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 Asthera: Character Sheet, Explanation of Magic, etc

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rpannier
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PostSubject: Asthera: Character Sheet, Explanation of Magic, etc   Sun Apr 20, 2014 8:45 pm

Though there are other fields of magic in this rp, I request that everyone stick with Elemental. The rp was designed for it.
That does not mean you do not have other skills. It's just that one skill happens to magic. All other skills have to have an explanation and the skills should be rather mundane (rogue, fighter, farmer, healer) and your skills should be beginner unless otherwise approved.
Most NPC have no magic


All Elemental magic is based on the 4 Elements: Air, Fire, Water and Land.

No magic user can employ the magic of an opposite element: Air-Land, Water-Fire.
An elemental mage learn some magic from the other two non-opposite schools when their abilities in their own have matured. But the other school spells are always weak and often take a long time to learn and are imprecise.

Relationships between elemental mages are fluid. Some schools get along better with mages in their own school than other schools do. Some prefer the company of mages from other schools.
It is not uncommon for friendships to develop between mages from opposing schools, but even then their friendships do have their ups-and-downs, usually much stronger.

Physical/Emotional attraction between opposing schools is often intense and very hard to break. No one is certain why, but physical/emotional attractions between opposite schools create a very strong bond. (If you choose to go this route, please save the rest of us from your XXX rated libido driven stories. This is not an X-rated story site. And even if it was, this is not an X-rated story)
Likewise, dislike between two members of opposing schools is often intense and often ends quite badly for one or both; many a scaffold and bridge is adorned with the bodies or heads of a murderous disagreement between mages of opposite school

Each elemental mage has Class 1 spells and Class 2 spells. Class 1 spells are their stronger spells and Class 2 their weaker spells.

All spells are innate (meaning their energy comes from within: but they must learn the spells and then learn how to control them. The ways they learn the spell vary from school-to-school and mage-to-mage. Some are taught the spells they know and hence their control is better, but what they learn is often limited. Others learn them through some event in their life: The more tragic the event, the more unsteady the spell. Others learn through different means.
Whether they are Class 1 or Class 2, all spells take energy to cast and have effect on the user.
Also the user must have a conduit to cast the spell. The conduit must be some representation of the Elemental School. It can be as marvelous as a gem stone or a carved necklace that comes from something associated with the school or comes from the school itself, to something mundane, like a rock, a piece of flint, etc.

The conduit, the Class 1 and Class 2 spell, the method you learned them are all yours. Be as imaginative as you wish with them. Please remember to make them appropriate. Their destructive nature is mine to weaken. (Any questions ask me)


Water Elemental

Just as water can take the form of ice, or steam, and can change its shape to match any vessel, so too are the powers of this aspect. Some of the more common abilities of this aspect first manifested are purifying fouled water, turning water into other liquids such as wine, or oil, and a command over fish, frogs, and other watery things. Masters of water however have pushed the ability to change much farther, trying to change themselves, first in general ways, then copying the appearance of others, and finally taking on the form of any living creature. It is even said that there were some so skilled that they could turn into great beasts of myth and legends, or the twisted things envisioned in their own nightmares.

Mental/Physical Effects.

The effect both mental and physical, closely mimic drunkenness, though without the nausea, and hangover the next day


Air Elemental

While it is true that those who are called to the air aspect can summon raging tempests, and fog so thick as to leave you blind, as well as having dominion over all things that fly. The secret is, their greatest power of this aspect lies in the ability to effect the emotions of others. Those who wield air magic are the ones who stave off the orphan’s grief, or rally the commoners into an army that overthrows a king.

Mental Effects.

After using air magic the wizard very forgetful, and unable to focus for a time, those in this state may rightly be called an "airhead".

Physical Effects

The use of air magic brings on a feeling of being incredibly energetic. The user feels like he can run for miles, climb mountains, or even swim up a fast moving stream. This energy doesn't simply come from nowhere however, rather it is all the bodies reserves being used up in a very short amount of time, and once they are gone the mage will collapse exhausted, and may take hours, or even days to recover.



