Free Lance has under gone several major changes with in AotMC for reasons of complications with the rules. Free Lance is meant for experienced role players who wish to expand the power of their character within AotMC or for those who wish to join the forum without joining a guild. Those wishing to join Free Lance will be expected to show some form of work effort to obtaining their various abilities. Free Lancers may be of any class, but if they are going for assassin, wizard, priest, or knight, they must start at the starting class of these and work to get the higher titles. Other classes that a mun might consider creating are monk, paladin, druid, barbarian, ranger, ninja, and so on in that fashion. As these other classes do not have starter classes, to gain higher classes and their abilities, the character will have to pass a test. See TheRaptor4 for more information on testing.
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What is a
Free Lance characters in AotMC have a twist that most forums do not have. Free Lancers may have special powers chosen by the mun, and those powers will be recognized by AotMC if the Free Lancer is approved. Below is a listing of all powers that a Free Lancer may gain. If you come up with a new power that could be added to the list, then send it to TheRaptor4 for approval. If your ability is placed on the list, then your character may also receive it.
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Free Lance Powers:
Besides normal class powers, each character may have special powers that are only granted to them. At every 5th level the character will receive 5 non combat ability points. At every 10th level, they will receive 2 combat ability points. Combat ablates are those powers that may be used during a combat (match, AA, ect.). Like wise, non combat abilities are powers that are used in everyday role playing or in non combat specialties (black smiting, potion making, ect.). Points are to be spent on the powers listed below, but a mun does not have to spend all his/her points if s/he so wishes to. Some abilities do cost more than one point, so be sure to take this into consideration when choosing powers. All Free Lance characters will be listed in the roster . The muns of characters may opt to create their own web page, but AotMC will be keeping close watch over it and the mun is expected to keep up with updates. If the mun decides to let AotMC handle it, then all that will be listed on the page are SN, character name, picture (if desired), class(es), level of the character, and abilities. This web page will only be updated every five levels.
A. Combat Abilities:
These are abilities are for any and all classes. You are permitted to mix and match these to create new classes or to expand on existing classes. Remember, if you start to pick up magic user, rouge, or cleric abilities, you will be tested on these. There will also be a test to use abilities that are for wizards, assassins, and priests only. These abilities may be used in matches only if it is specifically stated that free lance is allowed before the match starts. Free Lances, no matter what their class, will be handled as thought they where of the normal, starting class. They must gain the abilities of those in guilds by using points. Thus, the combat or non combat class name that they give themselves is irrelevant to what they are. Mages can pick up the +10 mana by getting spell craft. Warriors can pick up the weapon bonuses by getting armor and weapon mastery. And so on in this fashion. Remember, free lancer's will not automatically gain the upper level classes, but they have the ability to earn them.
~*~ General ~*~
Alertness ~ 1 ~ minus 5 sides to someone trying to TA , AA, or CA your
Set Snares ~ 2 ~ + 5 sides on a dice when rolling to CA a character. (To note, all characters can preform a CA regardless of having this feat or not.)
Looting ~ 2 ~ + 5 sides on a dice when rolling to TA a character. This also give a character the ability to preform TA's.
Camouflage ~ 2 ~ + 10 sides on a dice when rolling to AA, TA, or CA a character. This also give a character the ability to preform AA's. (Must have Looting and/or Set Snares prior to Camouflage. Camouflage is collective with Looting and Set Snares. If a character has Looting and/or Set Snares, they will have a + 15 sides when performing a TA or CA, respectively, but only a +10 to AA.)
Back Stab ~ 1 ~ 1d extra die roll given in a match. Must be declared and rolled separately from initial attack. Must also have Looting and/or Set Snares prior to Black Stab.
Extra Back Stab ~ 2 ~ 2d extra die roll given in a match. Must be declared and rolled separately from initial attack. Must have Back Stab prior to Extra Back Stab.
Sneak Attack ~ 2 ~ Mock AA may be performed in the middle of a match on any character. The attack will follow normal AA rules. The character must Must have back Extra Back Stab and Camouflage prior to Sneak Attack. The assassin must also have a mock left for the week before performing the AA.
