► Name: Dobbs Rancliff ► Titles: N/A ► Age: Twenty [ 20 ] ► Birth Date: September second [ 09/02 ] ► Gender: Male ► Height: Five feet, Nine Inches [ 5' 9" ] ► Weight: One hundred, Seventy Five [ 175 lbs. ]
► Personality: Dobbs is very secluded to himself, very soft spoken, but has no problem assisting anyone in need. Very friendly but can hold a grudge if disserved. He is the kind of person that believes in discipline and bettering himself and others if it means to grow as a person, especially if it turns into an adventure. ► Description: Dobbs is thin but with a little bit of muscle definition. His eyes are cobalt blue and looks more from a European decent. He has medium length hair that is the shade of dirty blonde and is always spiked. The clothes he wears is mostly a black jacket with red trims, black tights and hammy down boots that his Father used to wear in his adventures. A couple scars and callus run over his knuckles and fingers.
► Dexterous: With quick and agile hands, the Dexterous character can easily perform actions requiring precision and detail, and only gets better at it over time. ► +1 Dexterity per Character Level
► Body Builder: When it comes to strength, the Body Builder is the best around, holding an edge over everyone else with their ability to boost their strength quickly and easily. ► +1 Strength per Character Level
► Racial Traits
► Broad Specialization: Humans, while they have no natural leaning towards any particular skills, are nonetheless capable of easily learning and mastering new things, often displaying more talents than other more focused races. ► May choose two Specialization Traits.
► Skilled Tradesman: Humans, excelling in anything they do, often learn more than one skilled trade, and do so more easily than other races. ► May learn a second trade at base cost. Third trade counts as second in cost scale.
► Money Pouch: ► Worn On: Left side on waist (on belt)
► {Item Name}: ► Worn On: {Location on body}
Carried Items
► Money Pouch ► Worn On: Left side on waist (on belt) ► Gold: 0 ► Silver: 50 ► Copper: 0
► {Item Name}: ► Stored: {Location on body}
► {Container Name} ► Worn On: {Location on body} ► {Item Name}
Stored Items
► {Storage Location} ► {Item Name}
Banked Items
► {Bank Location}
► Platinum: 0 ► Gold: 0 ► Silver: 0 ► Copper: 0
► {Item Name}
Somehow you have managed to completely remove the formatting. I'm going to need you to fix that.
I'd also like you to find an image for your character. Most people you might end up interacting with probably aren't going to bother looking at your profile, much less description, so you need one on hand. If you can't find one, or make/commission one if you're so talented/inclined, you need to spruce up your description a bit more, really get people's mind's eye working overtime. Not a bad idea to do that anyway, but pictures tend to have a lot more influence so I don't push it.
Your stats with bonuses should read [+5]. Not + (5). I'm rather picky about that.
You also have 10 Bonus SP, not 5.
Everything else seems alright, but I can't quite tell without the proper formatting. It's awkward trying to judge one without it.
Posted: Sat Jul 02, 2016 3:58 pm
Akasha Sunstrider
Personal Information
► Name: Akasha Sunstrider ► Titles: ► Age: 21 ► Birth Date: September 2nd ► Gender: Female ► Height: 1.62 m | 5'4 ft ► Weight: 62 kg | 136 lbs
► Personality: Akasha is serious by nature, as the only daughter of a family that for generations studied magic, she was since an early date taught the hopes and developed a somewhat sheltered personality. Very often stuck within the library, studying and researching or simply reading something related to the history of magic out of boredom. ► Description: Akasha has a body that hardly shows any traces of being physically trained, despite her efforts. Her blonde hair is hardly below her shoulder line and is almost never tied up. She has earrings on both ears, golden in color. For the sake of practicality, she does not wear a robe nor solid armor but a light metallic one that provides a certain protection without slowing her down.
Racial Information
► Race: Elf ► Secondary Race: N/A
► Alignment: Neutral ► Alignment Points: 0
► Diet: Omnivorous ► Food Points: 100 ► Metabolism: Normal
► Known Languages ► Elven ► Civilization Standard
Character Modifiers
► Specialization Traits
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Racial Traits
► Elven Magics: Whether it is true that magic runs in the blood of elves or not, the fact remains that the race has a strong aptitude for the arcane arts. ► ½ SP cost to learn Spells
► Low Strength: Countering the Elves magical potential, their slight builds afford them little strength, and it is hard work for an elf to build up the musculature necessary for feats of strength. ► Strength costs double SP to increase
► Limit Breakers
► N/A: -
Feats
► N/A: - ► -
Skills & Spells
Skills
► Racial Skills
N/A
► General Skills
N/A
Spells
► Level One
► Fireball ► SP Cost: 2 ► Class: Fire ► Incantation: Globus Ignis ► Energy Cost: 1 ► Description: The caster changes their energy into the form of fire, shaping it into a sphere and hurling it at their foes. This is a low level fireball spell, and merely burns upon impact, lighting the target afire. The spell's destructive power is based upon the caster's Magic stat, but cannot increase in power beyond Level One.
► Light Healing ► SP Cost: 2 ► Class: Light ► Incantation: Sarcio Levis Zamia ► Energy Cost: 1 ► Description: The most basic of healing spells, light healing is used to quickly mend small amounts of damage to the user or an ally. Not greatly powerful, this spell can easily heal small wounds such as scratches, bruises, and shallow cuts, and with repeated uses can even mend most larger cuts. But it cannot heal such things as broken bones, poison, large wounds, or internal damage such as punctured organs.
► Silence ► SP Cost: 2 ► Class: Dark ► Incantation: Sileo ► Energy Cost: 1 ► Description: If a mage cannot speak, they cannot cast. The silence spell instantly renders their target incapable of vocally creating a sound. This is useful most notably for incapacitating wizards, but also has uses in stealth and social events. This spell is only effective if the user's Magic stat is higher than their target's. If the target has a higher Magic stat, the spell will have no effect. When the spell takes effect, it lasts for a set number of posts, according to the difference in magical power between the user and target. If the difference is five points, the spell will last for five posts. The spell can be canceled prematurely in a few different ways. The original caster can cancel the spell anytime they wish, for no extra cost, another mage can cast the same spell, reversing the effect, and the spell is also canceled if the caster is killed or unconscious.
