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       #Post#: 12642--------------------------------------------------
       A brief Description
       By: Reif Date: November 11, 2011, 6:34 pm
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       Here is where I'll post information about the races, the tech,
       and the magic. Please read this thoroughly before you start to
       rp or create your character.
       #Post#: 12815--------------------------------------------------
       Re: A brief Description
       By: Reif Date: November 11, 2011, 7:37 pm
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       Human: A fractured race, at one point they dominated the
       entirety of Almerath. Although they are fractured and are deemed
       useless by the gods. They are a very technological race, they
       turned their backs to the ancient secrets to pursue salvation
       for themselves. Thus they became masters of tech. Many of the
       Eldars find Tech pointless and useless, as such they banned it
       from being used. However, the humans stopped having faith in the
       Eldar and continued to build upon their technology.
       Fallen Eldar: The "bad" within Almerath feared by the humans.
       The myths that exist about things going bump in the night were
       most assuredly about the Fallen Eldar. Despite being labelled as
       the bad people. The Fallen Eldar are among the most honorable
       amongst the races. They will always provide an unarmed person a
       weapon before they fight. Also their fights are always fought on
       as equal terms as possible. Despite them being fallen they are
       the only beings capable of understand the tech of the humans and
       the magic of the Eldar.
       The Eldar: The original humans, they are capable of using
       unlimited magic. Their magic is divised into 10 seperate
       categories.  Each Eldar is limited to only category of magic
       meaning that despite having unlimited magic. The amount of which
       they can access is limited. The gods reason for limited the
       branch of each Eldar was simple, they didn't want the humans
       ruled over. They wanted them unified by a common good or evil.
       #Post#: 12959--------------------------------------------------
       Re: A brief Description
       By: Reif Date: November 11, 2011, 8:15 pm
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       Tech:  Tech is modern day battle suits that amplify a humans
       fighting strength in one way or another. Humans are capable of
       using two pieces of tech. If they use anymore they lose sight of
       their humanity and the machine turns them into a mecha.
       Perception Tech: This tech allows the user to keep up with
       things that otherwise a human could not keep up with. The
       drawback is that they can no longer view in color. While this
       seems like a minor drawback it removes the ability to
       distinguish between many different things.
       Physical Tech: This returns mobility to limbs that have been
       rendered useless. The strength in the limb is increased by 25%
       allowing humans to be able to do things they normally couldn't.
       But this removes senses throughout all limbs. They cannot feel
       anything.
       Nano Tech: Seems self explanatory right? Wrong. The nano-tech is
       the only forbidden technology among humans. By injecting
       themselves with this.  Every aspect of the body is increased by
       20% leading the humans to believe they are superior. Now you may
       see the possibilities of such a thing. The down side is that the
       human loses sight of what they are become a mecha right away.
       Macro tech:  This is not for the faint of heart. Macro-tech is a
       rare procedure.in which a humans body is coated with with
       alamium  impenetrable metal. It's fused into the human's skin
       creating an armor that is impenetrable. This is not to say it
       makes the human invincible. Quite the contrary if it's not kept
       up the alamium will eat away at the skin until there is nothing
       but bone left.
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       Arms:
       Laser Rifle: A semi-automatic rifle that fires highly
       concentrated laser rounds. It is the only arm that is capable of
       firing through any material with the exception alamium.
       Drawback: Using this weapon replaces one of your arms with this
       gun.
       Repeater pistol: This pistol fires .45 slugs that are incapable
       of beings knocked away.
       Drawback: The chamber only holds 6 shots. Ammo is rare.
       Rocket-Launcher:
       Drawback: Ammo is extremely rare and costs money.
       Sword:
       This isn't your typical sword, it's blade is honed to be as
       sharp as is permitted by law. Capable of slicing through almost
       anything. Those with this weapon are sure to be at a
       disadvantage. But than again maybe not.
       Drawback: High-upkeep weapon, also it is pointless to throw as
       it will only get stuck in the walls.
       Knife:
       A knife whose blade is coated by alamium capable of being
       thrown, and used in close fights.
       Drawbacks: It's a knife.
       Spike-Launcher:
       As the railways were torn down, some genius (or psycho) felt it
       would be wise to use the spikes as a weapon.
       Drawback: You need to maintain it and it will maintain you.
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       Stores:
       You ever run out of ammo?  Your tech need upkeeping? Come to a
       store and we'll take care of you!
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       Ammo: It can be carried with you. You don't have infinite ammo
       so don't waste your ammo!
       Upkeep: You need to make sure your tech is maintained or it will
       rust!
       Currency: The currency is called scrap. It's a metal alloy that
       can melted down to make things.
       #Post#: 13055--------------------------------------------------
       Re: A brief Description
       By: Reif Date: November 11, 2011, 8:42 pm
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       Magics:
       Dream: As the name suggests allows you to enter ones dreams and
       make them real or seem real. This is a very dangerous magic to
       use as if overused one may lose sight of the seemingly small
       line between dream and real. Once the line is crossed you cannot
       undo it.
