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Posted: Mon Dec 15, 2008 11:14 am
Name: Halsai Zaberre Age: 13 Race: Misrahi Concept: Natural/innate spellcaster Bio: The seventh of nine children to parents trying to farm on the borders of the fertile steppes of Ishtar, Halsai's early life was hardly one of glamor or heroism. Her parents were preoccupied trying to feed her and her siblings, and her life seemed like that of an average farming girl until she hit puberty and began exhibiting strange and destructive magic powers. When she was angry, hurt, or upset, her powers would flare, and often dangerously since she had no control over them. Her parents took her to the priests in an attempt to understand what had happened to their daughter. The priests quickly recognized her magical potential and eventually convinced her parents to have her sent into the city to be trained. Halsai was a bright and dedicated pupil, and she managed to gain some measure of control over her powers if she focused intensely on managing them, though they continued to be beyond her complete control. However, she was completely incapable of channeling any magic that was not destructive: no white magic, no charms, etc. The intensity of the pace at school and the teasing from her better-educated, wealthier classmates took a severe toll on her mental reserves, weakening her ability to control her powers. As she grew older, her powers increased in both randomness and devastating power. Upset and terrified by the onset of increasingly destructive magic, Halsai tried to run away from school. When several of the guards were sent after her to bring her back, she lost control of her powers and accidentally killed two of them when they tried to grab her. She fled through the city, chased by several guards, who nearly cornered and captured her. Desperate and unwilling to use her powers in the crowded streets, Halsai fled into the uncharted desert. The guards did not follow her, assuming she wouldn't be able to survive. She managed for about a week before her food and water ran out. A few days later, when she was beginning to think she wouldn't survive, she stumbled across a Promethean Gate to Lockheed and went through. At first glance, Halsai appears to be a normal human girl, albeit a bit quiet and reserved. She could be pretty by some standards when she gets older, but she does her best to attract as little attention to herself as possible. Like other Misrahi, she is very well-spoken and exceptionally polite. She keeps her magical implements hidden and spends much of her time keeping herself as calm as possible so her powers don't get out of control. Although she doesn't mind being around other people, she prefers to keep to herself out of fear that she'll accidentally hurt someone. PRIMARY STATSStrength: 1 Agility: 2 Stamina: 1+1 racial bonus = 2 Intellect: 5 Will: 4 Perception: 2 Power: 5 +1 racial bonus = 6 Charisma: 2 Luck: 5 SKILLSAthletics: 0 Awareness: 1 Combat - Melee: 0 Combat - Ranged: 3 Combat - Unarmed: 0 Craft: 2 Defense: 4 Guile: 2 Influence: 0 Knowledge: 4 Language: 1 Medicine: 1 Technology: 0 Wilderness: 3 SECONDARY STATSLife: 20 Mana: 15 Constitution: 5 Spirit: 8 Critical Threat: 8 Defensive Limit: 2 Wait: 4 Armor Proficiency: Light Weapon Proficiencies: Wand, bow ArmorPhysical: +4 Elemental: Biological: Magical: EQUIPMENTOak Wand with Fairy Dust Core Purchase: 5 gold Pre-requisite: Any magic skill rank > 1 Effect: Provides a +1 bonus to feats for casting spells with the wand Adventurer's Kit Purchase: 80 silver Size: 4 Description: A pack of various useful tools that most adventurers find some need of in their travels Notes: Includes a bedroll, canteen, flint & tinder, 100 feet of rope, tent (small), and 10 days provisions Hand Bow Purchase: 2 gold Pre-Requisite: Ranged Combat > 1 Size: 1 Range: 30 yards Craft/Repair: 3/2 Materials: 1 wood (flexible), 4 fletching Damage: 1d8 Description: A small crossbow that can be held in one hand; this is the only 1-handed Bow Traveler's Suit Purchase: 1 gold Designation: Light Armor Pre-Requisite: None Craft/Repair: 2/1 Materials: 5 bolts of cloth Description: Thick, heavy, durable clothes made for defense against both the elements and ambush. Armor Bonus: +4 Physical Notes: - Money: 1 gold, 20 silver SPECIAL ABILITIESThaumaturgy Rank 2 Clairvoyant
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Posted: Wed Jan 21, 2009 10:38 pm
((Note: this is in no way finished, I just wanted to get it up and started. Hi. biggrin It's been a while, eh? sweatdrop Sorry, but after finals, some crazy s**t with our internet happened, and... yeah. We're ditching Earthlink.
I think I did the math right. My brain is shot. But primary stats is 18 total, right?))
Name: Isana Sangari Age: 25 Race: Human Concept: Shapeshifter
Bio:
PRIMARY STATS Strength: 2 Agility: 3 Stamina: 3 Intellect: 3 Will: 1+1 racial bonus=2 Perception: 2 Power: 1 Charisma: 1 Luck: 2+1 racial bonus=2
SKILLS Athletics: 3 Awareness: 2 Combat - Melee: 2 Combat - Ranged: 0 Combat - Unarmed: Craft: Defense: Guile: Influence: Knowledge: Language: 1 Medicine: 4 Technology: 0 Wilderness: 3
SECONDARY STATS Life: Mana: Constitution: Spirit: Critical Threat: Wait: Armor Proficiency: Weapon Proficiencies:
Defense Physical: Elemental: Biological: Magical:
EQUIPMENT
SPECIAL ABILITIES
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Aidan-Terran Vice Captain
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Posted: Fri Jan 30, 2009 9:48 pm
Name: Dantes Ibn Sina Age: 45 Race: Zu Concept: Were/morph
Bio: Dantes has always been close to "nature." It seemed only natural, considering his father was one of the head caretakers for the Solus Gardens. He started helping his father care for the pleasure gardens (what other cultures might call a landscaped menagerie) at the unprecedented age of 15.
Since that time, he has spent more and more time in the Gardens, ignoring most of his academic work, nearly a capital crime in his family. Because of this, his father (recently named mayor, and high in the bureaucratic structure of Solus) prevailed upon several researchers to surreptitiously study his son. They found that, far from completely ignoring his studies, he had chosen another route than mage-craft. He had chosen to develop his affinity with nature into the capability to become, literally, one with it, by changing his form to that of an animal.
This, while rare, is not unheard of. Dantes father tried to speak to his son about this, but only succeeded in telling Dante that he had been spyed upon. Naturally, at that age (45) he was enraged his father did not trust him. This is when his connection to Nature, in all her power and indifference, showed its darker side. He transformed, unwillingly and without choice, into a large, physically powerful creature that had not been seen in centuries, perhaps millenia, called Bane.
Only through extensive knowledge of spellcraft, and a sizable helping of luck, did Dantes' father, and indeed the local police force, survive. Only after a battle lasting nearly an hour, and the destruction of several neighborhoods (collaterally, due to flying bodies, or poorly aimed spells) was Dante finally brought back under control. In point of fact, he was rendered unconscious, which caused his transformation to reverse, bringing him back to his natural form.
The extent of the damage, the likelihood of fatal consequences, and his lack of control all contributed to the decision to "temporarily remove" Dante from Laputa. He was not, quite, exiled, but for a minimum of 30 years he cannot return. He was sent through the Promethian Gate to Nod, and given enough provisions for a month, usually enough time to find work, or at least gain a place.
PRIMARY STATS Strength: 3 Agility: 3 Stamina: 3 Intellect: 4 Will: 5 Perception: 3 Power: 4 Charisma: 1 Luck: 3
SKILLS Athletics: Awareness: Combat - Melee: 5 (+1=6) Combat - Ranged: Combat - Unarmed: (5+1=6) Craft: Defense: 5 Guile: 3 Influence: Knowledge: Language: Medicine: Technology: Wilderness: 3
SECONDARY STATS Life: 30 Mana: 12 Constitution: 6 Spirit: 4 Critical Threat: 10 Defensive Limit: 2 Wait: 4 Armor Proficiency: heavy Weapon Proficiencies: brawling aids, arching weapons, swords
Armor Physical: 10 Elemental: Biological: Magical:
EQUIPMENT
1g40s
Wine Rope, 100 feet Scythe Strength + 1d6+10 Physical Hooded Katar Strength + 1d6+7 Physical Adventurer's Kit (bedroll, canteen, flint & tinder, 100 feet of rope, tent (small), and 10 days provisions) Reinforced Ring Mail (+9 Physical) Kinetic Sword (Strength + 8 Physical, +3 to hit, critical hit on natural 19 or 20, releases telekinetic shock on crit, which blows back, possibly knocking down, all adjacent opponents) Eye-marked scabbard Waybread
SPECIAL ABILITIES
Hybrid Form I-3 Mana Modifier: Wilderness Duration: Up to 1 hr.
Bane: Strength +5, Stamina +5 Athletics +2, Combat - Melee +2, Defense +2 Physical Defense +5, Elemental Defense +3, Biological Defense +2. Claws deal +8 Physical damage Wait: 4 Powers --Berserker Rage-3 Mana Modifier: Will Duration: Lasts 1d10 posts/turns or until he makes a successful Will+Awarness feat. The character may use this Stunt after he loses any amount of Life. A beserker may enter his enraged state twice per day. While enraged, several effects take place: • Speed increases greatly as Wait decreases by 1 (to a minimum of 1) • Regenerates 3 points of Life at the beginning of each turn. • Intellect drops to 0, adding its original value to Strength. There is no cap on how high his Strength may be in this state. • Cannot spend Mana (he cannot focus enough to do so) • Any feat that requires mental clarity or focus automatically fails • Once hostile targets are dealt with, he will turn on his allies or any other nearby targets • He may snap out of his rage at any time with a successful Will+Awareness feat --Brutality: All combat related feats which display a Natural Success are counted as Critical Successes. --Endure-8 Mana Fireclaw-1 Mana-claw damage changes type to Elemental (fire) Weaknesses Intellect -3, Charisma -10
Beast Form III-2 Mana Modifier: Wilderness Duration: Up to 1 hr/rank
Crocodile Str: 6, Agl: 4, Stm: 5, Int: same as normal form, Perc: 3, Will: 2, Pwr: 1, Char: 0, Luck: 1, Abilities: Water breathing, jaw attack (3d8 + Str damage), tail lash (2d6 + Str damage, knock target prone)
Eagle Str: 2, Agl: 5, Stm: 2, Int: same as normal form, Perc: 6, Will: 3, Pwr: 2, Char: 2, Luck: 3, Abilities: Flight, talons (2d6 + Str damage)
Mamba Str: 2, Agl: 6, Stm: 2, Int: same as normal form, Perc: 2, Will: 2, Pwr: 3, Char: 3, Luck: 5 Abilities: Poison strike (2d6 + Str damage, 75% chance of infecting target with lvl 4 poison which deals 1d8 biological damage every minute.) Guile (stealth) rank 4
Beast Mimicry III-1 Mana Modifier: Wilderness Duration: Will= post/turns effect 1-geko's regeneration- +1d4 per post/turn effect 2-eagles sight- +3 Perception effect 3-bears strength- +3 Strength
Arms Training Effect: +1 (per rank) bonus to hit when using melee attacks.