Earth Elemental

The beasts of the woods, the trees, and grass, the very stone in the ground, as a user of the aspect of earth all of these are yours to command. Your joy brings the fruit of the fields, and your anger can just as easily bring kudzu that grows so fast it chokes the field to death..., and all those working in it. It is said that even the most inexperienced user of this aspect leave a trail to fallow only when they wish to, and that a master can call up earthquakes that reduce an entire city to rubble.

Mental Effects.

The mental aftereffect of using earth magic is a near obsession. That obsession covers a wide range, anything from the need to clean, to collect, to destroy even for sex – the obsession varies from caster. For many hours after the spell is cast the user will constantly be thinking about that object or desire. Depending on how much energy was expended the need can vary from being tame, to something quite exotic.

Physical Effects.

The use of earth magic causes the body to tingle at the thought of the obsession, effecting physical problems like blurring vision, ringing ears, etc and unlike the mental effects, the physical effects last not hours, but days.



Fire Aspect

You may be able to call up bugs, and lizards, or create flame enough to light a candle, or burn a house down, but those are just parlor tricks. Your true gift lies in making things, and making things better. Just as fire turns iron into steel by embedding it with carbon, so do you make magical article by embedding it with your power. Candles that never burn out, mirrors that see the future, swords that cuts through you enemies like paper, these are your stock and trade.

Mental Effects.

After casting a spell a fire mage will find all of their emotions set to ten. What was funny is now eye watering, what was a liking for someone, is now true love, what was annoying now pushes you to the edge of psychotic rage. Luckily even in the worse cases the effect never lasts more than an hour.

Physical Effects.

Using fire magic causes the user to burn with a fever for many hours afterword.


Character Sheet

Name:
Age:
Sex:
Race: (Human, Elven, Other please ask)
Elemental School:
Other Skills:
Notable equipment:
Bio:
Pic / Description:
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Sun Apr 20, 2014 10:56 pm

Name: Loraine
Age: 14
Sex: Female
Race: Human
Elemental School: Innate - Air, with extremity limited capacity for water element spells
Other Spells: Those water element spells she can use are limited to making a few certain kinds of poisons.
Notable equipment: A feather for her air conduit and a broken bottle for her water spells.
Bio: Raised with a hermit in the woods, only comeing to town to ocasonaly sell 'cureing' potions, she is kind but rather off putting with bad choices of words. She can make poisons because when she tried to make her guardian happy by manifesting the potions with magic she didn't know that what they had been selling to people were unbelievably toxic. The bottle is what they would sell the potions in.
Description: Rather short with brunette hair and hazel eyes, wears long flowing clothes mostly made of rags.


....Does this work? I really hope it's not too outlandish.
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Sun Apr 20, 2014 10:56 pm

Name: Ventora
Age: 16
Sex: Male
Race: Human
Elemental School: Fire
Other Skills: Lock-picking, stealing, stealth, Knife-work.
Notable Equipment: A necklace with a ruby inlay from his mother, and an old knife that was his fathers.
Bio: His parents disappeared one day, leaving him on his own, he fended for himself. Becoming a thief. His first(accidental) use of fire magic was burning a guard's hand that had caught him. He was forced to join a thieving guild to live. From then he's been trying to teach himself how to use his magic. His guild unknowing of his abilities.
Description: He has black messy hair that falls a bit above his shoulders, and sullen brown eyes, a thin face and body, almost gaunt with hunger. Dark messy clothes when on the street, and his guild's idea of a uniform when on assignment.

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“Hurt spreads and grows and reaches out to break what’s good. Time heals all wounds, but often it’s only by the application of the grave, and while we live some hurts live with us, burning, making us twist and turn to escape them. And as we twist, we turn into other men.”