► Level Two
► Suffocation ► SP Cost: 4 ► Class: Wind ► Incantation: Suffocans Vacuo ► Energy Cost: 2 ► Description: The mage creates a bubble of empty space, preventing any air from entering the bubble. The bubble can then be placed where the mage wishes, or fired as a projectile at a target. As a projectile the bubble moves at a speed equal to the mage's Magic stat. This spell is primarily used to deny air to an opponent by placing it around the character's head, making it impossible to breath. Every post the bubble remains in place, starting with the second post, all of the victim's physical stats are temporarily reduced by 25%, rounded down. Once the bubble is removed the stats are slowly restored, at the same rate. Once the victim's stats reach zero, they are knocked unconscious. If the bubble remains in place for another three posts after that, they will die. As with any spell, the bubble can be canceled or removed by the mage who cast it, or by knocking said mage unconscious. The bubble can also be easily broken by any magical or energy enhanced attack.
► Experience ► Total EXP: 5,000 ► Used EXP: 5,000 ► Unused EXP: 0
► Stat Points ► Converted SP: 50 ► Bonus SP: 5 ► SP Spent on Stats: 50 ► SP Spent on Skills: 5 ► Unspent SP: 0 ► Total SP: 55
Inventory
Equipped Items
► Money Pouch: ► Worn On: Front-right part of the belt
► {Item Name}: ► Worn On: {Location on body}
Carried Items
► Money Pouch ► Worn On: Front-right part of the belt ► Gold: 0 ► Silver: 50 ► Copper: 0
► {Item Name}: ► Stored: {Location on body}
► {Container Name} ► Worn On: {Location on body} ► {Item Name}
Stored Items
► {Storage Location} ► {Item Name}
Banked Items
► {Bank Location}
► Platinum: 0 ► Gold: 0 ► Silver: 0 ► Copper: 0
► {Item Name}
Beatriz-chan
Noble Warlord
Offline
Hinote Tosatsu Captain
Eloquent Lunatic
Offline
Posted: Sat Jul 02, 2016 7:30 pm
Beatriz-chan
Akasha Sunstrider
Personal Information
► Name: Akasha Sunstrider ► Titles: ► Age: 21 ► Birth Date: September 2nd ► Gender: Female ► Height: 1.62 m | 5'4 ft ► Weight: 62 kg | 136 lbs
► Personality: Akasha is serious by nature, as the only daughter of a family that for generations studied magic, she was since an early date taught the hopes and developed a somewhat sheltered personality. Very often stuck within the library, studying and researching or simply reading something related to the history of magic out of boredom. ► Description: Akasha has a body that hardly shows any traces of being physically trained, despite her efforts. Her blonde hair is hardly below her shoulder line and is almost never tied up. She has earrings on both ears, golden in color. For the sake of practicality, she does not wear a robe nor solid armor but a light metallic one that provides a certain protection without slowing her down.
Racial Information
► Race: Elf ► Secondary Race: N/A
► Alignment: Neutral ► Alignment Points: 0
► Diet: Omnivorous ► Food Points: 100 ► Metabolism: Normal
► Known Languages ► Elven ► Civilization Standard
Character Modifiers
► Specialization Traits
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Racial Traits
► Elven Magics: Whether it is true that magic runs in the blood of elves or not, the fact remains that the race has a strong aptitude for the arcane arts. ► ½ SP cost to learn Spells
► Low Strength: Countering the Elves magical potential, their slight builds afford them little strength, and it is hard work for an elf to build up the musculature necessary for feats of strength. ► Strength costs double SP to increase
► Limit Breakers
► N/A: -
Feats
► N/A: - ► -
Skills & Spells
Skills
► Racial Skills
N/A
► General Skills
N/A
Spells
► Level One
► Fireball ► SP Cost: 2 ► Class: Fire ► Incantation: Globus Ignis ► Energy Cost: 1 ► Description: The caster changes their energy into the form of fire, shaping it into a sphere and hurling it at their foes. This is a low level fireball spell, and merely burns upon impact, lighting the target afire. The spell's destructive power is based upon the caster's Magic stat, but cannot increase in power beyond Level One.
► Light Healing ► SP Cost: 2 ► Class: Light ► Incantation: Sarcio Levis Zamia ► Energy Cost: 1 ► Description: The most basic of healing spells, light healing is used to quickly mend small amounts of damage to the user or an ally. Not greatly powerful, this spell can easily heal small wounds such as scratches, bruises, and shallow cuts, and with repeated uses can even mend most larger cuts. But it cannot heal such things as broken bones, poison, large wounds, or internal damage such as punctured organs.
► Silence ► SP Cost: 2 ► Class: Dark ► Incantation: Sileo ► Energy Cost: 1 ► Description: If a mage cannot speak, they cannot cast. The silence spell instantly renders their target incapable of vocally creating a sound. This is useful most notably for incapacitating wizards, but also has uses in stealth and social events. This spell is only effective if the user's Magic stat is higher than their target's. If the target has a higher Magic stat, the spell will have no effect. When the spell takes effect, it lasts for a set number of posts, according to the difference in magical power between the user and target. If the difference is five points, the spell will last for five posts. The spell can be canceled prematurely in a few different ways. The original caster can cancel the spell anytime they wish, for no extra cost, another mage can cast the same spell, reversing the effect, and the spell is also canceled if the caster is killed or unconscious.