Chanting ~ 2 ~ +5 on dice when rolling target number to cast a spell.
Casting ~ 1 ~ +10 on dice when rolling target number to cast a spell. (Must have Chanting prior to Casting. Casting will over ride Chanting.)
Spell Craft ~ 2 ~ +10 mana during combat.
Diagnostics ~ 2 ~ +5 to your dice when healing once during combat or 1d5 healing to anyone outside of a combat situation.
Herbalism ~ 1 ~ +10 to your dice when healing once during combat or 1d10 healing to anyone outside of a combat situation. (Must have Diagnostics prior to Herbalism. Herbalism will override Diagnostics.)
Disease Lore ~ 1 ~ + 5 on dice to a cleric when setting a disease or removing a disease. (Must have Diagnostics prior to Disease Lore)
Curse Lore ~ 1 ~ + 5 on dice to a cleric when setting a curse or removing a curse. (Must have Herbalism and Disease Lore prior to Curse Lore)
Cure Vamp ~ 2 ~ +10 sides on a dice when rolling to Cure Vampirism on a character. (Must have Herbalism prior to Cure Vamp.)
Raise the Dead ~ 2 ~ +10 sides on dice when rolling to Rezz a character. (Must have Herbalism prior to Raise the Dead.)
Armor Apprentice ~ 1 ~ any armor already enchanted an extra +1 to them during a match.
Armor Master ~ 2 ~ any armor already enchanted an extra +2 to them during a match. (Character must have Armor Apprentice prior to Armor Master. Armor Master will override the effects of Armor Apprentice.)
Blade Apprentice ~ 1 ~ any weapon already enhanced gains an extra +3 to them during a match.
Blade Master ~ 2 ~ any weapon already enhanced gains an extra +5 to them during a match. (Character must have Blade Apprentice prior to Blade Master. Blade Master will override the effects of Blade Apprentice.)
Escape ~ 1 ~ Character receives a +5 to dice when fighting in a RM.
Fearless ~ 2 ~ Harmless Sleep or Intimidation cannot effect your character.
Harmless Sleep ~ 2 ~ Target character losses 1d3 rounds during a battle. The target receives a saving throw of 2d20 and must score a 2 or higher to pass. The target may not be attack when under Harmless Sleep. (Once per battle.)
Hidden Power ~ 1 ~ draw out your inner power and add + 5 to your dice for one round. (Dice may not exceed d110)
Intimidation ~ 2 ~ Target character losses 1 round during a battle. The target receives a saving throw of 2d20 and must score a 2 or higher to pass. The target may be attacked when under Intimidation that round by the character who caused it. Once attacked, though, the target is no longer under Intimidation. (Once per battle.)
Life ~ 2 ~ +5 sides to dice any match you're in.
Memory ~ 2 ~ The damage you scored during the last round will count for this round. (Only once per battle and character may not roll their dice during that round. Also, this must be an 'natural' attack role. The only bonuses that will apply are weapon and life abilities.)
Endurance ~ 1 ~ Character has an extra 5 HP's during a battle.
Rejuvenation ~ 1 ~ Character has an extra 10 HP's during a battle. (Character must have Endurance prior to Rejuvenation. Rejuvenation will over ride the effects of Endurance.)
Resist Magic ~ 1 ~ Spells take 25% more Mana to use on you ((healing suffer - 5 sides on you))
Speed ~ 2 ~ character attacks twice per round. (Only once per battle. Also, this must be an 'natural' attack role for the second attack. The only bonuses that will apply are weapon and the ability life.)
