equipment:
- Main Weapon: Greatsword: A giant blade made of steel. It's roughly six feet long, one and a half feet wide, and a solid inch thick. The grip/handle is spring loaded so it can be stored easier. Fully capable of being used as a shield if the need arises.
- Sub-Weapon: Longsword: The name doesn't match the blade. It's truly a dai-katana. The curved blade of folded steel is six feet long and wielded with two hands.
- Armor: Currently None.
- Accessory 1: N/A
- Accessory 2: N/A
- Inventory:
Emergency Knife: A blade for emergencies, namely when he's disarmed. The blade is eight inches, oddly shaped, and sharpened to a fine edge.
Browning Hi-Power: A reliable gun that uses 9mm bullets with a thirteen round clip. Not his weapon of choice but useful when needed.
Statistics:
- Level: 1
- Vitality: 6 (+0)
- Strength: 4 (+0)
- Intelligence: 3 (+0)
- Dexterity: 3 (+0)
Signature Moves & Abilities:
Abilities Bash: 1 A simple ability, a single powerful blow. Can be used with fists or melee weaponry, and if the shield is sturdy enough that as well. The attack is his strength, plus the power of his weapon, plus another 20%.
Extend : 1 He extends the reach of his blades, giving them an extra three feet to cut into opponents. It doesn't increase the damage of the attacks unfortunately.
Force-field: 1 A glowing golden field surrounds him, and allies in close proximity, that protects him from fairly weak attacks.
Telekinesis: 1 Being able to move objects with your mind is fun. He can currently only mess with small and fairly light objects.
Turtle Time: 1 His skin changes color, specifically it darkens to an ashy appearance, and becomes denser. Increasing his Vit by 3 for a two post duration.
Dragon's Name: Malinda
Sex: Female
Appearance:
Spoiler: click to toggle
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