Racial Advantage Arcane Aptitude
Spells Healing Aura-3 Mana (commit) The mage and those standing within 15 feet around him will recover 1d8 Life at the beginning of their turn each round they remain in close vicinity to the mage.
Elemental Earth: Local Quake-1 Mana (Power+1d10 Physical)
Shield-2 Mana (cycle - per round/minute) Increases the target's Physical Defense by an amount equal to the mage's Power.
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Posted: Thu Mar 26, 2009 10:37 am
(Art & “Feniel” character by Sunamori, go see her @ http://sunamori.deviantart.com/ ) --------------------------------------------------- Name: Coralie Age: 49 Race: Elf Concept: Experience: 30 Bio: "Oh, I don't know who my birth parents were, but does that matter? I found a father and he was a good one," inwardly, Coralie frowned however, Gordie never told her where she was found, always proposing a new Disc of Origin. At least he had kept the parent story the same… “They didn’t have a choice but to abandon me and I’m okay with that.” Gordie was a good father to her and she sure as Malice enjoyed her work. “Life’s nice and easy for me. Sometimes money is tight… Yeah, I noticed you eyeing me, that’s right… only half a suit of armor. At least this way it’s comfortable enough to wear! …I’ll buy the rest soon, Hel, one good job and I may even get something better!” Coralie was 'happened upon' by a daring rogue of a human as no more then a wide-eyed newborn and named for the coral pendant she "simply wouldn't let go" of. Coralie learned much of the thief's trade from her father, from picking locks, to fast footwork and on to manipulating people. Regrettably, the proper handling of money was not one of these… see, her rather adept father figure, Gordian by name, while a skilled rogue was exceptionally horribly with the concept of ‘saving’ to quite an exceptionally greater degree. Gordian’s savvy skills were his saving grace in this matter, managing to keep both he and his newfound daughter in relative comfort. Getting older was slow going compared to Gordian’s own lifespan, but he kept his energy until the end, the two of them gleefully dancing under the noses of shocked merchants and puzzled guards alike long enough to work up a fantastic system. When she wasn’t looting some fool of a merchant blind with her quicker-than-the-eye movements, she’d learned to play distraction for her father while he made off with some poor sap’s rarer stocks.  All good things come to an end unfortunately, Coralie knew she’d someday have to get along without Gordian. Her being an elf and Gordian a human... While she’d just be stepping into adulthood, her adoptive father would be on his way to his own deathbed. “…It was only supposed to be one job, nice and easy in this backwards, sand-ridden little disc… Let’s be serious here, how much trouble could some frail, trumped up priest give you? Right?” Heaving a frustrated sigh, the table hit Coralie’s forehead… because she’d never admit to hitting anything out of anger or frustration. Thus, the table’s fault for hitting her head on its journey down, “With my own dagger too… That b*****d of an excuse for a priest, took my dagger… the money I worked hard to find… And kicked me out!” She’d been ranting off and on in a shady little tavern, ‘oblivious’ to the changes of drinking partners and neglected drinks. "That was a damn good dagger too..." Melphina was just not her city… PRIMARY STATS Strength: 2 Agility: 6 Stamina: 2 Intellect: 3 Will: 4 Perception: 3 Power: 2 Charisma: 4 Luck: 3 SKILLS Athletics: 2 Awareness: 3 Combat - Melee: 4 Combat - Ranged: Combat - Unarmed: Craft: 3 Defense: 3 Guile: 3 Influence: 3 Knowledge: Language: Medicine: Technology: Wilderness: SECONDARY STATS Life: 20 Mana: 14 Constitution: 5 Spirit: 4 Critical Threat: 10 Defensive Limit: 4 Wait: 4 Armor Proficiency: Light Weapon Proficiencies: Swords, Knives Armor Physical: - Elemental: - Biological: - Magical: - EQUIPMENT Long Sword Purchase: 2 gold Pre-Requisite: Armed Combat > 4 Size: 1 Wield: 1 handed Craft/Repair: 4/2 Materials: 1 wood (sturdy), 1 and 1/2 ingots Damage: Strength + 1d8+4 (5-12) Physical Description: Standard issue sword with a long blade and a keen edge Long Sword Purchase: 2 gold Pre-Requisite: Armed Combat > 4 Size: 1 Wield: 1 handed Craft/Repair: 4/2 Materials: 1 wood (sturdy), 1 and 1/2 ingots Damage: Strength + 1d8+4 (5-12) Physical Description: Standard issue sword with a long blade and a keen edge Adventurer's Kit Purchase: 80 silver Size: 4 Description: A pack of various useful tools that most adventurers find some need of in their travels Notes: Includes a bedroll, canteen, flint & tinder, 100 feet of rope, tent (small), and 10 days provisions Canteen Purchase: 20 silver Size: 0 Description: Container that can hold almost a gallon of liquid (4 pints) Notes: - Sheathe Purchase: 50 silver Size: 0 Description: A sturdy scabbard, sheath, strap, or band to help carry around heavy weapons with little effort. Notes: Reduces a weapon's size by 3 (to a minimum of 0) for the purposes of carrying it around. Sheathe Purchase: 50 silver Size: 0 Description: A sturdy scabbard, sheath, strap, or band to help carry around heavy weapons with little effort. Notes: Reduces a weapon's size by 3 (to a minimum of 0) for the purposes of carrying it around. Box of Matches Purchase: 50 silver Size: 0 Description: A box containing 100 sulfurous matches that, when struck, produce a small fire. Notes: - Security Kit Purchase: 2 gold Size: 2 Description: The standard tool kit of any rogue worth his salt. Notes: Includes lock pick, tension wrench, hacksaw, file, and other tools useful to those looking to break and enter. Boiled Hide ( 2 / 4 ; Legs, Arms )Purchase: 4 gold Designation: Light Armor Pre-Requisite: None Craft/Repair: 3/2 Materials: 5 bolts of leather Description: A weather treated and tear resistant suit of leather armor ideal for light infantry. Armor Bonus: +6 Physical Notes: - Bread loaf (4/5) Hunk of cheese (4/5) jerky (5/5) apples (5/5) tea packet (10/10) SPECIAL ABILITIESDaredevil Cost: 1 Pre-Requisite: Luck > 3 Level: No Description: The character is exceptionally good at taking wild chances and not only surviving, but succeeding with flying colors. Effect: Any time an added Difficulty is imposed on a non-combat feat of a physical nature, the character receives an additional d20 to make the feat roll with. Inspiring Presence Cost: 2 Pre-Requisite: Charisma > 3, Influence > 3 Level: Yes; max 5 Description: The very presence of the character is enough to inspire bravery and confidence in to those around him. Effect: The Will of all the character's allies increases by 1 (per rank) and the default roll of 15 for success is reduced by 1 (per rank) so long as the character is within sight. These bonuses do not apply to the character himself - only to his allies. Combat - Melee Specialization Cost: 1 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll. Defense Specialization Cost: 1 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll. Guile Specialization Cost: 1 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll. Influence Specialization Cost: 1 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll. Awareness Specialization Cost: 1 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll. Filch Cost: 1 Pre-Requisite: None Use: 2 Mana; burn Modifier: Guile Target: Other Range: 10 feet per Stunt rank Duration: Until target looks for missing item Description: Using preternatural grace and dexterity, the character is able to steal from a target with no chance of being detected. Effect: This Stunt will only work on those targets whose Perception score is less than the character’s Agility score and the stolen item cannot be of great personal importance to the target (such as a family heirloom). If this Stunt is successful, the target will not notice his item's absence until he consciously looks for it. Forked Tongue Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Influence Target: Other Range: Sound of voice Duration: One hour or until overwhelming evidence contradicts the character's deception. Description: The target of this mind-bending stunt will believe whatever the character says is true. Effect: This only works to convince the target that facts are true or false (depending on which the character says it is). The power cannot affect matters of desire, emotional truth, or personal identity (you could not convince them to believe that “you want to let me in this building”, “you’re in love with James”, or “you’re a cow” but you could cause them to believe “I’m the lord of this castle, so you’ll let me in”). Beautiful Distraction Cost: 1 Pre-Requisite: Forked Tongue rank 1 Use: 1 Mana; burn Modifier: Charisma Target: Other Range: Within clear sight Duration: Up to 10 Posts/Turns Description: Something unexplainable causes targets of this social Stunt to stop what they are doing and notice the character. Effect: Targets will become distracted from whatever they were previously doing and become completely fixated on the character, entranced by her. They cannot look away or even think of anything else but admiring her. If they are involved in something urgent, or being distracted would directly endanger their lives, they may resist with a Will+Awareness feat. Targets of this Stunt must be able to visibly see the user. If injured while under the effects of this Stunt, the Stunt’s effect on that target ends and they may not be affected by this stunt again for the rest of the in-game day. --------------------------------------------------- (Imageshack'ed for Bandwidth Politeness, Pictures derived from: http://fc45.deviantart.com/fs13/f/2007/098/f/b/Feniel_Dy__Neimastana_by_Sunamori.jpg ; http://fc98.deviantart.com/fs16/f/2007/159/d/a/Young_Feniel_by_Sunamori.jpg ; Art & “Feniel” character by Sunamori, go see her @ http://sunamori.deviantart.com/ ; )
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Posted: Sat Mar 28, 2009 3:14 am