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B. Non Combat Abilities:
These are abilities that can be picked up by almost anyone. Abilities that are found in the black smithing and potion making categories must first have characters that are registered blacksmiths or potion makers. Everywhere the word Check is seen in the general section, it means that a character and a target character must roll 1d of their AotMC. The character with the ability will gain an extra +5 to their dice, plus 5 sides for any other abilities that would reasonably contribute to this one. Highest roll wins. If the target has abilities that would give them better odds against the character or the target has that very ability the character is trying to test against, then the target will gain a + 5 sides for each ability. (Example: The character Tim has 4d50. He has the ability of Juggling and Throwing. Another character, Jane, attempts to throw an item at Tim. Jane has 4d60 and the ability of Throwing. Jane would gain +5 sides to her dice because she has the throwing ability. Thus, Jane would roll 4d65. Tim, meanwhile, has two abilities that would help him, so he would gain a +10 to his dice and roll a 4d60. The highest roll of these two would win.) Also, if, for SL or reasons other wise, a check would be useful, then it may be required. Check may be voided if a target is willing or there are special circumstances. Remember, this is role playing, not all possible events can be seen until they are gotten to. Please use your best judgment on when using and not using the abilities. Also, if a mun shows a poor ability to play a trait, then that character may lose it, so chose what would fit your character, not just you.
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~*~ Black Smithing ~*~
Black Smithing ~ 2 ~ + 5 sides on a dice when rolling to make a weapon
(Note: This is not for siege weapons).
Armorer ~ 2 ~ + 5 sides on a dice when rolling to make armor.(Note: This is not for siege weapons.)
Weapon Smithing Crude ~ 3 ~ + 10 sides on a dice when rolling to make a weapon or armor. (Character must have Black Smithing and Armorer prior to Weapon Smithing Crude. Weapon Smithing Crude will override the effects of Black Smithing and Armorer.)
Weapon Smithing ~ 3 ~ + 10 sides on a dice when rolling to make any kind of weapon, even siege. (Character must have Weapon Smithing Crude prior to Weapon Smithing. Weapon Smithing will override the effects of Weapon Smithing Crude.)
Stonemasonry ~ 3 ~ + 5 sides on a dice when rolling to make a siege wall or gate for a castle.
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~*~ Potion Making ~*~
Brewing ~ 2 ~ + 5 sides on a dice when rolling to make a potion.
Alchemy ~ 3 ~ + 10 sides on a dice when rolling to make a potion. (Character must have Brewing prior to Alchemy. Alchemy will override the effects of Brewing.)
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~*~ General ~*~
Acting ~ 2 ~ Character has the ability to act like others. Check
Agriculture ~ 1 ~ Character has ability to farm.
Ancient History ~ 1 ~ Character has knowledge in ancient history.
Animal Noise ~ 1 ~ Character can make and identify animal noises. Check required if animal is a player character.
Animal Handling ~ 1 ~ Character can soothe and tame animals. Check required if against a player character.
Animal Training ~ 1 ~ Character can train an animal to do things. Check required if against a player character.
Animal Lore ~ 1 ~ Character has knowledge in animal lore and can make judgment calls based on this.
Appraising ~ 1 ~ Character has ability to appraising items for their worth.
Artistic Ability ~ 1 ~ Character has an ability to be artistic and creative.
Assimilation ~ 1 ~ Character has ability to absorb information (make a log) and then remember it clearly later.
Astrology ~ 1 ~ Character has knowledge in astrology and can make predictions based on it.
Boating ~ 1 ~ Character has the ability to make boats and/or has knowledge about boats.
Bureaucracy ~ 1 ~ Character has the ability to run a government.
Carpentry ~ 1 ~ Character has ability to plan structures and/or has knowledge about structures.
Cartography ~ 1 ~ Character has ability to plan and run events.
Cause Fear ~ 4 ~ Character has the ability to cause others to fear them. Check required for unwilling characters.
Cause Hate ~ 4 ~ Character has the ability to cause others to hate them. Check required for unwilling characters.
Ceremony ~ 1 ~ Character has ability to perform ceremonies.
Charioteering ~ 1 ~ Character has ability to driving chariots.
City Familiarity ~ 1 ~ Character has knowledge of how typical cities are laid out and feel conformable in them.
Cobbling ~ 1 ~ Character has ability to make shoes.
Con Artist ~ 4 ~ Character is good at convincing people whether truth or not. A check may be used if the lie or truth is strange or unconvincing. If the target character knows information prior to this that may affect their believing or not believing of it, then it must be a role playing call.