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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Sun Apr 20, 2014 11:58 pm

Name: Amirriah
Age: 17
Sex: female
Race: Elf
Elemental School: earth, limited fire spells
Other Skills: pick-pocketing, gardening, singing, weaving & embroidery.
Notable equipment: a wooden staff with a small fire stone gem from her father and a simple dagger.
Bio: She has lived with her mother's human friend, Janna, ever since her parents died. Janna taught her to weave beautiful rugs and blankets, and how to embroider fantastic designs. They sell these and vegetables from Amirriah's garden to make what money they can. She has always been a singer. She learned to pick-pocket from a friend when times were pretty rough. She only uses the skill if things get really desperate. Janna knows nothing of her abilities with magic, she just thinks Amirriah has a green thumb.
Description: Tall for a girl, long white-blond hair that comes to her lower back (usually kept up in some way), slim, black eyes, normally wares simple shirts and pants with the occasional dress every now and again.
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Wed Apr 23, 2014 2:24 am

Name: Honoka
Age: 14
Sex:F
Race: Human

Elemental School: Air with a potential secondary of water this manifests itself in her primary skill of creating a feeling of empathy in others towards her She is able to create fog which allows her to hide from and elude enemies. She is not well skilled in magic and she doesn't really understand that she possesses the ability that she does, she thinks she may be haunted, cursed or has an insane guardian. Generally, after casting fog she finds herself in a 'fog' unable to focus as if she was having an ADHD/Bi-polar episode. When she casts wind, she gets ill. She also tends to get migraine-like headaches after casting anything new or anything she hasn't cast in a long time.

Notable equipment: Around her neck she wears a white tear drop shaped necklace. She wears a tunic that covers just at the upper thigh, a belt,  low soft boots. She carries a sack with a few articles of clothing, a meager few pieces of bread and some gloves. In her belt is a small knife and tied to the belt is her coin purse. She carries a walking stick.

Bio: Born into a fairly destitute family, she learned she was going to be sold to slavers as a way for her family to pay off their debts. Before they could take her she ran off into the hills with a few slavers in pursuit. While hiding from them was the first time her magic skill manifested herself. She was extremely scared and wished for something to hide her from the slavers. As she was wishing a mist began to appear and after several minutes the mist became thicker, eventually becoming a fog as thick as milk. The slavers became disoriented and separated from each other. One of them fell over an embankment to his death, the others gave up and turned back. When they were finally gone, Hanako developed a really bad headache and she found concentrating difficult as her attention jumped from one thing to another. She spent most of the rest of that day sitting in her hiding place barely able to function mentally.
When her headache was gone and her adhd-esque (sic) state had dissipated it was nearly night. She lifted herself off the ground and staggered back in the direction of home. When she got close to home she could tell something was amiss and when she could finally see her house she realized it had been sacked and her family was gone leaving her alone. She searched the house and found some of her belongings (clothes and a stuffed rabbit) and while searching she also found a few coins under a floorboard on the porch.
She wandered for a few days until she came to a shack owned by an old man who told her she had 'the gift' though he never really said what the gift was. He talked as if he knew about her which unnerved her a bit. Finally he told her she had to go, that her pursuers would soon arrive and take her if she didn't go. He gave her some food, a few more copper pieces and a necklace with a clear tear drop shaped bead on it. He told her it would help her and he made her promise never to sell it or let it out of her sight.

That was about 18-months ago and she has survived mostly by her wits. She has bartered, bought and sold things to help her survive. She has met a few people along the way that have helped her; Provided directions, gave her food, provided a place to sleep, sheltered her from a storm or two and so on.
There has been a time-or-two when she has been accosted by others, usually men, and she has been forced to flee. Often, while in hiding the fog has reappeared along with the headache and the unfocused behavior afterward - though the severe headaches last shorter periods each time, but the difficulty in focusing and the hyper-emotional behaviors stay. She is pretty sure that she is somehow able to make the fog and it has something to do with her fear and hiding. She has yet to be able to make the fog happen on command.
There have been rare moments when she's been cornered by someone and she's trapped that she's somehow been able to convince them to take pity on her and let her be. This has only happened a few times and has only occurred when she is in serious danger. And it too causes her to act strange; Only this strangeness manifests itself as feeling like she can accomplish anything. When this occurs, the effects often last for a few minutes and totally wipe her out for hors, one time she was barely functioning for over a day.