► Level Two
► Suffocation ► SP Cost: 4 ► Class: Wind ► Incantation: Suffocans Vacuo ► Energy Cost: 2 ► Description: The mage creates a bubble of empty space, preventing any air from entering the bubble. The bubble can then be placed where the mage wishes, or fired as a projectile at a target. As a projectile the bubble moves at a speed equal to the mage's Magic stat. This spell is primarily used to deny air to an opponent by placing it around the character's head, making it impossible to breath. Every post the bubble remains in place, starting with the second post, all of the victim's physical stats are temporarily reduced by 25%, rounded down. Once the bubble is removed the stats are slowly restored, at the same rate. Once the victim's stats reach zero, they are knocked unconscious. If the bubble remains in place for another three posts after that, they will die. As with any spell, the bubble can be canceled or removed by the mage who cast it, or by knocking said mage unconscious. The bubble can also be easily broken by any magical or energy enhanced attack.
► Experience ► Total EXP: 5,000 ► Used EXP: 5,000 ► Unused EXP: 0
► Stat Points ► Converted SP: 50 ► Bonus SP: 5 ► SP Spent on Stats: 50 ► SP Spent on Skills: 5 ► Unspent SP: 0 ► Total SP: 55
Inventory
Equipped Items
► Money Pouch: ► Worn On: Front-right part of the belt
► {Item Name}: ► Worn On: {Location on body}
Carried Items
► Money Pouch ► Worn On: Front-right part of the belt ► Gold: 0 ► Silver: 50 ► Copper: 0
► {Item Name}: ► Stored: {Location on body}
► {Container Name} ► Worn On: {Location on body} ► {Item Name}
Stored Items
► {Storage Location} ► {Item Name}
Banked Items
► {Bank Location}
► Platinum: 0 ► Gold: 0 ► Silver: 0 ► Copper: 0
► {Item Name}
Just keep in mind that your earrings aren't actually gold and hold no value, and you still need to actually acquire armor before using it.
Posted: Tue Jul 05, 2016 8:34 am
Character Information
Ruby Sardonys
Personal Information
► Name: Ruby Sardonys ► Titles: None ► Age: Ninety-Eight ► Birth Date: July Tenth ► Gender: Female ► Height: Six feet, five inches ► Weight: One hundred, thirty-two pound
► Personality: Ruby is a friend to the living, more specifically a friend to those that live harmoniously with nature. Like many elves, her life has been surrounded by magic. From a young age, she was taught to respect it and always to remain wary of it's dangers. Growing up wandering the lands, Ruby learned also to love and cherish nature and all life that it brings to the world. Now, in her adult years, all that she gained from her upbringing has sculpted her personality into that of a maiden that only wishes to cherish and protect nature and everything connected closely to it. Those who destroy nature, kill without necessity, or abuse magic that comes from nature earn her distrust and, in certain cases, can trigger her to become hostile. While she remains pacifistic as often as possible, she will not tolerate these things and will attack. To most, however, she just seems like a very proper Elf. She walks with a proud air about her, somewhat as if she was a noble, though she came from a nomadic tribe. She does not feel superiority, but does walk with a sense of purpose and uses a commanding effort in all that she does. Even so, she is a nurturer and a caregiver. It is simple to tell from a glance that she is almost like a mother to all she encounters. She gives a warm smile and is prepared to give care to any and all, provided she can say that she has no grudge against them. ► Description: Ruby was blessed with the typical Elven form. She is tall and slender, not a blemish present upon her fair skin. Her legs are long and hips are wide. Like many Elven women, her bust is modest and she does not have a wide chest or a very curvy figure. Ruby tends to don dresses to fall down just below her knees. They are very simple, usually a simple black dress. She styles her raven black hair elegantly and lets it fall over her shoulders and usually has some of her bangs floating in front of her face. She does not always wear jewelry, but she can sometimes be seen wearing earrings and a choker. This is a common occurrence when out in public and she wants to look her best.
Racial Information
► Race: Elf
► Alignment: Neutral ► Alignment Points: 0
► Diet: Omnivorous ► Food Points: 100 ► Metabolism: Normal
► Known Languages ► Elven ► Civilization Standard
Character Modifiers
► Specialization Traits
► Potent Energy: Some are born with the gift of Potent Energy. Those with this ability have much more powerful energy than normal, and are able to power skills and spells with a much smaller amount thanks to the increased potency ► 25% reduced Energy cost for Skills and Spells
► Racial Traits
► Elven Magics: Whether it is true that magic runs in the blood of elves or not, the fact remains that the race has a strong aptitude for the arcane arts. ► ½ SP cost to learn Spells
► Low Strength: Countering the Elves magical potential, their slight builds afford them little strength, and it is hard work for an elf to build up the musculature necessary for feats of strength. ► Strength costs double SP to increase
► Name: Ruby Sardonys ► Titles: None ► Age: Ninety-Eight ► Birth Date: July Tenth ► Gender: Female ► Height: Six feet, five inches ► Weight: One hundred, thirty-two pound
► Personality: Ruby is a friend to the living, more specifically a friend to those that live harmoniously with nature. Like many elves, her life has been surrounded by magic. From a young age, she was taught to respect it and always to remain wary of it's dangers. Growing up wandering the lands, Ruby learned also to love and cherish nature and all life that it brings to the world. Now, in her adult years, all that she gained from her upbringing has sculpted her personality into that of a maiden that only wishes to cherish and protect nature and everything connected closely to it. Those who destroy nature, kill without necessity, or abuse magic that comes from nature earn her distrust and, in certain cases, can trigger her to become hostile. While she remains pacifistic as often as possible, she will not tolerate these things and will attack. To most, however, she just seems like a very proper Elf. She walks with a proud air about her, somewhat as if she was a noble, though she came from a nomadic tribe. She does not feel superiority, but does walk with a sense of purpose and uses a commanding effort in all that she does. Even so, she is a nurturer and a caregiver. It is simple to tell from a glance that she is almost like a mother to all she encounters. She gives a warm smile and is prepared to give care to any and all, provided she can say that she has no grudge against them. ► Description: Ruby was blessed with the typical Elven form. She is tall and slender, not a blemish present upon her fair skin. Her legs are long and hips are wide. Like many Elven women, her bust is modest and she does not have a wide chest or a very curvy figure. Ruby tends to don dresses to fall down just below her knees. They are very simple, usually a simple black dress. She styles her raven black hair elegantly and lets it fall over her shoulders and usually has some of her bangs floating in front of her face. She does not always wear jewelry, but she can sometimes be seen wearing earrings and a choker. This is a common occurrence when out in public and she wants to look her best.
