CHARACTER CREATION - One character per person unless special permission is granted.
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This
section can be considered a test of your writing skills. Good grammar
and spelling is important, but what is most important is a great deal
of DETAIL and that the history fit in with Telgard. Remember you are
writing a story; make it as interesting as you can. Very skimpy writing
here will result in a rejection.
APPEARANCE:
How
tall is your character? What color is his or her hair? Any interesting mannerisms?
The more detail, the better! (70 words MINIMUM)
HISTORY,
BACKGROUND, PERSONALITY: What
did your character do before taking up adventuring? What is his/her
goal? What is his personality like? What is his family like? What is his motivation?
These are just a few questions. Come up with as many as you can. (450 words MINIMUM)
Now that
you've got your character history and background, you need to decide
what skills you want for your character. You should pick skills that
reflect your character history. Remember that you have a total of
3 skill points, plus one point for every point of Intelligence.
Animal Training, Horses
Animal Training, Canines
Animal Training, Bird of prey
Animal Training, Other (specify)
Artist, Painting
Artist, Sculpture
Artist, Drawing
Artist, Other (specify)
Astronomy
Brewing
Cartography/Navigation
Crafts, Embroidery/sewing
Crafts, Gem carving
Crafts, Metalworking
Crafts, Leather Working
Crafts, Stone Cutting
Crafts, Wood Carving
Crafts, Other (specify)
Magic
is for the most part feared in Telgard, and has inherent disadvantages.
No character begins play able to use magic. Taking the talent means
only that you have the potential to learn.
Your
intelligence determines how many magic talents you may take.
IN=1, NO TALENTS
IN=2, ONE TALENT
IN=3, TWO TALENTS
IN=4, THREE TALENTS
IN=5, FOUR TALENTS
MENTALIST:
Animism
Sentient Thought
Spirit
Transferance
SORCERY:
Alchemy
Elemental
Force
Form
Time
The next
section is a roleplaying tool. You MUST explain all advantages in
your history, because you are so unusual for having these advantages.
For every advantage you choose, you must check THREE disadvantage
boxes, from which your disadvantage will be chosen. You may take up
to a maximum of two advantages, but you may take as many disadvantages
as you wish.
If
you take a disadvantage, but no advantages, you may create all the
details of the disadvantage within reason, so long as it does not
distort the nature of Telgard. Otherwise, the moderator and/or the
character overseer will decide the circumstances of the disadvantage.
The
moderator or character overseer is not bound by your choice of disadvantages
and may assign one they feel is more appropriate instead.
ADVANTAGES: Affinity
(specify):
The character shares an affinity with something or someone--fire,
nature, magic, fighting, or something similar. She knows
it intuitively and skills related to her affinity are easier
to learn and perform. This does not grant higher skill levels at the start
of play, only the potential to learn more quickly than normal during the game.
Ambidexterity: For all skills involving the use of
two hands, this enables the off hand to be used with more
skill. This advantage is required to learn two-weapon fighting,
and the second weapon must be a small or light weapon.
Beauty/Charisma: The character is possessed of such
beauty or charisma that even those not of her race hold
her in awe. Almost everybody is inclined more favourably
towards your character than might otherwise be the case.
Affects NPCs only.
Blood of the Magi (counts as two advantages): The
character is a magical powerhouse. You may choose one more
magical talent than you are normally allowed, and it may
advance to the same level as your highest magic talent.
If it rises to expert, it counts against the restrictions
on the number of Expert skills. Check SIX disadvantage boxes.
You will get two of them.
Perception: The character's senses are enhanced,
ennabling him to notice things he would not have noticed
before. He is also quick to be aware of danger, but only
if it's something he could percieve--that is, he would not
become aware of danger if it was invisible and made no noise.
Prodigy: The character begins with one or more of
his magical talents awakened. The character is thus aware
that he has some kind of magic, though he has no control over it. He may also
attempt to use his magic, but without training the results
will be highly unpredictable and possibly harmful.
Memory: The character enjoys a photographic memory.
He can remember anything at will and will not make the same
mistake twice if he knows what he did wrong.
Negate Race Penalty (counts as two advantages): Some
races have penalties they usually cannot overcome. Your
character, however, is unique. Your character may ignore
ONE of his standard race penalties. Check SIX disadvantage
boxes. You will get two of them.
