CHARACTER CREATION - One character per person unless special permission is granted.


PLEASE NOTE - APPLICATIONS ARE CURRENTLY NOT BEING PROCESSED WHILE WE MOVE TO A NEW SITE
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CHARACTER NAME:
(You will need to register your character's name with Ezboard. We don't allow non-character-names as character posts)


Is this application for a 1st character or a 2nd character?
(If you leave this blank, your character cannot be reviewed. All 2nd character applications must have a moderator sponsor before the form is filled out. List details in the Specifications box)

RACE:   Delfae  Dwarven Elven  Goblin  Human  Minotaur Misharr  Ss'tiss 

ATTRIBUTES: (Distribute your 14 points. Min = 1, Max = 5.  Some races have limitations to strength due to size; read the Race section before proceeding.)

Strength      Intelligence      Health      Dexterity  


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)

Disguise
Engineering
Fishing

Geology

Herbalism
Hunting/Trapping

 

 
Linguist, Delfae
Linguist, Dwarven
Linguist, Elven
Linguist, Goblin
Linguist, Human
Linguist, Minotaur
Linguist, Misharr
Linguist, Ss'tiss

Medicine  

Merchant/Business

Musician, Drum
Musician, Woodwind
Musician, Harp
Musician, Lute
Musician, Other (specify)

Performer, Singer
Performer, Actor
Performer, Dancer
Performer, Storyteller
Performer, Other (specify)

Pick Locks
Riding (horse unless specified)
Scholar (reading/writing)
Sleight of Hand 
Stealth, urban
Stealth, wilderness
Swimming

 

 
Race Skill

Survival, Desert
Survival, Forest
Survival, Jungle
Survival, Mountains
Survival, Plains
Survival, Swamp
Survival, Underground
Survival, Other (specify)

Tracking

Weapons, Axe
Weapons, Brawling
Weapons, Bow

Weapons, Club/Mace/Hammer
Weapons, Crossbow

Weapons, Dart
Weapons, Knives
Weapons, Martial Arts (unarmed)
Weapons, Polearms
Weapons, Slings
Weapons, Staves
Weapons, Sword, light
Weapons, Sword, long
Weapons, Sword, two-handed
Weapons, 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

Please see the Magic section for more details.

MAGIC::

Please check up to four of the following boxes.

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*
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