Racial Information
► Race: Elf
► Alignment: Neutral ► Alignment Points: 0
► Diet: Omnivorous ► Food Points: 100 ► Metabolism: Normal
► Known Languages ► Elven ► Civilization Standard
Character Modifiers
► Specialization Traits
► Potent Energy: Some are born with the gift of Potent Energy. Those with this ability have much more powerful energy than normal, and are able to power skills and spells with a much smaller amount thanks to the increased potency ► 25% reduced Energy cost for Skills and Spells
► Racial Traits
► Elven Magics: Whether it is true that magic runs in the blood of elves or not, the fact remains that the race has a strong aptitude for the arcane arts. ► ½ SP cost to learn Spells
► Low Strength: Countering the Elves magical potential, their slight builds afford them little strength, and it is hard work for an elf to build up the musculature necessary for feats of strength. ► Strength costs double SP to increase
► Personality: Artemis is a mixture of ambition and playfulness. Unlike most foxes, Artemis' ambition and determination led her to dream of becoming a god. While more than willing to play around, she wants nothing more to extend her lifetime and gain the power to have command over those at the top of the food chain. Because of this combination of ambition and childishness Artemis can be extremely vengeful, and more than willing to lash out at times
► Description: Fox: Artemis' base form is a Grey Fox. A quadrupedal “tree climbing” fox without any unusual markings apart from the black dot on her right shoulder. Her color is largely grey with triflings of red as well as a white belly, snout and tail-tip.
Human: Artemis human form is that of a human girl. she usually wears either some mixture or a skirt an loose shirt, or a full dress allowing her to properly hide her tail which she tends to retain.
Racial Information
► Race: Canine (Grey Fox) ► Secondary Race: Zoanthrope- Human Note: For clarity, Normal Zoanthrope rules apply. the difference is that Artemis defaults to animal form rather than Human.
► Known Languages ► Beast Tongue (Canine) ► Civilization Standard
Character Modifiers
► Specialization Traits
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Racial Traits
► Broad Specialization: Humans, while they have no natural leaning towards any particular skills, are nonetheless capable of easily learning and mastering new things, often displaying more talents than other more focused races. ► May choose two Specialization Traits.
► Skilled Tradesman: Humans, excelling in anything they do, often learn more than one skilled trade, and do so more easily than other races. ► May learn a second trade at base cost. Third trade counts as second in cost scale.
► Animalistic Traits: Every zoanthrope is unique, but each of them have one thing in common. All zoanthropes have at least one trait borrowed from their animal form, which remains active even when in their natural form. Because there are so many possibilities, this trait must be applied for in Custom Traits upon character creation. ► Zoanthropes receive one free animalistic trait on creation, and may purchase more starting at 5 SP each, with an additional five per trait added.
► Animal Senses: An animal's senses are highly advanced. They can identify a weak scent from a distance of several feet, or a strong one from as much as a mile, and even smell emotions on another creature. They can hear subtle sounds, like the changing of the wind or ants walking across the ground, and so on. All of an animal's senses are to this degree, unless specified otherwise. ► All senses enhanced while in animal form. Individual senses enhanced while partially transformed. ► Limit Breakers
► Voice transfer: Artemis ' connection with both forms is strong, however her body favors the form of the fox. Her vocal chords have also developed in such a way that both forms are able to speak any known languages regardless of form, although it may become distorted or heavily accented by the current form. (Talking in the beast language as a human, or universal as a beast will sound slightly off from what it should be but still be understandable) ► Can speak all known languages in both forms
► N/A: {Effect}
Feats
► N/A: {Description} ► {Bonus}
Skills & Spells
Skills
► Racial Skills ► Animal Transformation ► Prerequisites: Level 3 ► SP Cost: 3 SP ► Class: Neutral ► Energy Cost: 1 ► Description: This skill is what allows Zoanthropes to take on their animal forms. By a small expenditure of energy, the zoanthrope calls upon the animal locked inside of them, and brings it to the fore, enforcing the change upon their body. The process is painless, and depending on the size difference between the user's bodies, can take anywhere from a mere moment to several seconds, with larger forms taking longer to transform into. When in animal form, the user gains the Animal Senses trait, as well as a full set of animal instincts, which they can choose to follow or ignore. The user's animal form retains the same stats as their normal form, but includes all the natural advantages of the new form, such as claws and fangs. To end the transformation, the user simply uses the skill again, bringing their normal form out. This skill is a complete transformation, and leaves the user in either full animal or fully normal form, with no middle ground. While transformed the user is only capable of speaking the Beast Tongue, and cannot speak in their normal languages.
► Partial Transformation ► Prerequisites: Level 5, Animal Transformation ► SP Cost: 5 SP ► Class: Neutral ► Energy Cost: 1 ► Description: Via partial transformation, a zoanthrope is able to call up a single part of their animal form instead of the full form, applying that change to their normal body, scaled appropriately. This could grant a cat Zoan a tail or ears, a bird zoan wings, and so on, all of which work as they would in full animal form. This skill only works on one part at a time however, and to gain more than one would require additional uses of the skill. Parts that come in pairs such as wings or ears count as one for the purposes of the transformation, though the user can form only one if they wish.
► General Skills
Spells
► Level One
► Fireball ► SP Cost: 2 ► Class: Fire ► Incantation: Globus Ignis ► Energy Cost: 1 ► Description: The caster changes their energy into the form of fire, shaping it into a sphere and hurling it at their foes. This is a low level fireball spell, and merely burns upon impact, lighting the target afire. The spell's destructive power is based upon the caster's Magic stat, but cannot increase in power beyond Level One.
► Oil ► SP Cost: 2 ► Class: Water ► Incantation: Praeunctus ► Energy Cost: 1 ► Description: Creates a slick coating of oily liquid over the surface of the ground wherever the user wishes, making it difficult, or even impossible, to retain balance. It is still possible to move, via skating motions, if the character's agility is higher than the caster's magic power, but attempting to move at anything faster than a slow walk is otherwise impossible. Caster can choose to be immune to the spell's affects.
