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- It turns out, magic is a very dangerous thing. Especially when you throw in God-like beings into the mix. As time went on, these Gods constantly waged war amongst each other, and due to their great power, far too much collateral damage had occurred. Their destruction could span across small towns, to countries, to worlds, and in some cases, even whole galaxies.
- Not wanting to risk the threat of ravaging the entire universe, a group of powerful entities joined together to create a council designed specifically to solve these disputes without risking damage to the universe as a whole. These entities began to conscript other powerful entities that would be strong enough to do battle among each other, and would represent different sides of different warring factions. Whenever a war was on the verge of throwing out, the council would intervene, gathering the selected conscripts to represent a different side of the war.
- These conscripts, called Chess Pieces, would then be placed in a small enclosed area, where they combat each other on a much smaller scale. Less destruction results, and what could potentially harm the world is kept on the scale of a small province, at the very most. The victory conditions that must be followed are decided by the council, but usually focus around controlling a certain point for a certain amount of days on the area rather than death matches, so's to keep casualties low. Still, due to the nature of war in general, being a Chess Piece is a dangerous job.
- Your character just so happens to be one of these entities that were selected by the council as worthy enough to serve the countless warring factions. Note that joining the council is usually a willing decision, meaning that your character most likely willingly joined. (which is reasonable, as the council provides high pay towards everyone that does their job.)
- The conscripts are called Chess Pieces. They are divided by rank to determine their experience, and though the council fervently denies otherwise, power. The ranks go from:
- Pawns
- Rooks
- Knights
- Bishops
- Kings/Queens(depending on gender)
- Name:
- Class:
- Age:
- Appearance:
- Armour/Apparel:
- Weapons:
- Equipment:
- Reason for joining the council:
- Backstory:
- 'Class': There are different classifications that the council likes to divide the pieces in. A healthy team of Chess Pieces usually has a pretty diverse group of classes. Chess Pieces can sometimes be a hybrid between two classes.
- Fighter: Fighter classes are self-explanatory. They're capable of up-front combat, and sometimes make excellent leaders for smaller soldiers on the battlefield.
- Wizard: A spell-based class that's capable of creating offensive effects or enchantments. Wizards usually rely more on powerful effects that wear down enemies from afar.
- Assassin: A relatively feared class that's adept at dealing heavy damage from out of nowhere. Generally speaking, assassins rely on being slippery or completely unseen.
- Control/Support: Controllers are powerful classes that are almost always required to make up a decent team of Chess Pieces. The Control class focuses around manipulating the land/area itself to aid their allies and, potentially, hinder their foes. A control class usually has to be relatively careful with their abilities, as most focus around improving the land around them for their allies. (which could, potentially, be seized to help their enemies.)
- Conjuror: Typically considered a mix between Control/Wizard, Conjurors, also known as Summoners, focus around weaving things into creation to be used by their team. Most often, conjurors focus around summoning minions and creatures to do their bidding, allowing them to sit back while their minions do most of the dirty work.
- Other: If you somehow dont fit any of these class descriptions, let me know.
- Abilities/Spells: Unique, game-changing powers/effects that your character can use to influence the battlefield. Each ability usually requires a certain resource to tap into or gather, or has a decently sized cooldown before it can be used again.
- Your character is allowed to begin with three abilities.
- 'Limit Break': Whether by tapping into a special once-per-day technique, or by using a powerful technique the council limited you from using too often, your character begins with a special ability called a 'limit break'. Limit breaks are essentially your character's trump card; they're powerful abilities that can potentially change the flow of battle.
- A limit break varies in how it's activated, but typically requires either a great amount of resources, or has a significantly long cooldown. Most of the times, both.
- Summoning:During the beginning of each battle, the heroes begin on opposite sides of the area from each other. Each hero is provided a special summoning portal that allows them to summon certain minions relating to them from that world, through the use of certain resources. DM Will explain to you the units your hero has available, as well as what resources you should rely on.
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