Name: Corin(thia) Anne Norrisson Age: 20 Race: Human Concept: Brawler Bio: Corinthia was born the child of a scholar and a weaver. Her early life was spent sitting in her father Samuel's study. He would absently talk to his daughter as he read through volumes of tomes, keeping her occupied and her small fingers away from her mother Anne's loom. Corin's mother was killed when she was just three years old, during a spider raid on Survelle. For the next two years, Samuel became more disassociated from his daughter as his studies became more intense. She was often left to the care of one of her father's elven associates. Leilah Ipsodiel and her family frequently housed and fed the girl while her father was away from the town on a research expedition. Their son Amon became her playmate and frequently acted as an older sibling. When Corin was five, her father left on what was to be a week-long expedition to the growing Plague Lands and never returned. The Ipsodiel family simply continued to care for Corin, and eventually adpoted her as one of their own. Though her "family life" was fairly stable, Corin's childhood was fraught with trouble. No few of the local children picked on her, often ganging up on Corin and hurl insults at her. Around her 10th birthday, Corin finally struck out at one of the older elven boys who had been one of the insigators. This began a childhood full of fights with the elven boys, and earned her the scorn of all the girls of her age. Fortunately, Amon was there to pull her out of the worst of her fights. Her adopted family was forced to pull her out of school and educate her at home. She was apprenticed to a leather worker on the outskirts of town shortly thereafter and never received a full education. As Corin got older, the fights became more serious and less frequent as she has begun to be able to hold her own against even armed opponents. After Amon left to study at University, she began competitive match fighting, earning her a small cache of gold. PRIMARY STATS18-4-4-4-1-2-1 Strength: 5 Agility: 5 Stamina: 5 Intellect: 2 Will: 6 Perception: 1 Power: 1 Charisma: 2 Luck: 2 SKILLS24 Athletics: 5 Awareness: 5 Combat - Melee: Combat - Ranged: Combat - Unarmed: 5 Craft: 4 Defense: 5 Guile: Influence: Knowledge: Language: Medicine: Technology: Wilderness: SECONDARY STATSLife: 50 Mana: 6 Constitution: 8 Spirit: 2 Critical Threat: 11 Defensive Limit: 3 Wait: 4 Armor Proficiency: light Weapon Proficiencies: ArmorPhysical: Elemental: Biological: Magical: EQUIPMENT20g -4g-3g-80s= 11g20s Slingsize: 0 damage: 1d6 +3 Boiled HidePurchase: 4 gold Designation: Light Armor Pre-Requisite: None Craft/Repair: 3/2 Materials: 5 bolts of leather Description: A weather treated and tear resistant suit of leather armor ideal for light infantry. Armor Bonus: +6 Physical Notes: - Leather Worker's ToolsPurchase: 3 gold Size: 2 Description: Specific tools necessary for working with leather. Notes: Includes paddle, knife, razor, brush, scissors, and other tools necessary for the Sewing Trade Skill (leatherwork). Adventurer's KitPurchase: 80 silver Size: 4 Description: A pack of various useful tools that most adventurers find some need of in their travels Notes: Includes a bedroll, canteen, flint & tinder, 100 feet of rope, tent (small), and 10 days provisions SPECIAL ABILITIES 8pp Racial AdvantageGuts: At 0 Life, the player must roll 1d10. If he rolls a number equal to or less than his Will stat, he hangs onto life, even in the face of death and the character recovers 1/3 of his maximum Life. If he fails, his character becomes incapacitated. This ability may be used once per real-world week and only if the killing blow isn’t something that would prevent a character from coming back to life (such as losing a head, falling in lava, etc.) Iron Palm TechniqueCost: 1 Pre-Requisite: None Level: No Description: Using only his bare hands, the character may parry armed attacks as though he were using a shield or a weapon. Effect: No damage is caused to the characters hands/forearms when blocking an oncoming strike with this Advantage in play. Fists of Fury IIICost: 2 (6) Pre-Requisite: None Level: Yes; max 5 Description: Your typical brawler has no form, grace, or style and his attacks suffer for it. The character with this Advantage knows where and how to strike to maximize the damage from every punch and kick. Effect: All unarmed attacks deal an extra 1d6 (per Advantage rank) Physical damage. (Combat-unarmed) SpecializationCost: 1 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll. ResourcesCost: 1 Pre-Requisite: None Level: Yes; max 10 Description: The character has a great head for business and, as a result, a measure of material wealth and many possessions at the start of the game. Effect: For each rank of this Advantage, the character has an extra 10 Gold to spend on equipment during character creation. Whatever isn’t spent becomes on-hand cash when the game begins.
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Posted: Sat Mar 28, 2009 3:24 am
Picture coming soon (courtesy of Rennara)
Name: Amon Ipsodiel Age: 30 Race: Elf Concept: White mage
Bio: Amon Ipsodiel, the son of a elven charms merchant, was born and raised in Survelle. His mother was a close associate of Samuel Norrison, so it was only natural that the family take care of his only daughter, Corin, after her mothers death during a spider raid. As he was old enough to be trusted with some responsibility, he was often instructed to take care of Corin, and ended up seeing her as a younger sister. As Samuel became more and more distant with his daughter, she spent more and more time at the Ipsodiel household, mainly in the care of Amon. When her father didn't return from an expidition to the nearby Plague Lands, Amon and Leilah, his mother, both argued heavily in favor of taking care of the girl, at least until she was able to care for herself. Alasdair relented, on the condition that Amon "keep her out of trouble." This ended up being impossible shortly after she turned 10. Due to her constant fighting, mostly in self-defense, or the result of exreme taunting from older boys, Leilah pulled her from public education, and began to teach her at home. Of course, Leilah was away much of the time, but Corins studies didn't suffer, as Amon was well studied, and actually understood how Corin learned. Up until his 25th year, Amon kept teaching her, when he could find her, and did his best to keep her in one piece--both physically and mentaly. Around his 23rd year, Amon finally relented, and allowed Corin to learn how to defend herself from one of the retired guards. Luckily, instead of increasing the amount of fighting, her competence actually scared off most of the common elven boys who had been picking on her to begin with. Unfourtunately, it brought her to the notice of the noble boys. They had just begun to "play" with her, when Amon entered college, deciding to study White magic. He excelled in his studies, and completed his second degree in only 4 years. He is returning now, having been gone for nearly 5 years, owing to travel time.
PRIMARY STATS Strength: 2 Agility: 4 Stamina: 3 Intellect: 4 Will: 5 Perception: 1 Power: 5 Charisma: 2 Luck: 3
SKILLS Athletics: Awareness: 2 Combat - Melee: 4 Combat - Ranged: Combat - Unarmed: Craft: Defense: 5 Guile: Influence: Knowledge: 5 Language: Medicine: 5 Technology: Wilderness:
SECONDARY STATS Life: 30 Mana: 12 Constitution: 7 Spirit: 6 Critical Threat: 10 Defensive Limit: 2 Wait: 4 Armor Proficiency: none Weapon Proficiencies: wands, arcing weapons
Armor Physical: Elemental: Biological: Magical:
EQUIPMENT
Balsa Wand (Fairy Dust)
SPECIAL ABILITIES
Racial Advantage Lithe
Advantages Reserves of Power
WHITE MAGIC (rank 2)
RANK 1
Antidote 2 Mana (burn) Chant: 2 Effect: Removes a poison whose level is less than or equal to the mage's Power score. Poisons which the spell cannot instantly purify have their level permanently reduced by 1 per casting.
Brawn 3 Mana (burn) Duration: Mage's Will = Posts/Turns (of the targets) Effect: Adds a temporary (Power)d4 bonus to all of the target's melee and ranged attacks. A target may only be affected by one casting of this spell per mage at once.
Healing Aura 3 Mana (commit) Range: 15 foot radius The mage and those standing within 15 feet around him will recover 1d8 Life at the beginning of their turn each round they remain in close vicinity to the mage.
Healing Word 2 Mana per White magic rank (burn) Target recovers an amount of Life that varies by White Magic rank: Rank 1: Power x 1d4 Rank 2: Power x 1d6 Rank 3: Power x 1d8 Rank 4: Power x 1d10 Rank 5: Power x 1d12
Raging Strength 2 Mana (burn) Mage's Power = posts/turns Increases the target’s Strength by an amount equal to the mage’s Power. Strength may exceed double its unmodified base score while this Spell is in play. The target’s Strength decreases by 1 at the end of his turn each round until he reaches his original score (plus any modifiers) and the Spell’s effect ends. Only one Raging Strength Spell may be active on a target at one time.
Rebuke Disease 4 Mana (burn) Chant: 4 A disease is purged from a target's system. The mage's skill in White Magic determines which diseases he may exert power over: Rank 1: The Cold, Chicken Pox, Dysentery, Troll Wart Rank 2: Fairy Flu, Fin Fungus, Influenza, Leprosy Rank 3: Pneumonia, Yellow Fever, Ardent Fever, Consumption Rank 4: Smallpox, various STDs, Gangrene, Malaria Rank 5: Black Death, Spotted Plague, Cancer, Kulu
Shield (Physical) 2 Mana (cycle - per round/minute) Increases the target's Physical Defense by an amount equal to the mage's Power. A target may only be affected by one casting of this spell per mage at once.
Soul Surge 2 Mana (burn) Effect: Increases Spirit by 1d6.
Torch 1 Mana (commit) Illuminates natural darkness as bright as day up to 50 feet around the light source. Supernatural darkness is illuminated only 10 feet around the light source.
RANK 2
Comfort 2 Mana (burn) Neutralizes the effects of fear on a target and innoculates them terror for the remainder of the scene.
Fire Brand 2 Mana (burn) Adds an amount of Elemental damage equal to the mage's Power score to all attacks made with the target weapon.
Holy Ground 2 Mana (cycle - per post/turn) Covers 15 foot radius around the mage Any hostile creature that enters the Area of Effect (on the ground) will suffer 1d6 Elemental damage each post/turn he spends there. Demonic, undead, and purely evil beings will take Magical damage instead of Elemental.
Life Surge 2 Mana (burn) Effect: Increases Constitution by Power+1d12.
Mana Burn 1 Mana (burn) Burns away 1d10+2 points of a target's Mana.
Sanguine Aura 2 Mana (burn) All Defense feats automatically receive a d20 in addition to whatever the character would normally be entitled to.
Shield (Elemental) 3 Mana (cycle - per round/minute) Increases the target's Elemental Defense by an amount equal to the mage's Power. A target may only be affected by one casting of this spell per mage at once.
Strike True 2 Mana (burn) All Attack feats automatically receive a d20 in addition to whatever the character would normally be entitled to.
Transfuse 0 Mana, X Life (burn); For every point of Life given to the target, they will recover 5 points of lost Life.
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Aidan-Terran Vice Captain
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Posted: Thu May 28, 2009 7:09 pm
(Picture--forthcoming) Name: Ovelia Mack Age: 26 Race: Drow Concept: Treasure Finder. Not hunter--FINDER. *scowl*
Bio: Ovelia, by fate, luck, or coincidence, was found and adopted by Mack mere seconds after his "first awaking". Apparently abandoned, the seven-month-old girl child was wailing in the cold sands under a decidedly unsteady outcropping of stone. She is literally older than her 'parent', not that it makes much difference as Mack was as able as any normal adult with a horrible case of amnesia to raise her. She knows her situation with the machina is an odd one, but she refuses to let anyone else tell her so. She currently helps Mack run his slightly underground repair service, accomplished by digging through the scraps and such thrown out by the higher ups--with the occasional 'borrowed' item thrown in when things got really desperate, though Mack didn't quite know the full truth about those...