► Personality: Artemis is a mixture of ambition and playfulness. Unlike most foxes, Artemis' ambition and determination led her to dream of becoming a god. While more than willing to play around, she wants nothing more to extend her lifetime and gain the power to have command over those at the top of the food chain. Because of this combination of ambition and childishness Artemis can be extremely vengeful, and more than willing to lash out at times
► Description: Fox: Artemis' base form is a Grey Fox. A quadrupedal “tree climbing” fox without any unusual markings apart from the black dot on her right shoulder. Her color is largely grey with triflings of red as well as a white belly, snout and tail-tip.
Human: Artemis human form is that of a human girl. she usually wears either some mixture or a skirt an loose shirt, or a full dress allowing her to properly hide her tail which she tends to retain.
Racial Information
► Race: Canine (Grey Fox) ► Secondary Race: Zoanthrope- Human Note: For clarity, Normal Zoanthrope rules apply. the difference is that Artemis defaults to animal form rather than Human.
► Known Languages ► Beast Tongue (Canine) ► Civilization Standard
Character Modifiers
► Specialization Traits
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Racial Traits
► Broad Specialization: Humans, while they have no natural leaning towards any particular skills, are nonetheless capable of easily learning and mastering new things, often displaying more talents than other more focused races. ► May choose two Specialization Traits.
► Skilled Tradesman: Humans, excelling in anything they do, often learn more than one skilled trade, and do so more easily than other races. ► May learn a second trade at base cost. Third trade counts as second in cost scale.
► Animalistic Traits: Every zoanthrope is unique, but each of them have one thing in common. All zoanthropes have at least one trait borrowed from their animal form, which remains active even when in their natural form. Because there are so many possibilities, this trait must be applied for in Custom Traits upon character creation. ► Zoanthropes receive one free animalistic trait on creation, and may purchase more starting at 5 SP each, with an additional five per trait added.
► Animal Senses: An animal's senses are highly advanced. They can identify a weak scent from a distance of several feet, or a strong one from as much as a mile, and even smell emotions on another creature. They can hear subtle sounds, like the changing of the wind or ants walking across the ground, and so on. All of an animal's senses are to this degree, unless specified otherwise. ► All senses enhanced while in animal form. Individual senses enhanced while partially transformed. ► Limit Breakers
► Voice transfer: Artemis ' connection with both forms is strong, however her body favors the form of the fox. Her vocal chords have also developed in such a way that both forms are able to speak any known languages regardless of form, although it may become distorted or heavily accented by the current form. (Talking in the beast language as a human, or universal as a beast will sound slightly off from what it should be but still be understandable) ► Can speak all known languages in both forms
► N/A: {Effect}
Feats
► N/A: {Description} ► {Bonus}
Skills & Spells
Skills
► Racial Skills ► Animal Transformation ► Prerequisites: Level 3 ► SP Cost: 3 SP ► Class: Neutral ► Energy Cost: 1 ► Description: This skill is what allows Zoanthropes to take on their animal forms. By a small expenditure of energy, the zoanthrope calls upon the animal locked inside of them, and brings it to the fore, enforcing the change upon their body. The process is painless, and depending on the size difference between the user's bodies, can take anywhere from a mere moment to several seconds, with larger forms taking longer to transform into. When in animal form, the user gains the Animal Senses trait, as well as a full set of animal instincts, which they can choose to follow or ignore. The user's animal form retains the same stats as their normal form, but includes all the natural advantages of the new form, such as claws and fangs. To end the transformation, the user simply uses the skill again, bringing their normal form out. This skill is a complete transformation, and leaves the user in either full animal or fully normal form, with no middle ground. While transformed the user is only capable of speaking the Beast Tongue, and cannot speak in their normal languages.
► Partial Transformation ► Prerequisites: Level 5, Animal Transformation ► SP Cost: 5 SP ► Class: Neutral ► Energy Cost: 1 ► Description: Via partial transformation, a zoanthrope is able to call up a single part of their animal form instead of the full form, applying that change to their normal body, scaled appropriately. This could grant a cat Zoan a tail or ears, a bird zoan wings, and so on, all of which work as they would in full animal form. This skill only works on one part at a time however, and to gain more than one would require additional uses of the skill. Parts that come in pairs such as wings or ears count as one for the purposes of the transformation, though the user can form only one if they wish.
► General Skills
Spells
► Level One
► Fireball ► SP Cost: 2 ► Class: Fire ► Incantation: Globus Ignis ► Energy Cost: 1 ► Description: The caster changes their energy into the form of fire, shaping it into a sphere and hurling it at their foes. This is a low level fireball spell, and merely burns upon impact, lighting the target afire. The spell's destructive power is based upon the caster's Magic stat, but cannot increase in power beyond Level One.
► Oil ► SP Cost: 2 ► Class: Water ► Incantation: Praeunctus ► Energy Cost: 1 ► Description: Creates a slick coating of oily liquid over the surface of the ground wherever the user wishes, making it difficult, or even impossible, to retain balance. It is still possible to move, via skating motions, if the character's agility is higher than the caster's magic power, but attempting to move at anything faster than a slow walk is otherwise impossible. Caster can choose to be immune to the spell's affects.
Too many spoilers! You can put them under the main headers to reduce clutter, but don't hide the headers and try not to put spoilers in spoilers unless you have a truly massive list to cover.
You put one of your traits in Limit Breakers. Should be under Racial.
Your Magic bonus should be [+10]. You also put the wrong name on it for some reason. But, you don't actually need to include the name at all.
Total exp should be 5,000. Bonus SP should be 10. Total SP should be 60.
You broke the color code in inventory! /sharpens dagger
That should be about it, though I would like to see a pic for the human form, and maybe some more on the human description, though I assume that's lacking because of the lack of picture.