She was being chased by two slavers when she ran into a field after harvest. She lungs were aching and she finally dropped too tired to continue. When she turned to see where the men were a giant wind kicked up blinding the men. One of the men actually lost an eye when part of the corn tassel lodged in his eyeball. They were forced to turn around, which was fortunate for Honoka, for after the wind died she had a throbbing headache that left her unable to move or think straight for almost a day and a half.

She has spent a significant amount of time alone. The betrayal by her family still stings, but at the same time she worries how they are. She is suspicious of others, mostly male adults as they have caused her the most grief, but she's suspicious of adults as a rule (and to her adults are anyone 19 or older)
She is on the outskirts of Sommerset making her way toward the city.

Description: Long black hair that hangs to her thighs. Slitted hazel eyes. Almond colored skin. Thin. Short


Last edited by desertedalley on Wed Apr 23, 2014 2:41 am; edited 2 times in total (Reason for editing : Forgot description)
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Wed Apr 23, 2014 3:00 am

Up to 4 players. Very nice
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Fri May 02, 2014 12:25 am

Name: Arroun
Age: 15
Sex: Male
Race: Wildling (Wildcat)

Elemental School: Fire

Other Skills: smithing and other metalwork, acrobatic, stealth, brawling, woodcraft, and hunting.

Description: Arroun is a slender youth, lithe and smoothly muscular, if a bit short by human standards. His hair and the fur of his tail appear greyish tan, but up close, one can see dozens of shades speckled throughout, from brown to nearly white.  His large ears are tipped with black, with a white and black flash on the back. They flick constantly, his green eyes often following when some small noise catches his interest. His long, heavily-furred tail is decorated with whorls and rings of dark grey. His skin is lightly tanned. He usually wears a loose grey shirt, open at the chest, and a pair of dun trousers.


Notable equipment: A dark iron collar with no seams or decoration, always worn around his neck.
A simple sling of soft leather, worn around the wrist with a stone in the pouch.


Bio: Orphaned at an early age, and raised in turns by the womenfolk of his tribe, Arroun had little supervision to stem the growth of his rebellious streak. By his tenth summer, his light-fingered ways made him an outcast among his tribe. His thieving and constant fighting with the other children of the tribe had made him a village nuisance, unwelcome except in the houses of a few kind-hearted elders.

His idle malfeasance, and his life among his people, came to an end in his twelfthth year. He was caught in the act of lifting a young warriors prized knife from his belt, and pursued through the village. The enraged warrior caught him up by the village potter's lodge and beat him viciously, taking a stick to the thieving boy. Bloodied and battered, stunned by a blow to the head, Arroun felt the heat of the potter's kiln and reached out, unknowing of his power. The blast flattened the warrior, the potter's lodge, and several other nearby lodges.

The elders of the tribe, fearful of his new power, elected to cast him out, sparing his life only for fear of the ruinous bad luck said to befall those who harmed the mage-born. Scarcely able to walk, he was banished; harried from his home with nothing more than his clothes and a small knife.

Arroun survived his time alone in the wilds, though barely, and found his way into human lands. A short stint with a gang of hooligans in a small town ended in a bloody massacre and another fire, Arroun escaping with a singed tail and a healthy new fear of human watchmen.

Another town found Arroun in the employ of an old smith, a man fond of blacksmiths puzzles, but otherwise of little account. Arroun served him as errand boy and bellows-pumper, and felt out his growing powers in secret. The forge fire fed his spells in the night, and concealed the results. He slowly learned the ways of iron, carefully touching the works of his master with his powers. Those tools he touched were stronger, harder, and possessed of an inner warmth.

Over the next years, his spellery earned his master an undeserved fame for his workmanship. The old man's ego grew, believing his own art to be the cause. He took on new helpers, and soon noticed that his work weakened when Arroun was away from the bellows. The old man soon confronted Arroun, trying to draw out a confession and a promise of service in exchange for silence. Arroun consented, seemingly cowed by the man's threats and great strength. That night, he stole away, taking with him the only possession that was ever truly his; a collar of iron, made of scraps, forged in the heat of his own magic.