Contact ~ 2 ~ Character has ability to contact (IM) other characters to ask for help or other things. Check may be made if there are preventive reasons against this.
Cooking ~ 1 ~ Character has ability to cook and prepare food.
Cover Tracks ~ 1 ~ Character has the ability to cover their tracks after passing by an area. Check required if against player characters.
Craft Instrument ~ 1 ~ Character has ability to make instruments.
Crowd Working ~ 4 ~ Character has knowledge about how to make a crowd sway toward them. Check must be made by all characters in the crowd (room) that are paying attention to the character and that are unwilling. All characters only roll once for the check.
Cryptography ~ 1 ~ Character has ability to write in code. Check required if they are trying to read it.
Dancing ~ 1 ~ Character has the ability to dance.
Deep Diving ~ 1 ~ Character has the ability to survive in deep water without an air supply.
Detect Lie ~ 4 ~ Character has the ability to be able to tell when someone is lying or trying to trick them.
Detect Signing ~ 2 ~ Character has an ability to read singles. Check required.
Direction Sense ~ 1 ~ Character has an ability to tell where they are.
Disguise ~ 3 ~ Character has the ability to disguise themselves to look like someone else. Check must be made against unwilling characters.
Distance Sense ~ 1 ~ Characters has ability to tell how far they have come from a certain spot.
Dowsing ~ 1 ~ Character has the ability to seek out and find water even in the most hostile environments.
Enamor ~ 4 ~ Character has the ability to charm others. Check required for unwilling characters.
Engineering ~ 1 ~ Character has ability to tell how something was put together and what it might do.
Escape Detection ~ 3 ~ Character as ability to escape detection. Check required.
Etiquette ~ 1 ~ Character has knowledge in etiquette.
Falconry ~ 1 ~ Character has ability to train and raise falcons. Check if against a player character.
Fast Talking ~ 1 ~ Character is quick on their toes when it comes to talking. They do not have to sit and ponder what they wish to say next and tend to make little or no mistakes in talking.
Feather Fall ~ 1 ~ Character will fall like a feather if they should fall.
Fire Building ~ 1 ~ Character has ability to make a fire.
Fishing ~ 1 ~ Character has knowledge and ability to fish.
Foraging ~ 1 ~ Character has ability to forage for food.
Fortune Telling ~ 1 ~ Character has the ability to tell another character's future. Divine intervention of the muns may be used for this.
Friendship ~ 4 ~ Character has the ability to make friends with others. Check required for unwilling characters.
Gaming ~ 1 ~ Character has ability to play games and gamble.
Giant Kite Flying ~ 1 ~ Character has ability to fly giant kites.
Glassblowing ~ 1 ~ Character has ability to make hand blown glass objects.
Hide ~ 3 ~ Character has ability to hide from others. Check required, failed attempts mean that your character cannot be seen by this other character. All characters are to only roll their dice once.
Hold Breath ~ 1 ~ Character has the ability to hold their breath for an extended period of time.
Hunting ~ 1 ~ Character has the ability to hunt. Check must be made if against a player character.
Information Gathering ~ 4 ~ Character has the ability to withdraw information from people. Check required for each question that is asked of the target. Once the check fails, then the target knows that the character is trying to withdraw information from them.
Immune ~ 3 ~ No form of poison, including vampirism, can affect the Character. Check required.
Jousting ~ 1 ~ Character has the ability to joust.
Juggling ~ 2 ~ Character has the ability to juggle. Check may be required if character is trying to catch something thrown by the other character. Check required if vs a character with throwing.
Jumping ~ 1 ~ Character has the ability to jump up or down and then land properly.
Languages Ancient ~ 1 ~ Character has knowledge in the ancient languages.
Languages Modern ~ 1 ~ Character has knowledge in modern languages.
Languages Future ~ 1 ~ Character has knowledge of languages that may one day be formed.
Law ~ 1 ~ Character has knowledge in the law of an area or areas.
Legacy Lore ~ 1 ~ Character has knowledge in legend.
Local History ~ 1 ~ Character has knowledge of the history of an area.
Meditation ~ 1 ~ Character has the ability to meditate or lead others in mediation.