► Personality: Artemis is a mixture of ambition and playfulness. Unlike most foxes, Artemis' ambition and determination led her to dream of becoming a god. While more than willing to play around, she wants nothing more to extend her lifetime and gain the power to have command over those at the top of the food chain. Because of this combination of ambition and childishness Artemis can be extremely vengeful, and more than willing to lash out at times
► Description: Fox: Artemis' base form is a Grey Fox. A quadrupedal “tree climbing” fox without any unusual markings apart from the black dot on her right shoulder. Her color is largely grey with triflings of red as well as a white belly, snout and tail-tip.
Human: Artemis human form is that of a human girl. she usually wears either some mixture or a skirt an loose shirt, or a full dress allowing her to properly hide her tail which she tends to retain.
Racial Information
► Race: Canine (Grey Fox) ► Secondary Race: Zoanthrope- Human Note: For clarity, Normal Zoanthrope rules apply. the difference is that Artemis defaults to animal form rather than Human.
► Known Languages ► Beast Tongue (Canine) ► Civilization Standard
Character Modifiers
► Specialization Traits
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Racial Traits
► Broad Specialization: Humans, while they have no natural leaning towards any particular skills, are nonetheless capable of easily learning and mastering new things, often displaying more talents than other more focused races. ► May choose two Specialization Traits.
► Skilled Tradesman: Humans, excelling in anything they do, often learn more than one skilled trade, and do so more easily than other races. ► May learn a second trade at base cost. Third trade counts as second in cost scale.
► Animalistic Traits: Every zoanthrope is unique, but each of them have one thing in common. All zoanthropes have at least one trait borrowed from their animal form, which remains active even when in their natural form. Because there are so many possibilities, this trait must be applied for in Custom Traits upon character creation. ► Zoanthropes receive one free animalistic trait on creation, and may purchase more starting at 5 SP each, with an additional five per trait added.
► Animal Senses: An animal's senses are highly advanced. They can identify a weak scent from a distance of several feet, or a strong one from as much as a mile, and even smell emotions on another creature. They can hear subtle sounds, like the changing of the wind or ants walking across the ground, and so on. All of an animal's senses are to this degree, unless specified otherwise. ► All senses enhanced while in animal form. Individual senses enhanced while partially transformed.
► Voice transfer: Artemis ' connection with both forms is strong, however her body favors the form of the fox. Her vocal chords have also developed in such a way that both forms are able to speak any known languages regardless of form, although it may become distorted or heavily accented by the current form. (Talking in the beast language as a human, or universal as a beast will sound slightly off from what it should be but still be understandable) ► Can speak all known languages in both forms
► Limit Breakers
► N/A: {Effect}
Feats
► N/A: {Description} ► {Bonus}
Skills & Spells
Skills
► Racial Skills ► Animal Transformation ► Prerequisites: Level 3 ► SP Cost: 3 SP ► Class: Neutral ► Energy Cost: 1 ► Description: This skill is what allows Zoanthropes to take on their animal forms. By a small expenditure of energy, the zoanthrope calls upon the animal locked inside of them, and brings it to the fore, enforcing the change upon their body. The process is painless, and depending on the size difference between the user's bodies, can take anywhere from a mere moment to several seconds, with larger forms taking longer to transform into. When in animal form, the user gains the Animal Senses trait, as well as a full set of animal instincts, which they can choose to follow or ignore. The user's animal form retains the same stats as their normal form, but includes all the natural advantages of the new form, such as claws and fangs. To end the transformation, the user simply uses the skill again, bringing their normal form out. This skill is a complete transformation, and leaves the user in either full animal or fully normal form, with no middle ground. While transformed the user is only capable of speaking the Beast Tongue, and cannot speak in their normal languages.
► Partial Transformation ► Prerequisites: Level 5, Animal Transformation ► SP Cost: 5 SP ► Class: Neutral ► Energy Cost: 1 ► Description: Via partial transformation, a zoanthrope is able to call up a single part of their animal form instead of the full form, applying that change to their normal body, scaled appropriately. This could grant a cat Zoan a tail or ears, a bird zoan wings, and so on, all of which work as they would in full animal form. This skill only works on one part at a time however, and to gain more than one would require additional uses of the skill. Parts that come in pairs such as wings or ears count as one for the purposes of the transformation, though the user can form only one if they wish.
► General Skills
Spells
► Level One
► Fireball ► SP Cost: 2 ► Class: Fire ► Incantation: Globus Ignis ► Energy Cost: 1 ► Description: The caster changes their energy into the form of fire, shaping it into a sphere and hurling it at their foes. This is a low level fireball spell, and merely burns upon impact, lighting the target afire. The spell's destructive power is based upon the caster's Magic stat, but cannot increase in power beyond Level One.
► Oil ► SP Cost: 2 ► Class: Water ► Incantation: Praeunctus ► Energy Cost: 1 ► Description: Creates a slick coating of oily liquid over the surface of the ground wherever the user wishes, making it difficult, or even impossible, to retain balance. It is still possible to move, via skating motions, if the character's agility is higher than the caster's magic power, but attempting to move at anything faster than a slow walk is otherwise impossible. Caster can choose to be immune to the spell's affects.
► Personality: Artemis is a mixture of ambition and playfulness. Unlike most foxes, Artemis' ambition and determination led her to dream of becoming a god. While more than willing to play around, she wants nothing more to extend her lifetime and gain the power to have command over those at the top of the food chain. Because of this combination of ambition and childishness Artemis can be extremely vengeful, and more than willing to lash out at times
► Description: Fox: Artemis' base form is a Grey Fox. A quadrupedal “tree climbing” fox without any unusual markings apart from the black dot on her right shoulder. Her color is largely grey with triflings of red as well as a white belly, snout and tail-tip.
Human: Artemis human form is that of a human girl. she usually wears either some mixture or a skirt an loose shirt, or a full dress allowing her to properly hide her tail which she tends to retain.
Racial Information
► Race: Canine (Grey Fox) ► Secondary Race: Zoanthrope- Human Note: For clarity, Normal Zoanthrope rules apply. the difference is that Artemis defaults to animal form rather than Human.