PRIMARY STATS Strength: 2 Agility: 4 Stamina: 3 Intellect: 4 Will: 5 Perception: 4 Power: 1 Charisma: 3 Luck: 3
SKILLS Athletics: 2 Awareness: 3 Combat - Melee: 2 Combat - Ranged: 3 Combat - Unarmed: 0 Craft: 4 Defense: 1 Guile: 3 Influence: 2 Knowledge: 0 Language: 0 Medicine: 0 Technology: 4 Wilderness: 0
SECONDARY STATS Life: 30 Mana: 12 Constitution: 6 Spirit: 3 Critical Threat: 10 Defensive Limit: 4 Wait: 4 Armor Proficiency: Light Weapon Proficiencies: Firearms
Armor Physical: 4 Elemental: 0 Biological: 0 Magical: 0
EQUIPMENT Pistol Dagger Traveler's Suit Sheath Lantern Matches Canteen Hammer + Pitons (10) Security Kit Tinker's Tools Bedroll 8 Gold, 2 Silver 8 G, 5 S--3 S = 8 G, 2 S
SPECIAL ABILITIES Visibility Grip Cloak Nimble Gut Instinct Weapon Proficiency (Knives) Resources
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(Picture--forthcoming) Name: Mack Age: 26 Race: Machina Concept: I am a... Father?!
Bio: Log: Awakening-
The being reactivated very suddenly, and, unfortunately, in a highly awkward situation. He didn't understand why it seemed so uncomfortable to be hanging upside down with his feet somehow STUCK in the rock above him, but uncomfortable it was. Not to mention that absolutely HORRIFYING noise that had been going on for a while. What WAS that noise, anyway, that had him twisting about, bending up and beating frantically at the rock holding him. AUGH! It was IMPORTANT! He had to SAVE it! It was HUNGRY!
What was he thinking? All that sand must have gotten to his gears. For all he knew it could be--but the thought was never completed, as the sediment holding him in place chose just that moment to collapse. Crashing into a heap at the bottom of a small sandstone chamber, exposed after hundreds of thousands of sandstorms, elctricity crackled lightly as he waited for his wiring to realign itself. Having completed the temporary repairs, he jumped to his feet and slowly clambered toward the watch-awful noise, several yards away.
It took a dizzied moment for his system data to catch up with his actions. Already, every second was being recorded for future comparisons. Hopefully his circuitry didn't overload, because there was little chance that someone with proper skill would chance upon his rusting form to fix him. This last conclusion had barely completed before his system was bombarded with data so unexpected it stalled.
He'd reached the source of the noise that had prompted his movement.
It was a baby.
A tiny, organic being, all alone.
Out here.
Small sparks flickered beneath the rusted metal outershell as the being creaked down to pick up the child. Moving slowly to ensure his crumbling form didn't jerk and damage the baby, he clutched it to his chest. It needed nourishment. IMMEDIATELY.
The being started clanking through the sand, the rising sun at his left, hoping--though he didn't recognize the emotion at that point--that there would be a settlement somewhere nearby. He DID, however, recognize that he would have a highly negative reaction if this tiny, perfect being died...
Log: 7 hours, 53 minutes, 22 seconds from Awakening-
The child had stopped crying hours ago from weakness. The being recognized none of the painful aches of fear, worry, and uttermost confusion, instead allotting them to maligned wiring or corroded data. He had begun to prompt that there may be no settlements near enough to guarantee the continued life of the organic being still secured to his rusting form. His visual systems kept blurring and sparking, coinciding with peaks in the supposed misaligned wiring or corroded data. His vocal apparatus occasionally made a strange, quiet keening noise, usually followed with increased blurring and sparking of his visuals.
Log: 9 hours, 42 minutes, 37 seconds from Awakening-
The being ground to a stop, gears creaking and clanking horribly into their proper positions. The lights behind his visual screens blinked slowly into a second Awakening. He'd been running on autopilot to conserve energy, leaving only audio and minimum visuals to alert him to changes in the silent, bleak landscape surrounding him.
Tiny sparks flickered through the pocked metal covering his head and face. What had caused him to activate? Then--What was THAT? His audio sensors had detected an odd buzzing, clicking noise nearby. He activated his vocals and mimicked the call, loudly.
A pause.
More clicks and buzzing, this time in a higher, faster pitch. Again, he repeated the noise back.
Another pause, this one augumented with quiet pats as whatever it was moved in front of him. The being had been unable to look at the creature before because the metal gears and screws that enabled rotational head movement had completely rusted over, but now he saw.
It was another organic being, this one much larger than the one he currently held, and capable of independant movement besides. Going by the differences in tones and minor features, it was also apparently a different race, possibly a different species from the bundled child. It reached up, touching the baby lightly, and recoiled in surprise. Then, after a moment staring in sonsternation, it pointed at the being's feet, called loudly with it's strange noises, and ran off.
"Wait here." The message was plain, even if the being didn't yet speak a language.
He waited.
Log: Summary of hours 10 and 228,287.2525 from Awakening, or, in the language of the Ishtari, just over 26 years later-
I didn't have to wait long--only about ten minutes. The misrahi male returned with fellow villagers and their leaders to decide our fate and their course of action. Fourtunately, they were kind. They nursed the girl-child, later named Ovelia, back to health and their craftsman repaired me to a functional degree. During our stay with the group, about three years, I learned language and the very basics in self-awareness and survival within a community. Well, survival for Ovelia, who needed much more than I did. I also learned how to care for her. However, despite their kindness, we were still outsiders, and I felt it best if Ovelia's social standing didn't depend on how useful my work was.
Besides the fact that I worried she would feel resentful or guilty for 'taking advantage' of me growing up, that usefulness would soon run dry as not even their best craftsman could keep up with my decaying form. The technology I represented was beyond any he'd seen, and the metals I required were too expensive for any profit my work of lifting, night-shifts, and natural defenses to cover and be worth taking. Having learned the basic social layout of Ishtar, I knew that living in the cities would be taking a risk as far as Ovelia's self-perception went, but there was no help for it. I waited until the annual trip to the city of Melphina before leaving--it would do no good if we were killed by bandits or monsters, so going in a group was much wiser. They stayed an extra day to make sure I found a place, and I found one fairly quickly. A craftsman of higher skill was willing to repair me with monthly payments and assisstance around the shop for the debt, and I found an old, abandoned storeroom to house in until legal housing was a viable (er, affordable) option.
Ovelia grew quite well among the other ragged children of the lower bindhu caste. Despite being a different race, the poor communities we lived in accepted us. I believe it was a huge matter of luck for me. I think I must have used up all my luck with a.) being found in those first few hours, just in time to save my daughter, and b.) being accepted and treated fairly, though not entirely completely, equally among this class. My only regret was perhaps the difficulties poverty placed on Ovelia. I was perfectly fine being in my position, but Ovelia had more pride than I, more fire in her dear soul, and sometimes she was unwilling to accept the exclusions and limits others placed on her.
Fortunately, I and other respected elders were able to calm her spark as she grew, and she is now a very respectable--if willful--young woman by the standards of the Ishtari. Though she has yet to display any inclination towards marriage (and, I admit, I also may have expressed inhibited desire towards such), she is still young for her race, and so is forgiven--for now.
We now get by quite well for our social status, running a small, er, 'under the table' repair and technology service with odd jobs every now and then to pad our purses.
Sometimes things get difficult, even so, however, we've made it through fairly well. Not without quite a bit of luck, I think, because occasionally when things are at their most desperate Ovelia will somehow come home from salvaging expeditions through the junkyard of the higher castes with an astonishingly valuable, barely used object! I am very grateful for this, because I don't like when she has to go without any necessities. However, it's the oddest thing--I've gone searching through those junk yards just as often as she has, and I've never found anything quite so valuable... It must be her high-functioning eye sight and imaculate attention to detail. I really must try harder. It doesn't bode well to be bested by one's child, no matter how brilliant she may be.
PRIMARY STATS Strength: 5 Agility: 4 Stamina: 5 Intellect: 4 Will: 3 Perception: 3 Power: 1 Charisma: 3 Luck: 1
SKILLS Athletics: 4 Awareness: 2 Combat - Melee: 0 Combat - Ranged: 0 Combat - Unarmed: 3 Craft: 2 Defense: 4 Guile: 0 Influence: 0 Knowledge: 1 Language: 1 Medicine: 3 Technology: 3 Wilderness: 1
SECONDARY STATS Life: 50 Mana: 12 Constitution: 5 Spirit: 4 Critical Threat: 12 Defensive Limit: 3 Wait: 4 Armor Proficiency: Heavy Weapon Proficiencies: Brawling
Armor Physical: 3 Elemental: 2 Biological: Invulnerable Magical: Invulnerable
EQUIPMENT Katar Bedroll 100ft Rope First Aid Kit Pots + Pans Blacksmith's Tools Writer's Kit 20 Silver
SPECIAL ABILITIES Artificial Body Iron Palm Technique Eidetic Memory Healer Aerial Spiral Dance Berserker Rage Big Swing Mimic
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Posted: Wed Mar 17, 2010 10:24 am
Asura Name: Kudar Asura Age: 11 Race: Kindre Concept: Student, animal prodigy
Bio: The perfect Kindre. Or so he was called by his tribe. He is the descendent of, apparently, every tribe of kindre, a perfect mix. With ancestry of every animal he had exceptional powers branching all of them; if that was the case then why did he have to work so hard at what “came natural to him”? To him his ancestry just made him a mutt. A dragon mutt at that. He liked, however, feeling that he was different from others, not all the time of course, but it was something that he could blame his weaknesses on. Weaknesses like the way he avoids any, and mostly all, fights. “I’m one of every creature, so how could I hurt one of my own?” He would usually ask when he wanted to get out of fighting someone. But those times of pacifism had ended. He had of year of his prime to “stop being so cowardly” before he was shipped of to Ivers College to learn the art of battle.