Eventually, Arroun made his way to Summerset. There he shelters among the rooftops, selling his own art; blacksmith's puzzles of surpassing craft, constructed of what scraps he can scavenge, forged with his magic, and unaccountably warm in the hand.

Beside his own craft, his exotic race has earned him the attention of a few of the fairer sex, and of the fairer class. Northern wildlings being rare in Summerset, his tufted ears set him apart as something desirable to the indolent merchant's wives of the city. More than once, he has spent a hazy night in the arms of a wealthy older woman, her husband absent on some long trade voyage, drunk on the aftereffects of crafting some particularly intricate treasure to decorate their mantle and confound their guests.

Between his craft and the bounty he receives during his... "dalliances", Arroun often has more money than he knows what to do with. Just as often, he figures out what to do with it, and thereafter has none. Responsibility has never been his strong suit, after all...


Last edited by FluxAscender on Sun May 11, 2014 1:05 pm; edited 2 times in total
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Fri May 02, 2014 8:26 pm

Hooray! We got a new guy! Were actually at a good point for you to jump in! Feel free to ask any questions!
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Sun May 04, 2014 9:44 pm

OddandOdd wrote:
Hooray! We got a new guy! Were actually at a good point for you to jump in! Feel free to ask any questions!

Heh, technically, I'm an old guy. I was part of the first attempt at this concept on another forum. I'll catch up on the newest posts, then figure out my intro.
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Sun May 04, 2014 9:51 pm

I see! Sorry about that now I feel silly! .>. But it is great to have another on this story!
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Thu May 08, 2014 6:30 pm

Just one detail to clear up: Arroun doesn't actually work as a smith in Summerset. He worked FOR a smith elsewhere, but was never more than an apprentice. In Summerset, he's just a roving scoundrel with a knack for making metal puzzles, and funny-looking markings on his ears and tail.
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Thu May 08, 2014 7:01 pm

Oops. Maybe she just saw him act as a smith and thought he was one?

I greatly apologize because now I feel even sillier! >_<'
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Sun May 11, 2014 3:20 am

rpannier move your post out of the RP and into here!

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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Sun May 11, 2014 12:14 pm

I spent an HOUR last night writing a post, POSTED IT, and now it's not here... Has this ever happened before? Was there any maintenance done last night or this morning? WTF?
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Sun May 11, 2014 12:49 pm

As you can see piko's doing some theme changes, but I have no idea why your post didn't post.  Neutral 
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Mon Jul 28, 2014 6:48 pm

Hey, guys, sorry I haven't been on lately. On the 13th, the camper I was staying in was hit by a microburst (sudden, tornado-force straight-line winds) and rolled several times. I got thrown around and banged up pretty good, but I'm already on my feet and almost ready to go back to work. A lot of my stuff is obviously gone, including my computer, but everything including me was insured. New computer is already on the way, and should be here in about two weeks. (I'm having a laptop customized. Takes a week or so to get it ready.)

I'll try to get a post up in Asthera sometime in the next couple of days. Hopefully Ezekiel will turn up soon, too.
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Tue Jul 29, 2014 7:56 am

Whoa, you ok?! Glad to see your okay!

Don't worry though, you havn't missed much Ezekiel's been out of internet and we've just been kinda sitting here.
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Tue Sep 30, 2014 12:11 am

Hey everyone. Odd's computer is broken and wont be fixed for awhile.

_________________
The night is dark and full of terrors.

“Hurt spreads and grows and reaches out to break what’s good. Time heals all wounds, but often it’s only by the application of the grave, and while we live some hurts live with us, burning, making us twist and turn to escape them. And as we twist, we turn into other men.”

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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Tue Sep 30, 2014 10:21 pm

Thanks for the info
Was wondering what happened
Odd is a good rper
We can/will wait
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PostSubject: Re: Asthera: Character Sheet, Explanation of Magic, etc   Tue Nov 04, 2014 7:03 am

ACK sorry everybody! My comp blew up, then my internet blew up, then I forgot my password! I'll reply right now.
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