Character Sheet
Instructions: Quote this post and fill in the neccessary information. It's recommended that you preview often. :3A lot of things link to the expanded information in various sections of the guild for quick reference.
ShopsDreaming Pool ||
Weapons ||
Infirmary ||
Apothecary ||
Technoequip Shop ||
Temple Shop __________Statistics__________
Name: Abacus
Stage: Zero
HP: 10
Permanent Augment: -0%
Number of Actions: 4
Magic: None yet
Orientation: Journeyman
Profession: Artist's Assistant
Position: Haven't Decided
Wealth: xx
Base // 79
Lunes // 35
SolsWeapon: --
Weapon stats: --
Karma Points: 0
God(s) Worshipped: N/A
__________Skills__________
...// Base Skills ...Physical Attacks (remember to account for orientation)If a Journeyman uses a Journeyman Skill, the skill's point value increases by one.
If a Journeyman uses an Academic or Kinesthetic skill, the skill's point value does not change.
+ # Defend is additional value to defensive moves such as block, dodge, Shuto, and Gedanburai.
Punch (K) - 30% - 3 Damage
Kick (K) - 30% - 4 Damage
Block (J) - 30% - 3 Defend
Dodge (A) - 30% - 4 Defend
Kiai (J) - 45% - 1 Unblockable Damage (+1 dmg each stage)
Feint (A) - 30% - +1 to next successful consecutive attack
Terrain (J) - 30% - +4 to attack or defend
Tumble (J) - 30% - +5 to Defend
Grab (J) - 30% - 2 Defend
Dash (A) - 30% - +2 Defend or +2 next successful consecutive attack
Jump (J) - 30% - +2 Defend or +1 to Attack
Throw (K) - 30% - 3 Damage
Grapple (K) - 45% - As this is a test of strength and balance, the one who fails in the Grapple automatically fails their next chosen move (1 dice roll).
Flank (A) - 30% - +2 to next successful consecutive attack
Shuto (J) - 45% - Defends from 3 damage; 1 Damage to Opponent
Haeto (J) - 45% - 2 Damage and stun for one turn. If successfully with Head Targeting, stuns for two turns.
Seichusen (J) - 45% -
Magic SpellsSpell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
…// Augments ...**__ Remember to incorporate any bonuses or extras you may have earned through quests etc into these values __**
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
…// Special Augments ...**__ Keep only those sections that are pertinent to you __**
Gods' GiftsGod:..........Cost: // Gift
..........Cost: // Gift
..........Cost: // Gift
God:..........Cost: // Gift
..........Cost: // Gift
..........Cost: // Gift
God:..........Cost: // Gift
..........Cost: // Gift
..........Cost: // Gift
ChannelingOpen Chakras:
Max Soak:
Difficulty Soak:
Difficulty Charge:
Druidic MagicMax Number Stored Spells:
Seed Spells:
-
-
Number of Wands:
Number of Charges on Wands:
Bardic MagicInstrument(s):
Favoured Chords: (those chords you are best with / use on a regular basis)
Chord // Difficulty
Chord // Difficulty
Chord // Difficulty
Learned Spells: (These are the spells you've learned to cast through music rather then standard casting practices)
Casting Time: (how long it takes for you to cast a spell)
__________Inventory__________
Technorings
1] Left Shoulder - Headphones
2] Right Shoulder
3] Left Glove (arm) - Scope
4] Left Glove (hand) - Metaclaws*
5] Right Glove (arm) - Small Camera
6] Right Glove (hand)
7] Left leg (hip)
8] Left foot (inside)
9] Left foot (outside)
10] Right foot (top inside)
11] Right foot (bottom inside)
Metaclaws: The Metaclaw is similar to the Gauntlet, but instead of merely being armoured to pretect the hand, it is equipped with sharp pointed plates of armour excellent for attacking. The Metaclaw does make it more difficult to hold small objects while it is activated, so if you were trying to cast magic from a charm or scroll you'd most likely fumble and fail if you simultaneously have Metaclaw activated.
+5 to Punch, -10 to to Grab, Throw, Elbow, Grapple and any other actions requiring dexterityTechnoequips-Headphones // These Headphones can be plugged into Radio to keep messages private, and they can shield you from the horrifying noises of certain monsters, Bardic Music, Castor Shells #3 and #34, particularily horrid singing etc. Note that when activated other sounds can also not be heard. These babies are sound-proof. // Ring Assigned to: 1
-Abacus' Camera // Can take and develop pictures // Ring Assigned to: 5
Potions-name // Effect
-name // Effect
Castor Shots#6 Barrier Radius (0) - The Barrier Radius releases a soft, nearly invisible white glow in a radius of 1 foot. This Barrier can resist level 0 or level 1 castor shells, and the lowest level of spells about 70% of the time. If the Barrier Radius fails to block something, or moreover is penetrated by stronger magic or castor shells, it flickers and fades out of use. Its radius is so close to the body that should it fail, your chances of evading the incoming attack are very slim. Simultaneously using other methods of defence while wearing the Barrier Radius is reccommended.
