Character Build Test FormYour Name:* First Last Email* Your Age:*12 and under13-1718+Character Name* What do we call you? Character Gender:Please SelectMaleFemaleNeutralCharacter Age:Please enter a number from 0 to 5000.Character Weight:Please enter a number from 0 to 5000.Character Height:Please enter a number from 0 to 5000.Character Origin:Please Select:EarthDaervynMinerethFarkath VilgaLanae'tuMinerethOfuriaSelnataTempestiaVaporVayleThe Syndicate is broken up into 10 planes, or worlds. A Google folder of all planes may be found here for study. Plane selection will change list of available "native" races.Character Race:Please SelectHumanHigh ElfWood ElfDark ElfHigh FaePixie/SpriteGnomeDwarvefCharacter Race:Please SelectHumanDwarvefCharacter Race:Please SelectHumanCharacter Race:Please SelectHumanSea ElfCharacter Race:Please SelectKudakínTurkathCharacter Race:Please SelectShadow ElfCharacter Race:Please SelectHumanHigh ElfWood ElfDark ElfHigh FaePixie/SpriteGnomeDwarvefCharacter Race:Please SelectSelenadeVrachide (Anavrachide)Character Race:Please SelectHumanCharacter Race:Please SelectHumanHumans are not to be underestimated. Variable in appearance, skill and plane of origin, humans are the most versatile race around. The 5 foot tall woman can wield a broadsword and the 6 foot tall man can be a healer. They may not look like much, but when pushed, they will fight and fight hard, either with words or the sword, to protect that which they cherish. Strengths: Weapons Proficiency: Every Human may choose to start their Favor Sheets with Proficiency 1 and 2 in one weapons class (Example: Proficiency 1 and 2 in Light Blades, Heavy Blades, etc.) Blood Traits: Humans are one of the 4 races that can take blood traits as optional character flavor at the beginning of the game if they so desire. Blood Traits include but are not limited to: Blood Wolf/Fox, Dream-walker, Born of the Music etc. If you choose to take a blood trait at the beginning of your character creation, you forfeit 5-10 (depending on the trait) of your 10 starting favor. If you do not start with a blood trait and want one later, you will have to quest for it. PLEASE NOTE: Blood traits are often times plane specific and require the permission of a Planar Architect and Shaman to play. Weaknesses: Basic: Some people think being a human is boring, but I’m sure you’ll prove them wrong.A smaller and more mischievous offspring of the High Fae that specialize in playing tricks, often malevolent, on lesser creatures. They are creatures of the moorlands and crave open lands as opposed to the forests of their ancestors that rest between 2-4 feet in height have pointed ears, natural hair colors, and large green eyes. Some say their eyes are green because of the greedy and envious nature of the pixies. Their tricks become much crueler if there’s a prize waiting for them at the end.High Elves contend with the High Fae as one of the oldest races in existence, and this brings the Elves great pride. They have a highly developed society that relies heavily on bloodline and the upkeep of their history. These beautiful and graceful creatures have mastered the use of light magic and have become an example to all those wishing to master the healing class. Most High Elves are 5-7 feet in height with pointed ears, pale skin, and white or metallic hair colors. They have natural eye colors.Less prideful then their high born cousins Wood Elves have a closer relationship with nature and other races like Humans and Fae. Animals are their kindred spirits and live closely with the elves, though the animals aren’t near as friendly as they are with Dryads or Nymphs. The wood elves have long been renowned for archery and earth magic. Their looks have adapted to their preferred environment and most Wood Elves stand around 6 feet tall, have natural hair colors, pointed ears, and are lithe and slender. Not all the elves had a tendency for the light healing magics of their ancestors, some preferred the darker variety. After many centuries this perversion of the elven societies became unrecognizable from the traditional elf and dark elves were born. These elves are stealthy and malicious creatures that use their powers of persuasion to steal and cheat the ‘lesser races’ which, to an elf, are all races besides themselves. They thrive in the night and are often sharply intelligent. Dark Elves often have darker skin tones, black, brown, or grey eyes and hair, pointed ears, and slightly clawed fingernails.Tall and ethereal creatures with a close tie to the natural magics and a wide variety of appearances that reflect the environment they were born in. They are a proud and arrogant race that are not capable of lying and take deals struck very seriously. High Fae are often 4-7 feet in height with metallic eye colors, slightly clawed fingernails, and oval shaped pupils. Their hair colors vary greatly including