► Known Languages ► Beast Tongue (Canine) ► Civilization Standard
Character Modifiers
► Specialization Traits
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Racial Traits
► Broad Specialization: Humans, while they have no natural leaning towards any particular skills, are nonetheless capable of easily learning and mastering new things, often displaying more talents than other more focused races. ► May choose two Specialization Traits.
► Skilled Tradesman: Humans, excelling in anything they do, often learn more than one skilled trade, and do so more easily than other races. ► May learn a second trade at base cost. Third trade counts as second in cost scale.
► Animalistic Traits: Every zoanthrope is unique, but each of them have one thing in common. All zoanthropes have at least one trait borrowed from their animal form, which remains active even when in their natural form. Because there are so many possibilities, this trait must be applied for in Custom Traits upon character creation. ► Zoanthropes receive one free animalistic trait on creation, and may purchase more starting at 5 SP each, with an additional five per trait added.
► Animal Senses: An animal's senses are highly advanced. They can identify a weak scent from a distance of several feet, or a strong one from as much as a mile, and even smell emotions on another creature. They can hear subtle sounds, like the changing of the wind or ants walking across the ground, and so on. All of an animal's senses are to this degree, unless specified otherwise. ► All senses enhanced while in animal form. Individual senses enhanced while partially transformed.
► Voice transfer: Artemis ' connection with both forms is strong, however her body favors the form of the fox. Her vocal chords have also developed in such a way that both forms are able to speak any known languages regardless of form, although it may become distorted or heavily accented by the current form. (Talking in the beast language as a human, or universal as a beast will sound slightly off from what it should be but still be understandable) ► Can speak all known languages in both forms
► Limit Breakers
► N/A: {Effect}
Feats
► N/A: {Description} ► {Bonus}
Skills & Spells
Skills
► Racial Skills ► Animal Transformation ► Prerequisites: Level 3 ► SP Cost: 3 SP ► Class: Neutral ► Energy Cost: 1 ► Description: This skill is what allows Zoanthropes to take on their animal forms. By a small expenditure of energy, the zoanthrope calls upon the animal locked inside of them, and brings it to the fore, enforcing the change upon their body. The process is painless, and depending on the size difference between the user's bodies, can take anywhere from a mere moment to several seconds, with larger forms taking longer to transform into. When in animal form, the user gains the Animal Senses trait, as well as a full set of animal instincts, which they can choose to follow or ignore. The user's animal form retains the same stats as their normal form, but includes all the natural advantages of the new form, such as claws and fangs. To end the transformation, the user simply uses the skill again, bringing their normal form out. This skill is a complete transformation, and leaves the user in either full animal or fully normal form, with no middle ground. While transformed the user is only capable of speaking the Beast Tongue, and cannot speak in their normal languages.
► Partial Transformation ► Prerequisites: Level 5, Animal Transformation ► SP Cost: 5 SP ► Class: Neutral ► Energy Cost: 1 ► Description: Via partial transformation, a zoanthrope is able to call up a single part of their animal form instead of the full form, applying that change to their normal body, scaled appropriately. This could grant a cat Zoan a tail or ears, a bird zoan wings, and so on, all of which work as they would in full animal form. This skill only works on one part at a time however, and to gain more than one would require additional uses of the skill. Parts that come in pairs such as wings or ears count as one for the purposes of the transformation, though the user can form only one if they wish.
► General Skills
Spells
► Level One
► Fireball ► SP Cost: 2 ► Class: Fire ► Incantation: Globus Ignis ► Energy Cost: 1 ► Description: The caster changes their energy into the form of fire, shaping it into a sphere and hurling it at their foes. This is a low level fireball spell, and merely burns upon impact, lighting the target afire. The spell's destructive power is based upon the caster's Magic stat, but cannot increase in power beyond Level One.
► Oil ► SP Cost: 2 ► Class: Water ► Incantation: Praeunctus ► Energy Cost: 1 ► Description: Creates a slick coating of oily liquid over the surface of the ground wherever the user wishes, making it difficult, or even impossible, to retain balance. It is still possible to move, via skating motions, if the character's agility is higher than the caster's magic power, but attempting to move at anything faster than a slow walk is otherwise impossible. Caster can choose to be immune to the spell's affects.
► Personality: Artemis is a mixture of ambition and playfulness. Unlike most foxes, Artemis' ambition and determination led her to dream of becoming a god. While more than willing to play around, she wants nothing more to extend her lifetime and gain the power to have command over those at the top of the food chain. Because of this combination of ambition and childishness Artemis can be extremely vengeful, and more than willing to lash out at times
► Description: Fox: Artemis' base form is a Grey Fox. A quadrupedal “tree climbing” fox without any unusual markings apart from the black dot on her right shoulder. Her color is largely grey with triflings of red as well as a white belly, snout and tail-tip.
Human: Artemis human form is that of a human girl. she usually wears either some mixture or a skirt an loose shirt, or a full dress allowing her to properly hide her tail which she tends to retain.
Racial Information
► Race: Canine (Grey Fox) ► Secondary Race: Zoanthrope- Human Note: For clarity, Normal Zoanthrope rules apply. the difference is that Artemis defaults to animal form rather than Human.
► Known Languages ► Beast Tongue (Canine) ► Civilization Standard
Character Modifiers
► Specialization Traits
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Racial Traits
► Broad Specialization: Humans, while they have no natural leaning towards any particular skills, are nonetheless capable of easily learning and mastering new things, often displaying more talents than other more focused races. ► May choose two Specialization Traits.
► Skilled Tradesman: Humans, excelling in anything they do, often learn more than one skilled trade, and do so more easily than other races. ► May learn a second trade at base cost. Third trade counts as second in cost scale.
► Animalistic Traits: Every zoanthrope is unique, but each of them have one thing in common. All zoanthropes have at least one trait borrowed from their animal form, which remains active even when in their natural form. Because there are so many possibilities, this trait must be applied for in Custom Traits upon character creation. ► Zoanthropes receive one free animalistic trait on creation, and may purchase more starting at 5 SP each, with an additional five per trait added.