PRIMARY STATS Strength: 4 Agility: 3 Stamina: 4 Intellect: 4 Will: 5 Perception: 3 Power: 2 Charisma: 3 Luck: 1
SKILLS Athletics: 2 Awareness: 3 Combat - Melee: 3 Combat - Ranged: Combat - Unarmed: Craft: Defense: 4 Guile: Influence: 2 Knowledge: 3 Language: Medicine: Technology: Wilderness: 4
SECONDARY STATS Life: 40 Mana: 12 Constitution: 7 Spirit: 5 Critical Threat: 12 Defensive Limit: 3 Wait: 4 Armor Proficiency: Light Weapon Proficiencies: Pole-arms, Arcing Weapons
Armor Physical: 3 Elemental: Biological: Magical:
EQUIPMENT 40 silver Customized Partisan Purchase: 5 gold, 50 silver Pre-Requisite: Armed Combat > 3 Size: 2 Wield: 2 handed Craft/Repair: 4/2 Materials: 2 wood (sturdy), 3 ingots Damage: Strength + 1d6+9 (10-15) Physical Description: This spear is around 6 feet long and has a heavy, broad, metal spike on the end in the shape of a dragon (tail rapped around the shaft, head makes the tip, and wings make the two protrusions on the sides
Customized Short Spear Purchase: 2 gold Pre-Requisite: Armed Combat > 2 Size: 1 Wield: 2 handed Craft/Repair: 3/1 Materials: 2 wood (sturdy), 1 ingot Damage: Strength + 1d6+6 (7-12) Physical Description: A spear that is roughly 4 feet long and has a metal point with animal embroidery running down the shaft
Pole Purchase: 2 gold, 10 silver Pre-Requisite: Armed Combat > 2 Size: 2 Wield: 2 handed Craft/Repair: 3/2 Materials: 3 ingots Damage: Strength + 1d6+5 (6-11) Physical Description: A metal staff used for close combat; it is durable but heavier than a quarterstaff
SPECIAL ABILITIES Instinct: Like most wild animals, Kindred have a preternatural sense that defies explanation. This sense alerts them when danger is near, even if all their other senses tell them that the coast is clear. A Kindre gains +1d20 to Perception Feats when looking for danger and only critical opposing Stealth rolls can catch them off-guard. Kindred don’t fall easily to ambush, even when magic is involved and Judges should give any Kindre a fair chance to perceive that something somewhere is not right before letting them walk into a trap don’t fall easily to ambush, even when magic is involved and Judges should give any Kindre a fair chance to perceive that something somewhere is not right before letting them walk into a trap
Beast Mimicry Rank 3 Cost: 1 Pre-Requisite: Wilderness > 3 Use: 1 Mana; burn Modifier: Wilderness Target: Self Range: Personal Duration: Will = Posts/Turns Description: The character is able to use his strong connection to the natural world to mimic the traits of animals. Effect: With each rank of this Stunt, the character may pick one new animal he is capable of emulating. With this Stunt, the character becomes capable of mimicking any of his choice animal's traits (such as an eagle's keen eyes, a chameleon's camouflage, or a cheetah's speed). Traits that require a physical change (such as an eagle's wings/flight or a mouse's ability to get through small spaces) cannot be mimicked.
Beast Form Rank 3 Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: Beast Mimicry rank 3 Use: 2 Mana; burn Modifier: Wilderness Target: Self Range: Personal Duration: Up to one hour per rank Description: A potent bond with nature and an affinity for certain animals gives the character the ability to physically change into a number of creatures. Effect: With each rank of this Stunt, the character may pick one new animal which is capable of turning into. While in beast form, the character is capable of doing anything that animal would normally be able to do, yet retains his own intellect, reasoning, and ability to speak. However, he is unable to use any of his own Stunts or Spells. Players with this ability should contact the Judge for the relevant stats of their beast forms.
Hybrid Form Cost: 2 for each rank; cannot advance past rank 3 Pre-Requisite: Beast Form rank 3 Use: 3 Mana; burn Modifier: Wilderness Target: Self Range: Personal Duration: Up to one hour Description: The wild nature of the character's spirit and ability to change into animal forms allows him to fuse several animal and monster characterstics together into a single, powerful form. Effect: The character may change into one of three forms using this Stunt. He may choose a new form with each new rank he gains. He retains his normal stats, Stunts, Advantage, and Spells and also gains the bonuses and powers intrinsic to each form.
Animals: Chameleon Stingray Wolf Firenze: The swift, cunning form of Firenze allows the character to move with subtlety, speed, and grace. While in the shape of Firenze, he may move swiftly, walk through dimensional barriers, and become invisible. Bonuses Agility +5, Luck +5 Athletics +2, Guile +3, Combat - Melee +1 Wait: 2 Powers Assassin: Damage against an opponent who is unaware of the character’s presence is doubled. Flicker: The character is able to move up to 10 feet per Stunt rank in a single Flicker. This is not an act of teleportation; the character is simply moving extremely fast from point to point. Therefore, he cannot move where he would normally be unable to move (up walls, through barriers, vertically further than he could jump, etc.) However, he can seemingly “pass through” other targets, around obstacles, over impassible terrain, etc, moving in a straight line to his target destination quicker than any eye can follow him. This Stunt may be used as an evasive maneuver. Ghost-Step: Pass through solid non-magical barriers (walls, obstactles, etc.). (1 Mana; burn) The Second Sight: While this Stunt is active, the character is capable of seeing Auras, unmanifested ghosts, eidolons, gods, demons and other entities and phenomenon which exist solely in the supernatural realms. Shadow-Step: Become invisible to the naked eye by entering the spiritual realm. While here, the character is considered spirit and may interact with the denizens of this realm normally. Firenze may re-enter the material world at any time, ending this power's effect. (3 Mana; burn) Wind Runner: Allows the character to travel at incredible speeds so long as he continues moving. Stopping will end the Stunt’s effect. The character will not become tired when moving or even after he stops as he has used his reserves of Mana to fuel his movements. He is still required to eat, sleep, and meet all the other requirements of his body while under this Stunt's effects. The rank of the Stunt determins how quickly he may move over land: Rank 1: 35 mph Rank 2: 50 mph Rank 3: 80 mph Rank 4: 120 mph Rank 5: 170 mph Weaknesses Stamina -3, Charisma -10
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Posted: Fri Mar 19, 2010 6:51 pm
Name: Damoned Alamon, formally. Generally just Alamon.Age: 34Race: ElfConcept: ScribeBio: No matter how wealthy or skilled his parents became, they were still lower even that a common field-hand to other elves. Once high nobility, they ran away in a fit of passion at the ripe ages of 27 and 30, earning themselves the awful term of "outcast". Romantically, to non-elf softies, they weathered this, loving each other to the death; that is to say, HER death. They never suspected that she would be so fragile in the face of childbirth. Devastated, Alamon's father lived only long enough to ensure his childs schooling in the arts of reading, writing, and accounting before finally giving to his wounded heart. Thus orphaned, the already frowned apon Alamon was a souce of talk for years in the small village of his parent's chosen exile. People there claimed his parents untimely death was a direct result of their shameful disregard for duty to their clan. The more cruel-hearted claimed Alamon's plain, clumsy stature (in comparison to elves that is) was also because of his parents disgrace. Sick of tactless gossip-mongers and eager for a chance to make something of himself, he volunteered to be one of the pioneers to the new-found Marabolous as soon as he came of age. Upon arriving, he was assigned, due his skills, to the record-keeping department in New Gibrael. He now suffers only from boredom and the occasional curious stare, and plans to keep it that way for good.PRIMARY STATS Strength: 1Agility: 3 Stamina: 2Intellect: 5Will: 4Perception: 3Power: 5Charisma: 3 Luck: 3SKILLS Athletics: 0Awareness: 3Combat - Melee: 1Combat - Ranged: 1Combat - Unarmed: 0Craft: 2Defense: 4Guile: 2Influence: 3Knowledge: 3Language: 2Medicine: 0Technology: 0Wilderness: 0SECONDARY STATS Life: 20Mana: 15Constitution: 5Spirit: 7Critical Threat: 10Defensive Limit: 3Wait: 4 Armor Proficiency: LightWeapon Proficiencies: Firearm, knifeArmor Physical: 0Elemental: 0Biological: 0Magical: 0EQUIPMENT Adventurer's Kit Bowgun 3 stiletto Lantern Kitchenware Writers Kit 3 Candies 4 Gold, 2 SilverSPECIAL ABILITIESCharms Branch Rank 1:
Breath Eternal Type: Direct Use: 1 Mana (cycle - per post/turn) Target: Self/Other Range: 20 feet per Charms rank Chant: 0 Duration: Until target takes a breath or runs out of Mana Description: So long as this spell is in effect, the character is able to go without breathing as Mana’s mystical flow sustains his body in the place of oxygen. Effect: The target has no need to breathe while under the effects of this spell.
Dispel Type: Direct Use: Varies - see Effect Target: Object (another spell) Range: 40 feet per Charms rank Chant: N/A Duration: One use Description: This charm disrupts the magical energies that make up a spell, scattering them about randomly and disrupting the spell’s effect. There isn't much of a visual effect associated with this power; the mage simply waves his hand and the spell bursts into glowing green particles which disappear in a few seconds. Effect: Ends a spell’s effect before its Duration is up or simply prevents a spell from being cast in the first place. Some notes to remember: • The mage may only Dispel spells whose branch rank is less than his Charms rank. • This Spell only works to end the effect of Spells, not Stunts. • This Spell cannot be dispelled. • This Spell may be cast as a Reflexive Action • The cost of this spell is equivalent to twice the cost of the spell it is attempting to stop. • Against spells whose cost is paid in Committed Mana, the cost to cast Dispel is tripled. Only one casting of Dispel against such spells can be cast per day as doing so greatly weakens the mage.
Enchant Type: Direct Use: 1 Mana (cycle - per in-game hour) Target: Object (inanimate) Range: 20 feet per Charms rank Chant: 3 Duration: Until mage revokes "life" or loses consciousness Description: This mostly whimsical spell causes otherwise inanimate objects to come to life and possess some degree of free will and intelligence. Effect: Objects will obey commands from the one who animated them – however, his authority is superceded by their owner’s (but in most cases, the two are the same). Objects are capable of moving by levitating a few feet off the ground or by using whatever other means are available to them (this is the preferred mode of travel). They have no abilities other than those intrinsic to their form and are just as durable as they normally would be.
Ignite Type: Direct Use: 1 Mana (burn) Target: Object Range: 10 feet Chant: 0 Duration: Until fire naturally goes out Description: The mage creates a natural fire using nothing but a magical incantation. Effect: A fire is created in front of the Mage. Fire requires two things: oxygen and fuel. If neither element is present, the fire goes out soon after said component is absent. The size of the fire depends on the available fuel and air and though any flame can grow depending on the fuel it has, the size of the blaze that is initially created varies by Charms rank: Rank 1: Candle Rank 2: Torch Rank 3: Campfire Rank 4: Bonfire (fills 10 foot area) Rank 5: Inferno (fills 20 foot area)
Leadfoot Type: Direct Use: 1 Mana (burn) Target: Self/Other Range: 20 feet per Charms rank Chant: 0 Duration: Power x Charms rank = Posts/Turns Description: The spell instantly seals the target to their current location, preventing them from moving or being moved from the ground beneath their feet. Effect: Target cannot move or be moved from their current location by any natural force; they are effectively stuck there until the spell wears off. A target cannot be affected by this Spell if their feet are not touching a solid surface.
