Hybrid games are now allowed on Myth Weavers without permission. A hybrid game is defined as a game that may be played through other means, but which uses Myth Weavers resources such as sheets or an OOC forum.
Games which do not utilize Myth Weavers resources in any manner are still prohibited and ads for such will be removed.
I am seeking 1 player to join a group that includes a cleric, druid and swordsage. I am looking for a mage or skilled character (bard, rogue, you get the idea). You are free to create NPCs within reason (teachers, parents, siblings, partners, ect) while writing your back stories, but if you give yourself the legendary Excalibur that you won in a game of poker, you might not get in :P
Books: I have almost all except setting books, but if there is something rare you want to use... Let me know what book you are looking in.
Level 3, 32 point, Gold standard (no more then 1/2 on one item)
LA +1 (if you ask me about it first)
Description: 1+ paragraph
Personality: 1+ paragraph
Back story: 3+ paragraphs
Roleplay sample (game you are in or small in character sample (or write your backstory from your character's perspective, be creative), just something so I can see your writing style)
It was almost 300 years since the world ended, or so the elders say. It started with what they called the first of the superbugs... No vaccine or cure could be found to fight it. One by one, the medicines of the world seemed to stop to function, and a hundred years of medical knowledge seemed to slip out the window. Than machines started to break down... From the most complicated of supercomputers to the lowest of little gizmos that people seemed to take for granted. The large cities became death traps, as those whose skills were more suited for the office struggled to make it in this new world.
It is said that close to 6 billion people died that first year alone, and humanity itself seemed to be heading on the fast track to extinction. No one knew why this happened... Some suspected that God had abandoned the world, either through our own choices or from giving up on mankind. Governments all over the world broke down, factions split off in a desperate struggle for survival.
275 years ago was the first known occurrence of magic. While rumors say that it was someone in the middle east, it spread throughout the world like wildfire. No one was sure why some had the gift for the arcane, but these early mages were worth their weight in gold.
Fifty years later, the gods arrived into the world. At first people were sceptical of these new powers, clinging to the faith of their grandfathers. As the years stretched on, the temples of Pelor and Boccob seemed to become as easily locatable as the churches and temples of old.
It is about this time that people started to notice that humans did not the only ones on this planet. Maybe they had always been here, hiding in plain sight... Maybe they are how people mutated to adapt in this brave new world. Those who fled to the mountains were said to become what we know as dwarves, Elves to the forests, and all numbers of other variants upon the human condition.
The cities of old are little more than ruins now... Many of what had once been thriving metropolises became little more than wastelands, where little more than dangers await those who are willing to delve for treasures of the past.
The year is 238 NE, and a story of new heroes is about to begin in a little fishing community called Issaquah the end edges of Lake Sammamish... Though the original meanings might be lost unto the sands of time, the names held.
Name: Shana Clearwater Class: Rogue Race: Elf Alignment: Chaotic Good Description: On a normal day, Shana wears a tight black tanktop with matching shorts. White clothes accompany this in the form of a skirt with slits for easy movement, sleeves with lengthy amounts of cloth at the elbows, and boots that nearly reach her knees. Her skin is tanned from many years spent outdoors more often than being inside. A red tattoo on her right shoulder stands out from her low-cut shirt. Her silver shoulder-length hair has a yellow flower on the left side, one that compliments her blue eyes well. She also keeps a black cloak that she covers herself with when relying on stealth, as otherwise her normal attire would stand out too much amongst the shadows.
Personality: To people she has just met, Shana does her best to make herself seem unapproachable. She speaks shortly and tends to have more unpleasant rather than encouraging words. But she can only keep this up for so long. When spending time with others, she grows attached to them even if she does not want to, to the point that she would do whatever necessary to help them out. Another tip off to her true feelings is how she reacts when someone is in trouble. Shana usually will go out of her way to help such people, even if she denies after the incident that she was concerned. She does not steal as much as she used to, restricting herself only to people she views as truly vile. Even so, her skills in areas such as pickpocketing and sneaking into locations are above average. Backstory:
@Celtic: I will try to get you feedback later tonight or tomorrow.
@silverwolfer: I am going to say no for the reason that there is a cleric of Pelor in the group... And they tend to raise their holy symbol at the undead by default, and a turn check would probably make for an unhappy bone knight. I do want who I select to be able to enjoy their character, and constant conflicts like that might make for a harder time enjoying the game.
@Silverwolfer: I hear you, and I know that stupid D&D stereotypes suck... But they are there and turn checks are kinda closest first and at melee range. If you wanted a few other ideas on things I seldomly see that might be interesting to play...
1) Catfolk (Races of the wild): I am partial to the kitty folk, they are fast, sneaky, and able to put arrows on a target quite adeptly
2) Kobold (Races of the Dragon): There is this joke my brother told me once about the Kobold Death Squad... No one expects a 2 foot tall lizard like thing to be a threat.
3) Bloodlines (Unearthed Arcana): Celestial looks like it could be fun for roleplaying purposes... Or even a random bloodline if you wanted to leave a few traits unknown until the fates have spoken.
4) Barer of a weapon of legends... almost (Weapon of Legacy): You could be on a quest to restore a weapon of ages long sense past. Of course, the weapon itself has seen better days.
One of the things I enjoy is roleplaying over rollplaying... The LA doesn't matter as much to have a good time. I played a catfolk cleric of Obad-Hai who called herself a druid. She is still my favorite years after I have last played her...She wasn't the strongest, but she was an awesome character.
4) I enjoy roleplaying more then rollplaying, so I can see said weapon getting better in determined hands if roleplayed out
3) True, and its always fun to be different.
2) True.. And no one expects the Spanish Inquisition.
1) I do not have dragon compendium, so I think I am going to say no. Sorry.