Nobility: The character was born a minor member of
nobility. She is noble no longer, but remembers the privilege
and grace that she had before she lost it, and she can move
in noble circles where a peasant could not go. The character
must describe in her history why she is no longer a noble.
Note that this comes with a disadvantage related to her
fall from grace, such as Unknown Enemy, Marked as Criminal
or Infamous.
Wealth: The character begins with an additional 1000
gold which he may keep or spend on starting possessions. Note that gold is HEAVY!
If the character doesn't spend a majority on starting equipment, he may want to purchase gems
so that he can carry his wealth with him.
DISADVANTAGES: Affliction:
The character has been afflicted with weakness, an illness,
or a deformity. One or more of his physical statistics may
be reduced.
Bad luck: Your character is cursed with bad luck.
Circumstances may define when your luck turns sour, or it
may happen all the time. This affects both the character
and sometimes the character's party.
Criminal: The character has been tattooed or branded
as a criminal, rightly or wrongly. The mark is easily seen
and is in a place such as a forehead or the back of a hand.
Criminal marks are recognizable by everyone in that person's
home Kingdom.
Cursed: The character has been cursed with powerful
magic. Only the greatest of magics can remove the curse.
Infamous: Your character has a bad reputation. People
all over the Kingdom speak your name, and it isn't with
kindness. Your description has been passed around by word
of mouth and reactions of others will vary from avoidance
to attack.
Phobia: Your character is phobic about something...strongly
so. If your character is exposed to a great deal of what
he is afraid of, he may do things uncontrollably and reverts
to the control of the moderator in this case. You may suggest a phobia
for your character in his history or one will be chosen for you. Once your
character has been assigned a phobia, he must be roleplayed accordingly.
Magic is Scarred: Perhaps if your character was awakened early,
or perhaps due to being the victim of another mage's surge
or of a magical storm, your character/s magic has become Scarred.
This ranges from a physical deformity to a magical effect
such as a glow to having hair that moves without wind. This
automatically marks you as involved with magic whether you
are or not and may have other effects. This is for magical scarring, not
merely scars upon the skin.
Unknown Enemy: Your character or your character's
family has gained the attention of a powerful enemy. This
has caused immense damage in your life already and will
continue to do so. There are very few clues as to your enemy's
identity. This disadvantage may or not be chosen by the administrator
even if the character's history suggests an enemy.
Unstable Magic: When the character's magic has been
awakened, he will find that he can learn little control
and/or that certain circumstances will provoke a complete
loss of control. It could also mean that the character must employ unusual
means to make his magic work. If the character has no magic talents,
this instead means that all adverse magic will have an increased
effect on the character, and all other magics will not perform
their original function and will indeed become harmful.
Weakness: Your character is weak to certain things,
for instance cold, heat, humidity, magic, or light. Any
attacks directed at the character with such characteristics
will have increased effect, and environmental conditions
involving this weakness will have an increasingly debilitating
effect on the character.
SPECIFICATIONS:
If you have chosen a skill or advantage that requires more
detail, you must enter it here.
POSSESSIONS:
(REQUIRED!
Please choose up to two starting
kits. You automatically get the personal kit in addition
to your two choices. If you pick additional items off of the
currency lists, please list prices next to each item you
purchase, and list your remaining cash at the bottom. Failure
to do so will be taken to mean that you have chosen to start
with NO cash, except possibly a small handful of loose change
at moderator discretion. Use the COMMON MARKET list for common items.)
Starting Location:
Please
choose your starting location from the pull-down menu below.
Please note that now and again, popular areas become temporarily too
full for new players. Those marked as CLOSED, LIMITED, or WAITING LIST will be treated on a case by case basis. In most situations, the Application Overseer
will request that you start in a different place or you can ask to be put on the waiting list for the location you prefer.
Email
Address: Real
Name (or nickname):
That's it! Submit
your character information and await an email of approval
from an administrator. As soon as your character has been
approved, you may begin play. Questions about registration
and character generation should be posted in the Questions & Answers forum on the board.
Note that applications are processed once or twice a week and there is only ONE CHARACTER per person unless special permission is granted. Sending multiple characters slows down the process. Please get permission before sending in an application for a second character. People who sneak in second characters will be found out eventually, and it's not pretty. *wink*