Sleep Cycle Type: Direct Use: 2 Mana (burn) Target: Self/Other Range: 20 feet per Charms rank Chant: 0 Duration: 1d8 hours or until target is awakened Description: This spell lulls the target into a deep sleep, increasing their fatigue and moving them from simply drowsy to dead tired. It may also move targets in the opposite direction, causing them to become vibrant and awake instead of drowsy. Effect: The Judge determines how drowsy or awake the target currently is based on the chart below. The character then rolls an amount of d20 (with Will+Charms as a modifier) equal to his Power score (he must make at least one of these feats to actually cast the spell). Each success may move the target up or down one degree on the chart. • 5: Exhausted and barely standing. Will most certainly fall deeply asleep at any given moment. • 4: Drained. Miraculously keeping the eyes at least half opened. Dead to the world...mind is not all there. • 3: Tired. Like coming home after a hard day of work. Frequently nodding off and fighting back sleep. • 2: Sleepy enough to want to lie down or just close the eyes for a few moments... • 1: Slightly drowsy. Tiredness brought on by boredom when one would otherwise be active. 0: Neither tired nor particularly energized. • 1: Awake and active. Busy with a slightly stimulating activity. • 2: Awake and energized. Busy with an interesting activity. • 3: Wired. Like being awake with too much coffee. Possibly in battle or adrenaline is pumping. • 4: On-edge. Jumpy, over-stimulated and probably paranoid. • 5: Hyper. Eyes bugging, wide awake and will crash hard when the crash inevitably comes.
Stash Type: Direct Use: 1 Mana (burn) Target: Object Range: Touch Chant: 0 Duration: A few minutes (however long it takes to store/withdraw items - typically one turn/post) Description: The mage creates a hole in reality that leads to a pocket dimension where he stores extraneous equipment and may withdraw them at any time. Effect: This spell allows the mage to access his pocket dimension where he may store or extract a number of items. He himself may not enter this dimension and can only pull items from it. There is no limit to how much can be stored within the stash (though only inanimate items may be stored here).
Tongues Type: Direct Use: 2 Mana (burn) Target: Self Range: Personal Chant: 0 Duration: One scene/hour Description: The mage is granted understanding of all languages temporarily. Though the breadth of his understanding is limited by the Spell’s power, he will be able to comprehend foreign languages on a basic level so long as the Spell is active. Effect: Allows a character to understand one language he does not already speak. His understanding of this language will vary according to Charms Rank: Rank 1: Rudimentary understanding of basic words and phrases; however, the character is able only to hear the language – he cannot speak it back. Rank 2: The character may both understand the language as it is spoken and may speak it as well. Rank 3: The character may read and understand the spoken and written language; however, he will be unable to write it himself though he can still speak it. Rank 4: A strong grasp of the language at its core allows the character to both read, write, understand, and speak the language of his choice. Rank 5: Normally, the range of this Spell extends only to known languages. On this level, the character may understand nonsensical, gibbering tongues that make sense to no one but the speaker. Though he cannot read, write, or speak this language, he can most certainly understand what the speaker is trying to say.
Transmutation: Reconstruct Type: Direct Use: 1 Mana (burn) Target: Object Range: Touch Chant: 0 Duration: Permanent Description: A basic transmutation Spell that repairs that which is broken by taking the pieces (and an appropriate amount of raw matter if some pieces are missing) and bonding them together again, good as new. Effect: All the broken pieces are put back together again and the object is good as new. Cannot be used on an item that has been disintegrated completely and the majority of pieces must be present in order for the spell to work.
Windwalk Type: Direct Use: 1 Mana (burn) Target: Self/Other Range: 20 feet per Charms rank Chant: 0 Duration: One hour per Charms rank or until feet touch the ground Description: Small puffy white clouds surround the target’s feet as this spell enables him to walk on thin air as though it were solid ground. Effect: To ascend or descend, the character steps as though climbing stairs or a ladder in the appropriate direction. While airborne, he moves normally and stands in the air as though it were solid ground. Gravity still affects him normally; his weight does not change...the only difference is, he’s in the air instead of on the ground.
RANK 2
Chaos Beam Type: Indirect Use: 1 Mana (burn) Target: Other Range: 40 feet Chant: 0 Duration: Varies by effect - see below Description: A multi-colored beam of wild energy fired from the palm of the mage’s hand that has a random effect on a target when it hits them. Effect: Roll 1d20 and consult the following table for the beam’s effect based on the displayed roll: 1: Target turns into a random animal (chosen by the Judge) for 1 day (24 hours) 2: Target regains 1d6 Mana 3: Target goes completely bald (hair will grow back normally) 4: Target changes genders for 1 day (24 hours) 5: Target cannot spend Mana for the remainder of the scene 6: Target regains 1d10 Life 7: Target grows a long, shaggy beard 8: Target switches bodies with the mage for 1 day (24 hours) 9: Target grows a fully prehensile tail. If he already has a tail, it falls off. Lasts 1 day (24 hours) 10: Target catches on fire (8 Elemental damage per minute until doused) 11: Target loses consciousness for Wait x 1d8 Posts made by others or until violently awakened 12: Target takes 1d8 MG damage 13. Target feels burning hot as if he were bundled in winter clothes in the heat of a desert summer 14. Target is afflicted with a Lv 4 poison that deals 1d4 Biological dmg every Post/Turn 15. Target is teleported to a random place within 1d100 square miles 16. Target begins floating as though he is filled with hot air – the gas slowly lets out over 1 hour 17. Target is turned to stone until the next nightfall 18. Target can only speak in a gibbering, nonsensical language for 1d4 days 19. Target suddenly must relieve himself badly and must make a Will feat each minute to hold it 20. Target feels freezing cold as if he were naked in a sub-zero climate.
Clumsy Type: Direct Use: 1 Mana (burn) Target: Other Range: 20 feet per Charms rank Chant: 0 Duration: Power x Stunt Rank = Posts/Turns (of the target, not the spell's caster) Description: The target suddenly becomes bumbling and awkward, tripping over his own two feet and losing basic hand-eye coordination. Effect: Reduces the Agility score of the target by an amount equal to the mage's Power.
Dim Type: Indirect Use: 2 Mana (burn) Target: Area of Effect Range: Affects any (Stunt Rank x 10) foot radius within 100 feet Chant: 0 Duration: Power = Posts/Turns Description: Darkness covers the area of effect, obscuring all vision within. Effect: This is an unnatural darkness which may be penetrated as though it were natural darkness; night vision and all forms of luminescence still work within the area of effect. Otherwise, targets trapped in the darkness can see nothing and are totally blind without a light source.
Feeble Type: Direct Use: 1 Mana (burn) Target: Other Range: 20 feet per Charms rank Chant: 0 Duration: Power x Stunt Rank = Posts/Turns (of the target, not the spell's caster) Description: The target suddenly becomes weak and pathetic, barely able to carry his weapon, let alone swing it with any power. Effect: Reduces the Strength score of the target by an amount equal to the mage's Power.
Gillfin Type: Direct Use: 1 Mana (cycle - per hour) when cast on Self; 3 Mana (commit) when cast on another Target: Self/Other Range: Personal/Touch Chant: 0 Duration: Power = Hours Description: Gills grow on the side of the character’s neck and fins grow in the webs between his fingers and toes, allowing for total freedom of movement underwater. Effect: While under the effect of this spell, the character is able to move and breathe freely while immersed in water.
Impediment Type: Direct Use: 2 Mana (burn) Target: Other Range: 20 feet per Charms rank Chant: 0 Duration: Power = Posts/Turns Description: An invisible force presses against the target, hindering and slowing their movements. This feels similar to moving underwater. Effect: Increases a target's Wait score by 50% of its base (round up)
Parachute Type: Direct Use: 1 Mana (burn) Target: Self/Other Range: 30 feet per Charms rank Chant: 0 Duration: Until target touches the ground Description: The target of this spell will drift slowly to the ground, preventing falling damage from even the greatest of heights. Effect: Target drops at a rate of 10 feet per turn/post vertically. If he was moving forward at the time his descent began, his inertia may carry him forward at a rate determined by the Judge.
Summoning Spell Type: Direct Use: 1 Mana (burn) per Rank Target: Object Range: Varies by rank; see below Chant: 0 Duration: Until object reaches the character Description: An object that the character owns is called to his hands from wherever it may be. Effect: Calls target object to fly from its current location and into the character’s hands from a great distance. Rank determines just how far the object may be summoned from: Rank 1: Same city Rank 2: Same country Rank 3: Same continent Rank 4: Same hemisphere Rank 5: Same Disc The character must own the target object. It will fly to his current location as quickly as possible (however fast is safe enough to avoid destruction by wind resistance), using the most direct route. The Judge determines how quickly the object reaches the character based on how far away it is.
Transmutation: Conjure Food Type: Direct Use: 2 Mana (burn) Target: Object Range: Touch Chant: 0 Duration: Permanent Description: This Spell alters the property of available elements, transforming them into a piece of food that is completely edible. Effect: An amount of raw matter (organic matter is best) is converted into an equal amount of food. The type of food created must be relatively simple; something like a honey-glazed ham slowly roasted over hickory will be more difficult to create than a loaf of bread. Generally the higher the mage’s Charms Rank, the more complex and better tasting the dishes created with this Spell can be.
Lithe: Elves may move across or stand on surfaces that would normally be unable to support their weight or that they could not normally balance on. In relation to what they are standing on, they are weightless (though they still retain their actual weight). This aids greatly in mobility and cancels any terrain hindrances that would act against the character. It is helpful for moving silently on dry leaves, running across still water, moving on rain-slicked rooftops, leaping through brittle tree branches, standing on enemy swords, etc.
Connected Cost: 1 Pre-Requisite: None Level: Yes; max 10 Description: A network of contacts, acquaintances, and friends of friends are at the character’s disposal. These associations are vital for getting information, tracking someone down, cashing in favors, etc. Contacts generally aren’t motivated by something like friendship…they often need a favor, money, or possibly a threat in order to exude cooperation. Effect: Contacts should be described very generally (“he’s a fence for the Untouchables in South Town”) so the Judge can best involve them in the story. The character has 3 contacts per rank, all in varying positions power, wealth, and influence.
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Posted: Thu Mar 25, 2010 11:59 pm
Name: Samiri Age: 15 Race: Gida Gender: Female (not that it's obvious...) Concept: "Flicker fighter"
Bio: Gida Samiri is lucky- her hide is true black. At least, according to humans, it is. This makes co-ordinating her clothes much easier, though more costly. Black materials are much more expensive than, say, blue or red, and rather hard to take care of, if you care about fading. Luckily, Samiri doesn't care much about fading, and also buys un-died linen and wool, for a bit of contrast.
Being born a lizard in a family of mostly toads is rough. She was always the strongest, and had to be very careful not to hurt her siblings when they were playing, as her scales often caught folds of soft hide when they were wrestling, or her claws would scratch during "Catch me." This is why she took to filing her claws down, because, even though they were merely vestigial, they were still rather sharp.