Familiars-Name // Type
-Name // Type
Other-Item // Effect
-Item // Effect
Supplies (For spell Casting, etc)-Item
-Item
-Item
__________Knowledge__________
This where you list the how of what the Empyrean knows – recipes, instructions, specific details and conditions, etc etc. If there isn’t a section for what you need to list, just add one.
•
Magical Theory ~ Bellona ~ Pg 3 Spell // Intructions
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Mathematics ~ Paxar ~ Pg 6 Number or Geometry // Effect
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Music ~ Nehna ~ Pg 10 Note // Effect
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Cooking ~ Tryna ~ Pg 11 Potion // Recipe
•
Physical Education ~ Orrys ~ Pg 12 Punch - K - A closed-hand attack
Kick - K - A strike with the foot
Block - J - A block with the extremities to protect core targets, like the organs of the torso, the face, head and genitals - 'Cuz that hurts!
Dodge - A - A quick movement to avoid a strike.
Kiai - J - "universal life spirit" Shouting a Kiai along with any strike serves two purposes, it channels latent chakra or Ki energy into the opponent's body, which will more quickly tire out the opponent's muscles, and it also lowers the opponent's moral by instilling doubt, fear or lack of confidence. Kiai does an Essence strike worth 1 additional, unblockable point of Damage per Empyrean Stage.
Feint - A - Making a fake attack to psyche out your opponent or distract their attention while you strike your real goal.
Terrain - J - The skill of keeping sure footing - especially when the arena gets a lil banged up or you're outside them walls in the real world...Things can get pretty messy out there.
Tumble - J - The ability to fall safely and not get hurt. Whether you've screwed up a jump or you've been dropped to the ground from a throw, this'll make sure you get up in one piece.
Grab - J - The act of grabbing an opponent in proximity to elad into another move or protect yourself from a strike.
Dash - A - A swift run or leap to close distance between parties or to create more distance.
Jump - J - The skill of jumping up to avoid an attack, gain more strength or feint an opponent.
Throw - K - The act of tossing an opponent off balance or to the ground if they fail to recover.
Grapple - K - The act of locking forces with your opponent, whether it be empty handed or with weapons. The point of Grapple is to try and disarm/throw your opponent off balance. As this is a test of strength and balance, the one who fails in the Grapple automatically fails their next chosen move (1 dice roll).
Flank - A - A sidestepping move to get behind an opponent - Gotta be quick tho' or he'll turn an' clock ya one!
Shuto - J - Shuto, or Knife Hand, is formed by holding the hand rigid, with fingers extended and held tightly together. The elbow is kept bent solid at 90% and the arm moves in this position from the shoulder to strike with the outside edge of the hand and forearm. Shuto is effective as a block that also deals damage, especially against grabs and punches. It defends from 3 Points of Damage and deals 1 Point of Damage to the opponent.
Haeto - J - Haeto is a hand strike that is whipped out. The hand is held firm, with palm facing the floor and thumb tucked tightly under the fingers against the palm to create a flat striking adge ith the back of the thumb/hand region. The arm strikes out in a straight lnie, and at the end of its extension, the hand hooks back to strike the neck, base of the skull and upper back (lungs) of the opponent. Haeto does 2 points of Damage, and stuns the opponent for 1 turn. If used successfully with Head Targeting, Haeto can stun for two turns.
Seichusen - J - Enables one to accurately judge the center/centerline of either the opponent or yourself to manipulate balance and assist in the use or evasion of Trips, Grapples, Dodges and the like.
•
Crafting ~ Kortus ~ Pg 13 Technoequip // Effect
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Literature ~ Dameron ~ Pg 15 Target // Difficulty
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Art ~ Raelyn ~ Pg 16 Colour // Effect
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Rhetoric ~ Melonia ~ Pg 17 Mudra // Instructions
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Dreaming Pool ~ ArdysSkill // Instructions
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Animal Care ~ Lelaus ~ Pg 9Bael - Although not an incredibly dangerous monster in strength, but Bael can be difficult to handle because of their interesting ability to become invisible. Their blood also possesses this property. If splashed with Bael blood, the tainted object will become invisible for a time, but this effect lasts longer if the blood is consumed in a properly prepared potion. If improperly mixed, the mixture can be deadly. Bael are about 4-5 feet tall, and have a 7 foot wingspan. They can't support their weight on one foot at a time, and so hop and flutter to move along the ground when not flying.