Military Tactics ~ 1 ~ Character has knowledge in war and other military tactics.
Mind Barrier ~ 4 ~ Character has protection against those that may try to enter their mind. Check required.
Mind Meld ~ 4 ~ Character can touch someone's temples can peer into the mind of another character easily or attempt to relax it. If character is unwilling, a check must be done.
Mining ~ 1 ~ Character has the ability to mine.
Monster Lore ~ 1 ~ Character has knowledge in the lore of monsters or other creatures.
Mountaineering ~ 1 ~ Character has the ability to climb and/or survive on a mountain.
Musical Instrument ~ 1 ~ Character has the ability to play an instrument.
Navigation ~ 1 ~ Character has the ability to navigate ships on the high sea.
Observation ~ 1 ~ Character has the ability to observe the things around them and then to make decisions based on this. Check required if against a player character.
Perception ~ 3 ~ Character has the ability to sense those things hidden around them or to tell if someone is near them. Check required if against player character.
Persuasion ~ 4 ~ Character has the ability to sway a single individual in their favor. Check required.
Poetry ~ 1 ~ Character has the ability to tell poetry.
Prophecy ~ 1 ~ Character has the ability to tell prophecies of other characters. Mun intervention may be necessary for this.
Psyche ~ 1 ~ Character has ability to walk though walls, save those that are magical or other wise preventive of this.
Quick Study ~ 1 ~ Character has the ability to study something quickly and then to retain that knowledge for later use.
Reading Lips ~ 2 ~ Character has the ability to read lips if words are not spoke. Check required.
Riding Sea based ~ 1 ~ Character has the ability to ride sea going animals.
Riding Airborne ~ 1 ~ Character has the ability to ride air going animals.
Riding Land Based ~ 1 ~ Character has the ability to ride land going animals.
Running ~ 1 ~ Character has the ability to run an extended period of time.
Rope Use ~ 1 ~ Character has the ability to use a rope properly.
Seamanship ~ 1 ~ Character has knowledge in how to live and work on a ship or cast out at sea.
Seamstress/Tailor ~ 1 ~ Character has the ability to make clothes and other items made of material.
Signaling ~ 2 ~ Character has the ability to signal to others so that most will not know what is being said.
Singing ~ 1 ~ Character has the ability to sing.
Soothing Voice ~ 4 ~ Character's voice can be use to calm down enraged or gone insane people or animals. Check must be made if character is unwilling.
Spelunking ~ 1 ~ Character has the ability to navigate and explore caves.
Storytelling ~ 1 ~ Character has the ability to tell stories.
Survival ~ 1 ~ Character has the ability to survive in strenuous conditions.
Swimming ~ 1 ~ Character can swim for an extended period of time.
Throwing ~ 1 ~ Character has the ability to throw an object accurately. Check required if vs a character with juggling.
Tightrope Walking ~ 1 ~ Character has the ability to walk tightropes.
Time Sense ~ 1 ~ Character has the ability to tell what time it is day or night.
Toxicology ~ 3 ~ Character has the ability to make a poison. Check required.
Tracking ~ 1 ~ Character has the ability to track game or others. Check required if against a player character.
Trail Marking ~ 2 ~ Character has the ability to mark trails for other to read. Check required.
Trail Signs ~ 2 ~ Character has the ability to read trail signs left by others. Check required.
Tree Climbing ~ 1 ~ Character has the ability to climb trees with less of a chance of falling out of them.
Tumbling ~ 1 ~ Characters has the ability to tumble out of the way of thrown/falling objects or when they fall from a distance. Check required when verses thrown objects.
Under Pressure ~ 3 ~ Character does well under pressure and doesn't lose their cool. Check must be made if this a character is trying to cause the character to lose their cool.
Ventriloquism ~ 2 ~ Character can throw their voice to a designated area. Check required.
Voice Mimicry ~ 3 ~ Character can mimic the voices of others. Check required.
Weather Sense ~ 1 ~ Character has the ability to predict the weather.