She is currently on her namequest, seeking an adult name, and has been for the better part of the last 5 years. Unfortunately, nothing truly... inspiring... has happened yet. She managed to scrape together the tuition for Ivers College, and hopes to find a name either here, or using the skills she seeks.
PRIMARY STATS Strength: 4 Agility: 5 (3 in armor) Stamina: 3 Intellect: 5 Will: 3 Perception: 3 Power: 1 Charisma: 3 Luck: 2
SKILLS Athletics: 4 Awareness: 3 Combat - Melee: Combat - Ranged: Combat - Unarmed: 4 Craft: Defense: 5 Guile: (-4 in armor) Influence: Knowledge: 2 Language: Medicine: Technology: Wilderness: 3
SECONDARY STATS Life: 30 (-5) Mana: 15 (-1) Constitution: 4 Spirit: 5 (3 in armor) Critical Threat: 11 Defensive Limit: 3 Wait: 4 Armor Proficiency: heavy Weapon Proficiencies: hand-to-hand, brawling aids
Armor Physical: 10 Elemental: Biological: Magical:
Damage 2d6+4 phys
EQUIPMENT 3g20s on hand
Amazon Armor Designation: Heavy Armor Description: Sexy ringmail which leaves little to the imagination...so how does it provide such great protection? Armor Bonus: +10 Physical Notes: Can only be worn by female characters
Adventurer's Kit (In room) Notes: Includes a bedroll, canteen, flint & tinder, 100 feet of rope, tent (small), and 10 days provisions
Racial Advantage Instinct: Like most wild animals, Kindred have a preternatural sense that defies explanation. This sense alerts them when danger is near, even if all their other senses tell them that the coast is clear. A Kindre gains +1d20 to Perception Feats when looking for danger and only critical opposing Stealth rolls can catch them off-guard. Kindred don’t fall easily to ambush, even when magic is involved and Judges should give any Kindre a fair chance to perceive that something somewhere is not right before letting them walk into a trap
SPECIAL ABILITIES
Flicker V (mod=9) Use: 1 Mana; burn Modifier: Athletics Range: Personal - one Flicker can take the character up to 10 feet per Stunt rank. Duration: One movement Description: Near instantly, the character is able to move from one point to another faster than the eye can follow. Effect: The character is able to move up to 10 feet per Stunt rank in a single Flicker. This is not an act of teleportation; the character is simply moving extremely fast from point to point. Therefore, he cannot move where he would normally be unable to move (up walls, through barriers, vertically further than he could jump, etc.) However, he can seemingly “pass through” other targets, around obstacles, over impassible terrain, etc, moving in a straight line to his target destination quicker than any eye can follow him. This Stunt may be used as an evasive maneuver.
(Combat-unarmed) Specialization Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll.
Iron Palm Technique Description: Using only his bare hands, the character may parry armed attacks as though he were using a shield or a weapon. Effect: No damage is caused to the characters hands/forearms when blocking an oncoming strike with this Advantage in play.
Fists of Fury II Description: Your typical brawler has no form, grace, or style and his attacks suffer for it. The character with this Advantage knows where and how to strike to maximize the damage from every punch and kick. Effect: All unarmed attacks deal an extra 1d6 (per Advantage rank) Physical damage.
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Aidan-Terran Vice Captain
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Posted: Tue Mar 30, 2010 6:20 pm
http://caley-san.deviantart.com/art/nom-156186482 Name: Faolan Whitter Age: 82 Race: Elf Concept: Religious guardsmen
Bio: When Faolan was 41 his parents committed suicide. They had run away from their clans to be together and, though they still loved each other when they died, came to hate themselves for their betrayal. Faolan was taken in by a human warrior by the name of Tom Whitter, age 30. Tom was a cheerful, if impatient, Arms Master. He eventually rid Faolan of the belief that bloodlines are important. When Faolan showed interest in melee, Tom started to teach him. He also taught Faolan unarmed combat. Though Faolan was also interested in learning ranged combat his foster father could not teach him such skills. Instead of finding another master to teach him such skills, Faolan decided to concentrate on what he was being taught, knowing he’d have a better chance at mastering those skills if he did. Faolan committed himself not only to his combat training, but to religion. The busier he became, the easier it was for him to forget about his parents. Now, he is able to keep memories of his parents suicide suppressed unless someone brings the two up. The only place he cares about being organized when home is his room. He is so obsessive that if something is even slightly out of place he will have a nervous breakdown. If something is missing, or moved to a completely different place from where he placed it, he will scream as if terrified. When under a lot of stress he will reorganize his room until his stress level goes down. While traveling he will keep his pack in a similar state of organization. However, when under stress he will fuss over the appearance of anyone who happens to be traveling with him. He wanted to get away from the place he had spent his entire life. When he heard of Marabolus, it seemed perfect. It was far away from his old town, he would be able to get a house upon arrival, and its culture wasn’t set. When he got there he was assigned a roommate; another elf by the name of Alamon. As they got to know each other Faolan gained a new goal: to save his roommate’s soul. He also learned that Alamon had a stubborn streak and an incurable sweet tooth. As soon as he found out he bought candy to bribe Alamon with, when he was being especially difficult. Faolan likes to take care of his family and to him, if you live with him you’re family. As a result he tends to spend much of his time worrying over the almost-incapable-of-combat Alamon. At the moment Faolan is a town guardsman. He does his best to protect his new home and, hopefully, growing family.
Primary Stats: Strength: 4 Agility: 4 Stamina: 4 Intellect: 3 Will: 3 Perception: 4 Power: 1 Charisma: 3 Luck: 3
Skills: Athletics: 3 Awareness: 3 Combat-Melee: 3 Combat-Ranged: 0 Combat-Unarmed: 3 Craft: 0 Defense: 3 Guile: 0 Influence: 1 Knowledge: 1 Language: 0 Medicine: 1 Technology: 0 Wilderness: 3
Secondary Stats: Life: 40 Mana: 9 Constitution: 5 Spirit: 3 Critical threat: 10 Defensive limit: 4 Wait: 4 Armor proficiency: Light Weapon proficiencies: Knives; Brawling Aids
Armor: Physical: +6 Elemental:- Biological:- Magical:- Equipment: 2xDaggers (1g 60s) Boiled Hide (4g) Adventurer’s Kit {bedroll, canteen, flint & tender,100 feet of rope, tent (small), and ten days provisions} (80s) Lantern (25s) First Aid Kit {scalpel, forceps, a split, a capsule of 12 painkillers, a capsule of Antibiotics, 2 shots of Anti-Venom, 2 shots of Adrenaline, and 10 strips of Bandages} (2g)
Special Abilities: Arms Training Rank-4 Armor Proficiency-Light Gut Instinct Intuition Rank-4 One of Us
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Posted: Thu Oct 28, 2010 10:28 am
Kieran Name: Kieran Age: 41 Race: Human Concept: Soldier Bio: Born to a poverty ridden "lady" in a cathouse on toruga, Kieran's life began in a difficult position. All the women tried their best to help raise him, and in the end they used some connections to land him a decent job as a crewman (or boy, as he was twelve at that time) on one of their regular's ship. Life as a pirate seemed well suited to him, however, it didn't last long--after only six years he found himself stranded in a strange town with his captain executed and the ship seized by the authorities.
It didn't take long for the money he'd stored from his time on the ship to run out, and Kieran's situation went from bad to desperate. With a recent crack down in the area, few ships would come in to port; those that did had no room or will for an extra crewman, and a broke one at that. Needing some kind of work (food wasn't free!), Kieran eventually managed to sign as a bouncer in one of the many taverns in town. It was there that the offer for his next chapter of life started: an officer in an inter-disk merchant's guard, impressed by Kieran's large stature and easy grin, proposed that he sign on to guard the latest caravan. At the least, the rich kingdom of Ruon on Lyonesse would offer more opportunity than that forsaken town.
Of course, Kieran was all for that. Once in Lyonesse, with a warm recommendation from the guard, he was quickly accepted into one of Ruon's armies. Progressing from there was fairly easy for a man used to a life much harder than what that corner of Lyonesse could offer, and after seventeen years of service, he found himself volunteering for a place in a reinforcement detachment heading for New Gibrael.
New Gibrael was exactly the challenge he'd been looking for. There was almost always something to fight, which helped him keep his edge, and the soldiers here, given that every one had a story to tell about what drove them to such a dangerous, wild home, didn't pry about Kieran's behavior and preferences after his first or second blow off. Four years later, at 39 years old, it was a life Kieran still revelled in, though his now looming retirement often put a damper on things. It was hard to ignore the way his elbows and shoulder joints were sore after any hard practice or skirmish, and how he would take longer and longer to heal after being injured. Then there was that boy. Some kid from across the colony; on one of their nights off duty, Kieran's group had decided to have a get together in one of the soldier's taverns. Another group had also decided to spend their night there, and instead of fighting or ignoring each other, as drunken soldiers are prone to do, everyone mingled rauciously. Well, everyone except HIM. That kid, who'd caught Kieran's eye from the start.
He seemed to be the neglected one of the group. Normally, the ignored person in such a group would be weak or stupid. Not Damon. He was sitting at the bar, fiddling with his mug absently, as though he didn't really want to be in that place. Kieran, also the loner in his group, wasn't sure what he expected to see when he was caught staring, but it certainly wasn't that glare of sincere passion. The kid's eyes radiated a luring presence that Kieran just couldn't resist. Before he knew it, he was at the bar, grining his most charming smile and striking up easy conversation. He wanted to know more about this kid, had to find out what could generate such inspiration. Still smiling and talking, he fed Damon another drink. Then another, and another...