Cacus - The Cacus are another form of lizard-like creature. They have long sticky tongues that can reach to a maximum of three feet and that are covered in a burning acidic substance that causes a chemical burn on whatever it sticks to. The Cacus use this tongue to catch their prey and to defend themselves. They also possess a row of spines along their large hind haunches that protect them from the attacks of larger monsters or aerial predators. Aside from the toxic throat and mouth area which should be avoided, the flesh of the hind legs, ribs and stubby tail is quite delicious and a very healthful meat.
Ipes - Ipes are one of the least violent monsters. They are flighty and whimsical, and sometimes brandish weapons, though they have never been known to use them to attack. Ipes know of the future, the present and the past, and they can be convinced to divulge this knowledge, though diciphering which era it heralds from is a task left up to the Empyrean. Ipes also instill courage in those they come in contact with, and for this reason are often summoned prior to battle for advice and a boost to the morale. Anywhere from 1 to 3 feet tall, these little creatures are masterful at disguising themselves.
Cicus Pets - Now then, in the Old World there were a loooot more animals than are left around today. In our modern day you may see a few insects, birds and vermin, but the days of large land animals is mostly past. We're lucky that there are still some wild herds in the west to feed us, but for the most part, wild animals are hard to find.
Now and then, however, a wild animal somehow manages to bind itself to Ether, taking essence into its body like we Empyreans do. These creatures are called Cicus animals. The Cicus animals are stronger and more resilient that their native counterparts, and these animals can be absolutely anything!
The Cicus animals choose you, not you them. They do this by selecting an Empyrean they wish to bond themselves to, and when they speak through Telepathy, the bond is formed with the one who hears the message. This telepathic bond enables silent communication between Cicus and Guardian, ad it also allows this pet to be stored within a technoring modified for animal storage.
Cicus are distinct by their varied colours that tend to mix what we would term Alignment colours, and their glowing emissions usually in a talisman marking on their bodies. When Cicus animals stay with an Empyrean for a long time, they can sometimes develop the ability to cast magic or use magical items on behalf of their Guardian.
Science ~ Abrid ~ Pg 5#4 Healing Radius // ??? Abacus has seen the shell, but was not told what number it was, or its properties.
#6 Barrier Radius (0) - The Barrier Radius releases a soft, nearly invisible white glow in a radius of 1 foot. This Barrier can resist level 0 or level 1 castor shells, and the lowest level of spells about 70% of the time. If the Barrier Radius fails to block something, or moreover is penetrated by stronger magic or castor shells, it flickers and fades out of use. Its radius is so close to the body that should it fail, your chances of evading the incoming attack are very slim. Simultaneously using other methods of defence while wearing the Barrier Radius is reccommended.
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Abrid says, "It heightens the senses to a near supernatural level so that you would be aware of any incoming danger, scrying being done on you and present magics, among other things."
#35 Infrared Flare // The Infrared Flare lets out a wave of infrared light, that is to say, light below the visible spectrum. It enables you to see in the dark - even if it is black as pitch. The nice bonus about the Infrared flare - it only applies to those it has been cast around to a maximum of 10 feet of enveloping ability. This means, you can see your enemy, but your enemy can't see you, unless they enter into that 10 feet of space!
#86 Warding Radius (1) - The Warding Radius releases a vibrating black translucent sphere to a radius of 10 feet that repells monsters, detection by skrying and prevents the draining of Energy by monsters or spells.
__________Familiars__________
Abberation StatisticsName:
Type:
HP: 15
Number of Actions:
Init:
Skills
...// Base Skills
Magic Spells
Spell……….Effect……….Difficulty……….Action
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Spell……….Effect……….Difficulty……….ActionGolem StatisticsName:
Type:
HP: (Durability + Potency x 2 + Stage Bonus)
Number of Actions:
Init:
Independance:
Cognizance:
Potency:
Speed:
Durability:
Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
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Magic Spells
Spell……….Effect……….Difficulty……….Action
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Spell……….Effect……….Difficulty……….ActionCicus StatisticsName:
Type:
HP:
Number of Actions:
Init:
Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
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Magic Spells
Spell……….Effect……….Difficulty……….Action
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Spell……….Effect……….Difficulty……….ActionHybridsName:
Type:
HP:
Number of Actions:
Init:
Essence:
Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Magic Spells
Spell……….Effect……….Difficulty……….Action
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Monster Statistics
Name:
Type:
HP:
Number of Actions:
Init: (Speed + Intelligence)
Intelligence:
Potency:
Strength:
Speed:
Constitution:
Obedience:
Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
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Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
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