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Special Free Lance Abilities:
Because it is impossible to come up with every ability that there is, muns are allowed to create abilities for their characters. Muns non combat abilities for their character, but remember that these abilities may not be overly powerful. It is very simple to create an ability. All you do is come up with a name, what the ability does to your character or other characters, what if a checks will be required, or if it will effect your character's dice. Then, send in the ability along with all information to TheRaptor4 for scoring and approval. They will then send a letter back to you stating either suggestions on revising the ability or how much this ability will cost your character. Once the ability is approved, then it will be added to their profile along with the cost and description. The cost of these made abilities will be handled like the standard abilities above, only these abilities will apply only to that character. Muns who wish to pick up such abilities for their character that others have made may do such, but it is discouraged because of the lack of creativity involved on the mun's part.
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Once a Free Lancer has been accepted into AotMC, they may then go about role playing as if they were in a guild. That means that they can gain XP's and earn dice in about the same way, but they will owe allegiance to no one but themselves (unless they join a guild as noted below). Muns of these characters, however, do owe allegiance to AotMC and must stay active as a Free Lancer. You will obtain XP's from TheRaptor4 by sending him your spars, story line sessions, training sessions, and other XP gaining methods. You can even recruit people into the Free Lance section. To do this, send a mail to TheRaptor4 about the person that you may have recruited. Include her/his name and SN and TheRaptor4 will stay on the look out for an application matching such information. Once the app comes in, he will then give you XP's for the recruit.
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Free Lance characters may join AotMC guilds and they may choice to join a class other than what they are listed as under Free Lance. Free Lancers will enter the guild with their normal FL (free lance) dice. All further experience points from the AotMC guild will go to the Free Lancer's FL dice. The GC will be in charge of the Free Lancers XP's up till the point that the FL quits the guild. It then goes back to TheRaptor4. Notices of such changes must be sent to TheRaptor4 when the Free Lancer joins a guild or leaves the guild. Also, those already in guilds may join Free Lance to either add new powers, but there will be limits. Those in both guilds and in free lance must keep the two separate. Free Lance was made to reflect AotMC, not to give those in both FL and a guild twice as much power. The combat abilities that may not be crossed between guild and FL are as follows: Spell Craft (when applied to Wizards), and any armor or weapon enhancement (when applied to Knights). Weapon and armor enhancements may be given to Knights so long as their weapons do not exceed a +10 and their armor a +5. All other FL abilities may be crossed with guild abilities. Those characters who are already in guilds and plan to stay in guild, but wish to expand their characters may join Free Lance, but they must speak with TheRaptor4 before they will receive any ability points.
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Free Lance Abilities:
Every five levels, the mun of a character must write a letter to TheRaptor4 stating which abilities they wish his/her character to receive. They must also include what allows a character to hold these abilities. The more creative you are in your reason, the better chance your character has of receiving these abilities. TheRaptor4 reserve the right to strip characters of their abilities if the mun has not shown the skill needed to role play a character of these abilities. After a character has requested abilities, then TheRaptor4 will send a letter back stating whether or not the character has received these abilities. That character's web page will either be updated by TheRaptor4 (if it is under AotMC) or the mun of the character will be responsible for doing it themselves.
Application for Free Lance Character. Copy and paste the following and send it to TheRaptor4 .
Character Combat Class (one only. The combat class maybe a specialty class like monk, druid, ect.):
Character Non Combat Class (if desired):
If in an AotMC guild, state character's dice, XP's, guild, and class (may be different from Free Lance class):
If in an AotMC guild and you have a character over 0 level, please give a listing of combat and non-combat abilities you desire along with their cost. Please omit the description of the ability.
Role Playing experience (on and off line):
(The following questions are to determine your creativity and overall role playing ability. Please, keep them short, say a 100 words or less.)
Type a creative attack as you would in a chat room:
A creative entrance as you would in a chat room:
An opponent just hit you for 25 damage! Type how you react when taking the hit as in a spar:
Please tell of your character's history:
Describe your character's looks as well as you can. Again show off creativity while staying simple at the same time (include a picture if you want):
***** Optional Questions *****
Name some special abilities that you might like to see on this page:
Tell me some things that you are looking forward to by being a FL:
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