It surprised Kieran almost as much as Damon when he woke up in the kid's house, but he just couldn't stay away. Soon, each day off meant he'd wander over, using every ounce of charm he could muster to win Damon over, to get another night with him. Before either of them knew it, Damon had been a part of his life for two years. Kieran couldn't help but feel that time was running out... Both for his career, and the makeshift relationship he'd pushed onto Damon. PRIMARY STATS Strength: 5 Agility: 4 Stamina: 5 Intellect: 3 Will: 4 Perception: 2 Power: 1 Charisma: 2 Luck: 3 SKILLS Athletics: 4 Awareness: 3 Combat - Melee: 5 Combat - Ranged: 0 Combat - Unarmed: 3 Craft: 0 Defense: 3 Guile: 0 Influence: 2 Knowledge: 2 Language: 1 Medicine: 3 Technology: 0 Wilderness: 0 SECONDARY STATS Life: 50 Mana: 9 Constitution: 6 Spirit: 3 Critical Threat: 10 Defensive Limit: 3 Wait: 4 Armor Proficiency: Heavy Weapon Proficiencies: Swords, Brawling Aids Armor Physical: 6 Elemental: 0 Biological: 0 Magical: 0 EQUIPMENT 2 gold
Long Sword Purchase: 2 gold Pre-Requisite: Armed Combat > 4 Size: 1 Wield: 1 handed Craft/Repair: 4/2 Materials: 1 wood (sturdy), 1 and 1/2 ingots Damage: Strength + 1d8+4 (5-12) Physical Description: Standard issue sword with a long blade and a keen edge
Duster Purchase: 1 gold, 20 silver Pre-Requisite: Unarmed Combat > 2 Size: 0 Wield: 1 handed Craft/Repair: 2/2 Materials: 1 ingot Damage: Strength + 1d4+3 (4-7) Physical Description: Heavy rings are worn on the knuckles to make punches much more deadly
Warrior's Mantle Purchase: 2 gold Designation: Heavy Armor Pre-Requisite: Strength > 2 Craft/Repair: 2/1 Materials: 4 ingots Description: Adequate and affordable defense worn by most serious warriors. Armor Bonus: +6 Physical
Adventurer's Kit Purchase: 80 silver Size: 4 Description: A pack of various useful tools that most adventurers find some need of in their travels Notes: Includes a bedroll, canteen, flint & tinder, 100 feet of rope, tent (small), and 10 days provisions.
First Aid Kit Purchase: 2 gold Size: 1 Description: A kit containing various medical tools Notes: Contains a scalpel, forceps, a splint, a capsule of 12 painkillers, a capsule of Antibiotics, 2 shots of Anti-Venom, 2 shots of Adrenaline, and 10 strips of Bandages. SPECIAL ABILITIESGuts: At 0 Life, the player must roll 1d10. If he rolls a number equal to or less than his Will stat, he hangs onto life, even in the face of death and the character recovers 1/3 of his maximum Life. If he fails, his character becomes incapacitated. This ability may be used once per real-world week and only if the killing blow isn’t something that would prevent a character from coming back to life (such as losing a head, falling in lava, etc.)
Arms Training Cost: 1 Pre-Requisite: None Level: Yes; max 5 Description: This character has been trained in the use of melee weapons and hand-to-hand combat. He is especially deadly when fighting in close quarters. Effect: +1 (per rank) bonus to hit when using melee attacks.
Backing Cost: 1 Pre-Requisite: None Level: Yes; max 5 Description: The character is a member of an organization of some note, such as the local government, a wealthy company, a guild of some sort, or a notorious gang of bandits. Effect: When the character is in trouble, needs support, advice, or his next adventure, he may or may not be able to count on his organization depending on how important he is to them. Class I: Low Ranking in a moderately powerful group
Daredevil Cost: 1 Pre-Requisite: Luck > 3 Level: No Description: The character is exceptionally good at taking wild chances and not only surviving, but succeeding with flying colors. Effect: Any time an added Difficulty is imposed on a non-combat feat of a physical nature, the character receives an additional d20 to make the feat roll with.
Fists of Fury Cost: 2 Pre-Requisite: None Level: Yes; max 5 Description: Your typical brawler has no form, grace, or style and his attacks suffer for it. The character with this Advantage knows where and how to strike to maximize the damage from every punch and kick. Effect: All unarmed attacks deal an extra 1d6 (per Advantage rank) Physical damage.
(Combat-Melee) Specialization Cost: 1 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses [Combat-Melee] in relation to an appropriate feat, the character receives an extra d20 in addition to the amount he’s currently allowed to roll.
Disarm, Disable Cost: 1 Pre-Requisite: Combat - Melee > 3 Use: 2 Mana; burn Modifier: Guile Target: Other Range: Touch Duration: One attack Description: A skillful flick of the wrist is all it takes for the character to disarm his opponent with this Stunt. Effect: If the target's Combat - Melee skill is less than the character's, he is disarmed automatically. If equal or higher than the character's, he may roll an Agility+Combat-Melee feat to hold onto his weapon.
Grip Cost: 1 Pre-Requisite: Will > 3 Use: 1 Mana; commit Modifier: Guile Target: Object Range: Touch Duration: Until the character lets go Description: By extending his invisible aura through his feet or hands, the character is able to grip onto solid surfaces, sticking to them like glue. Effect: Using this ability, the character may cling to walls and ceilings, hold fast to his weapons, and keep his footing on perilous surfaces with no troubles.-------------------------------------------------------------------- Damon Name: Damon Brodick Age: 23 Race: Human Concept: Tool Bio: One of the few people to actually be born and raised in the colony, Damon's life story is fairly simple as far as geography and culture changes run. Dad runs a grocery and Mom helps (kind of), with no siblings to add any conflict. When Damon was old enough, he joined New Gibrael's guard. A couple years later, he decided he wanted a place of his own to call home, and with mom and dad's help, he bought a tiny kitchen-and-room deal near the marketplace.
All in all, everything was as average as could be in such a place... well, until Kieran showed up. Damon knew he shouldn't have been drinking with all those strange guards, but this guy from another regiment kept handing him drink after drink after drink... Kieran had him plastered pretty fast. All Damon remembered was the worst hangover in his life the next day, and Kieran somehow living in his house. Was he really such a pushover? Not that it actually mattered, much. Damon actually kind of liked having Kieran around, even though he dragged him into a lot of bad situations; the old soldier gave good advice and (kind of) kept Mom off his back about finding a woman. Unfortunately, Kieran had been kind of edgy lately, and Damon couldn't, despite trying every trick he could think of, piece together or get Kieran to tell him what his problem was. PRIMARY STATS Strength: 4 Agility: 4 Stamina: 4 Intellect: 3 Will: 2 Perception: 2 Power: 1 Charisma: 4 Luck: 5 SKILLS Athletics: 4 Awareness: 2 Combat - Melee: 4 Combat - Ranged: 3 Combat - Unarmed: 0 Craft: 1 Defense: 3 Guile: 0 Influence: 2 Knowledge: 1 Language: 0 Medicine: 0 Technology: 0 Wilderness: 4 SECONDARY STATS Life: 40 Mana: 9 Constitution: 4 Spirit: 3 Critical Threat: 8 Defensive Limit: 3 Wait: 4 Armor Proficiency: Light Weapon Proficiencies: Pole-arms, Bows Armor Physical: 6 Elemental: 0 Biological: 0 Magical: 0 EQUIPMENT 5.8 gold
Recurve Bow Purchase: 4 gold, 40 silver Pre-Requisite: Ranged Combat > 3 Size: 1 Range: 35 yards Craft/Repair: 4/2 Materials: 1 wood (flexible), 3 fletching Damage: 1d8+5 (6-13) Physical Description: The hook which the bow line is set into curves upward for added tension
Partisan Purchase: 5 gold, 50 silver Pre-Requisite: Armed Combat > 3 Size: 2 Wield: 2 handed Craft/Repair: 4/2 Materials: 2 wood (sturdy), 3 ingots Damage: Strength + 1d6+9 (10-15) Physical Description: This spear is around 6 feet long and has a heavy, broad, metal spike on the end
Boiled Hide Purchase: 4 gold Designation: Light Armor Pre-Requisite: None Craft/Repair: 3/2 Materials: 5 bolts of leather Description: A weather treated and tear resistant suit of leather armor ideal for light infantry. Armor Bonus: +6 Physical Notes: -
Adventurer's Kit Purchase: 80 silver Size: 4 Description: A pack of various useful tools that most adventurers find some need of in their travels Notes: Includes a bedroll, canteen, flint & tinder, 100 feet of rope, tent (small), and 10 days provisions Fishing Rod & Tackle Purchase: 50 silver Size: 1 Description: A retractible rod, reel, and small tacklebox for catching fish in bodies of water. Notes: Requires a Wilderness+Luck feat to use.
Fishing Rod & Tackle Purchase: 50 silver Size: 1 Description: A retractible rod, reel, and small tacklebox for catching fish in bodies of water. Notes: Requires a Wilderness+Luck feat to use. SPECIAL ABILITIESGuts: At 0 Life, the player must roll 1d10. If he rolls a number equal to or less than his Will stat, he hangs onto life, even in the face of death and the character recovers 1/3 of his maximum Life. If he fails, his character becomes incapacitated. This ability may be used once per real-world week and only if the killing blow isn’t something that would prevent a character from coming back to life (such as losing a head, falling in lava, etc.)
Backing Cost: 1 Pre-Requisite: None Level: Yes; max 5 Description: The character is a member of an organization of some note, such as the local government, a wealthy company, a guild of some sort, or a notorious gang of bandits. Effect: When the character is in trouble, needs support, advice, or his next adventure, he may or may not be able to count on his organization depending on how important he is to them. Class I: Low Ranking in a moderately powerful group or Mid Ranking in a non-powerful group
Karma Cost: 1 Pre-Requisite: Luck > 3 Level: No Description: Even when things are bad for the character, they seem to turn around fairly quickly. His life is hallmarked by balance between ups and downs. Effect: Each time the character rolls a 1 on a feat roll, his Critical Threat score is reduced by 1. Once he rolls a Critical Success, his Critical Threat score returns to its default number.
Mark of the Wild Cost: 1 Pre-Requisite: Wilderness > 3 Level: No Description: There is something indiscernible about tamed and urban creatures that sets them apart from wild beasts. It runs deeper than simple domestication. It is something that permeates their very aura. Using this Stunt, the character is able to take on that same untamed quality and creatures in the wilderness will regard him as one of their own. Effect: Wild creatures will not flee from or try to attack the character unless provoked. Predators will regard him with respect and prey will regard him with cautious acceptance as though he was one of their own.
Resources Cost: 1 Pre-Requisite: None Level: Yes; max 10 Description: The character has a great head for business and, as a result, a measure of material wealth and many possessions at the start of the game. Effect: For each rank of this Advantage, the character has an extra 10 Gold to spend on equipment during character creation. Whatever isn’t spent becomes on-hand cash when the game begins.
Sense of Direction Cost: 1 Pre-Requisite: None Level: No Description: No matter where he is, how disoriented, lost, or mixed-up he may be, the character always knows which way is North, South, East, and West. Effect: The player may always ask the Judge which way North is, even if his character does not have a compass or any other landmarks that would help him in his query. This is particularly useful at sea, underground, in the dark, and when otherwise lost.
(Combat-Ranged) Specialization Cost: 1 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses [ Combat-Ranged ] in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll.
(Defense) Specialization Cost: 1 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses [ Defense ] in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll.
Inspire Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Influence Target: Other Range: Sound of voice/line of sight Duration: Up to one hour or until character leaves the vicinity Description: Using encouraging words and the life-giving powers of his Mana, the character is able to improve an ally's performance. Effect: Lowers the Difficulty of all feats by 1 (per Stunt rank) so long as the character is present. The use of this Stunt must be paired with an encouragement the target is capable of perceiving and understanding.
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