       Fire: Ahh yes the magic of fire, capable of reducing many a foe
       to nothing but a pile of smoldering ash.
       Drawback overuse will lead you to becoming ablaze never capable
       of putting out the fires until they burn your body away.
       Water:
       Tame the oceans bend them to be nothing more than your servants.
       Drawback: Overuse will start turning you into a mermaid/man
       Ice: Freeze your foes turning them into solid chunks of
       ice....beware, overuse will do the same to you!
       Matter: The ability to alter the composition of your body.
       Drawback: Prolonged use will cause your body to become unstable.
       Lightning: Only few dare stare the mouth of a dragon. Let alone
       a dragon capable of causing your very body to disintegrate.
       Drawback: Over use will start to wear out your limbs until they
       become piles of ash.
       Mass: Skinny or fat...big or small....these are the choices
       facing those who dare mess with mass.
       Drawback: Last choice will become your permanent state. Although
       you may still use this afterward. That will be your original
       state.
       Reality: A man who alters the enemies reality my soon forget
       what his own looks like. The ability to alter reality.
       Drawback: Will make the weilder hallucinate see things that are
       not there.
       Sense: Ever see something that wasn't there? Ever hear something
       than not? Ever feel there was someone touching you than no one
       be there? All of these things are from the Sense.
       Drawback: Permanent blindness.
       Kinesis : Fast? Slow? Note: They can only affect the speed of
       things. Not themselves.   Whichever you perfer they will
       deliver. Drawback: Things always seem to be moving slower than
       they are.
       Time: Slowing only! A mage who finds himself overwhelmed can
       slow it down and make time herself a servant.
       Drawback: Never able to sleep.
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       Those that affect perception are limited to a 15minute use
       period and 10 minute cooldown
       Element wielders must have a source of  their respective element
       nearby to use it.
       Those who affect their body composition need to keep their
       bodies energy up. Otherwise they will lose control.
       #Post#: 13115--------------------------------------------------
       Re: A brief Description
       By: Reif Date: November 11, 2011, 9:00 pm
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       Swoard:  Fallen Eldar Weaponry
       Earth Swoard: The heaviest weapon known to exist. Only the
       strongest of the Fallen Eldar can wield this
       Drawback: Due to it's massive size, it's exhausting to swing
       around, also it's very cumbersome.
       Air Swoard: A light weapon, capable of dealing out minute
       amounts of damage quickly. Don't underestimate it!
       Drawback: Breaks easily, and deals minimal damage.
       Dark Swoard: Those who let darkness into their very being will
       find this weapon perfect. Deals moderate damage.
       Drawback: Incapable of being controlled. It may turn on it's
       wielder.
       NOTE: Dark Swoards do not cause physical damage. Instead
       psychological, and emotional.
       Mist Swoard:  Is mostly defensive it covers the area in a thick
       mist. Allowing you to confuse your enemy
       Drawback: Deals some damage, but it's main focus is defensive.
       Poison Swoard: It constantly alters the poison which constantly
       drips from it's tip
       Drawback: It's a short sword, the damage is through the poison
       not the stab.
       Erosion Swoard: It wears away at weapons, armor, skin, bone.
       Drawback: Inflicts no physical damage. Instead every swing
       reduces the durability of some.
       Note: You must speak that which you are targeting otherwise
       nothing happens.
       Nightmare Swoard:  Brings that which your opponent fears the
       most to reality. No matter how unrealistic it is.
       Drawback: If the nightmare which you bring forth is too powerful
       than it may turn against you!
       Death Swoard: Only one of these was made. It's said to be hidden
       away never to be used. Only the reaper is capable of properly
       wielding this.
       Drawback: Kills the wielder.
       Note: It doesn't over time kill you...touching it kills you.
       Dark Swoard: Covers a max area of 100,000m in impenetrable
       darkness
       Drawback: You must announce how wide an area you are covering.
       Redemption Swoard: As I weild this sword my heart is redeeming
       itself
       Drawback: This sword redeems a person of all sins. Thus forcing
       them to choose either human or Eldar.
       Note: This sword is kept in the Fallen Eldar palace. Only those
       who are worthy may touch it.
       #Post#: 13120--------------------------------------------------
       Re: A brief Description
       By: Reif Date: November 11, 2011, 9:02 pm
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       Changing your character:
       After you set it up, should you not like what you chose. You may
       change it. However only through the redemption sword. Any race
       is permitted here. It affects every race.
       #Post#: 13316--------------------------------------------------
       Re: A brief Description
       By: Layne Date: November 11, 2011, 9:46 pm
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       I want in.
       #Post#: 13810--------------------------------------------------
       Re: A brief Description
       By: Reif Date: November 12, 2011, 12:37 am
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       Warning: There will be fights. There may be some sex (depending
       on if you feel like being romantically involved) also this
       storyline will evolve.  However right now...I just want to get
       it started.
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