all natural colors and even some unnatural colors like blue or green. One of the oldest races in existence, some even believe the fae gave rise to other ancient races such as the elves, but who can know for sure… Like the Pixies, Gnomes are a playful and less hard offspring of the Fae, but, unlike the Pixies, Gnomes are more inclined to benevolent and joyful behavior instead of tricks. Whereas their ancestors were more familiar with the forests, Gnomes love the ground nearly as much as the dwarves, they often tunnel into the ground to build their homes. Just slightly taller than their Pixie brethren, Gnomes stand around 3-5 feet tall with light brown skin, brown or black eyes, and brown hair. They’re short, filled with insatiable curiosity, and they aren’t afraid of getting in trouble to sate that curiosity. Gnomes are the only Fae race capable of lying.Short and stocky, Dwarfs stand around 4 or 5 feet tall and, unlike the pixies of similar height, are a broad shouldered and tough race. The Dwarfs have a culture revolving heavily around the mining than smithing of valuable metals or gems that has bred a people who are thick skinned, blunt, and skilled with wielding hammers. They are often bearded, and their skin, hair, and eye colors are natural (largely shades of brown and black).Weapon Proficiency 1: Light Blades Heavy Blades Polearms Unarmed Bows Shields Bludgeons FirearmsParry 1: Once per round, when someone declares they are going to attack you during the declaration phase, you may immediately declare you are going to parry that attack. For those who you parry, you may roll an attack roll against their attack roll during the action phase. A character cannot parry if they are not able to attack this turn or if the target of the parry is out of range. If you declare a parry, your attack is cancelled in favor of the parry(ies).You may pay 1 mana to attack an additional opponent. You may do this more than once each round.Once per turn when someone attempts to enter melee from out of reach, you may stop them from doing so by making a weapon attack against them. If you hit, you do not deal any damage, but their movement fails, wasting the action they attempted and they remain in out of reach. You may do this regardless of any other actions you have taken in a round.Toss Away: All Unarmed weapons gain the Melee weapon ability. When an opponent attacks you, if they roll 5 or under your armor score, that attack is Reprimanded, this only affects melee attacks. Players attacking from the ranged or long distance areas of engagement are only reprimanded on natural 1 rolls.Long Shot: Longbows gain the sniper weapon ability in addition to their previous abilities Players attacking from the ranged or long distance areas of engagement are only reprimanded on natural 1 rolls.Reactive Blocking: You may change your action to the block action at any point during the declaration phase.Limb Breaker: When you roll a critical, You break one of the limbs of the target. (Reference broken limb on effects table.)Adrenaline: You may attack up to two targets while using a pistol as long as they both are in melee rangeWeapon Proficiency 2: Light Blades Heavy Blades Polearms Unarmed Bows Shields Bludgeons FirearmsImbue Blade: You may spend a full round action to cast a spell you are able to cast into your weapon. If that weapon strikes an opponent by the end of your next turn, that weapon deals the effects of the spell to that opponent in addition to the damage of the weapon. Otherwise, the spell expires. Additionally, spells with variables that depend upon health or level will use 1 for that factor when dealt from the blade. Clarification: When damage and effects are calculated, if the weapon attack is a hit, the spell effects will occur first and then the damage from the blade. Phalanx 1: Once per turn when someone attempts to enter out of reach from melee, you may make a weapon attack against them with a +2 to hit. You may do this regardless of other actions you have taken in a round.Snatch Thrown Blade: All Unarmed weapons gain the Melee weapon ability. When an opponent attacks you, if they roll 5 or under your armor score, that attack is Reprimanded, this only affects melee attacks. Players attacking from the ranged or long distance areas of engagement are only reprimanded on natural 1 rolls.Near Shot: Shortbows and Crossbows gain the Close Combat weapon ability in addition to their previous abilities.Tower 1: Whenever you use the blocking weapon ability, you and an ally you select in melee range receive a +2 to Defense ScoreMinor Concussion Strike : Whenever you make a successful attack, the target loses 20% of their AC, rounded up, until the end of the next round.High Caliber: Whenever you roll a critical with a Rifle or a Musket, you roll an extra d10 to the attack instead of a d6.About your CharacterTell us a little about character.