► Animal Senses: An animal's senses are highly advanced. They can identify a weak scent from a distance of several feet, or a strong one from as much as a mile, and even smell emotions on another creature. They can hear subtle sounds, like the changing of the wind or ants walking across the ground, and so on. All of an animal's senses are to this degree, unless specified otherwise. ► All senses enhanced while in animal form. Individual senses enhanced while partially transformed.
► Voice transfer: Artemis ' connection with both forms is strong, however her body favors the form of the fox. Her vocal chords have also developed in such a way that both forms are able to speak any known languages regardless of form, although it may become distorted or heavily accented by the current form. (Talking in the beast language as a human, or universal as a beast will sound slightly off from what it should be but still be understandable) ► Can speak all known languages in both forms
► Limit Breakers
► N/A: {Effect}
Feats
► N/A: {Description} ► {Bonus}
Skills & Spells
Skills
► Racial Skills ► Animal Transformation ► Prerequisites: Level 3 ► SP Cost: 3 SP ► Class: Neutral ► Energy Cost: 1 ► Description: This skill is what allows Zoanthropes to take on their animal forms. By a small expenditure of energy, the zoanthrope calls upon the animal locked inside of them, and brings it to the fore, enforcing the change upon their body. The process is painless, and depending on the size difference between the user's bodies, can take anywhere from a mere moment to several seconds, with larger forms taking longer to transform into. When in animal form, the user gains the Animal Senses trait, as well as a full set of animal instincts, which they can choose to follow or ignore. The user's animal form retains the same stats as their normal form, but includes all the natural advantages of the new form, such as claws and fangs. To end the transformation, the user simply uses the skill again, bringing their normal form out. This skill is a complete transformation, and leaves the user in either full animal or fully normal form, with no middle ground. While transformed the user is only capable of speaking the Beast Tongue, and cannot speak in their normal languages.
► Partial Transformation ► Prerequisites: Level 5, Animal Transformation ► SP Cost: 5 SP ► Class: Neutral ► Energy Cost: 1 ► Description: Via partial transformation, a zoanthrope is able to call up a single part of their animal form instead of the full form, applying that change to their normal body, scaled appropriately. This could grant a cat Zoan a tail or ears, a bird zoan wings, and so on, all of which work as they would in full animal form. This skill only works on one part at a time however, and to gain more than one would require additional uses of the skill. Parts that come in pairs such as wings or ears count as one for the purposes of the transformation, though the user can form only one if they wish.
► General Skills
Spells
► Level One
► Fireball ► SP Cost: 2 ► Class: Fire ► Incantation: Globus Ignis ► Energy Cost: 1 ► Description: The caster changes their energy into the form of fire, shaping it into a sphere and hurling it at their foes. This is a low level fireball spell, and merely burns upon impact, lighting the target afire. The spell's destructive power is based upon the caster's Magic stat, but cannot increase in power beyond Level One.
► Oil ► SP Cost: 2 ► Class: Water ► Incantation: Praeunctus ► Energy Cost: 1 ► Description: Creates a slick coating of oily liquid over the surface of the ground wherever the user wishes, making it difficult, or even impossible, to retain balance. It is still possible to move, via skating motions, if the character's agility is higher than the caster's magic power, but attempting to move at anything faster than a slow walk is otherwise impossible. Caster can choose to be immune to the spell's affects.
► Personality: Artemis is a mixture of ambition and playfulness. Unlike most foxes, Artemis' ambition and determination led her to dream of becoming a god. While more than willing to play around, she wants nothing more to extend her lifetime and gain the power to have command over those at the top of the food chain. Because of this combination of ambition and childishness Artemis can be extremely vengeful, and more than willing to lash out at times
► Description: Fox: Artemis' base form is a Grey Fox. A quadrupedal “tree climbing” fox without any unusual markings apart from the black dot on her right shoulder. Her color is largely grey with triflings of red as well as a white belly, snout and tail-tip.
Human: Artemis human form is that of a human girl. she usually wears either some mixture or a skirt an loose shirt, or a full dress allowing her to properly hide her tail which she tends to retain.
Racial Information
► Race: Canine (Grey Fox) ► Secondary Race: Zoanthrope- Human Note: For clarity, Normal Zoanthrope rules apply. the difference is that Artemis defaults to animal form rather than Human.
► Known Languages ► Beast Tongue (Canine) ► Civilization Standard
Character Modifiers
► Specialization Traits
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Mage: A master of magic, the Mage is a powerful force whose magic never stops growing in power. ► +1 Magic per Character Level
► Racial Traits
► Broad Specialization: Humans, while they have no natural leaning towards any particular skills, are nonetheless capable of easily learning and mastering new things, often displaying more talents than other more focused races. ► May choose two Specialization Traits.
► Skilled Tradesman: Humans, excelling in anything they do, often learn more than one skilled trade, and do so more easily than other races. ► May learn a second trade at base cost. Third trade counts as second in cost scale.
► Animalistic Traits: Every zoanthrope is unique, but each of them have one thing in common. All zoanthropes have at least one trait borrowed from their animal form, which remains active even when in their natural form. Because there are so many possibilities, this trait must be applied for in Custom Traits upon character creation. ► Zoanthropes receive one free animalistic trait on creation, and may purchase more starting at 5 SP each, with an additional five per trait added.
► Animal Senses: An animal's senses are highly advanced. They can identify a weak scent from a distance of several feet, or a strong one from as much as a mile, and even smell emotions on another creature. They can hear subtle sounds, like the changing of the wind or ants walking across the ground, and so on. All of an animal's senses are to this degree, unless specified otherwise. ► All senses enhanced while in animal form. Individual senses enhanced while partially transformed.
► Voice transfer: Artemis ' connection with both forms is strong, however her body favors the form of the fox. Her vocal chords have also developed in such a way that both forms are able to speak any known languages regardless of form, although it may become distorted or heavily accented by the current form. (Talking in the beast language as a human, or universal as a beast will sound slightly off from what it should be but still be understandable) ► Can speak all known languages in both forms
► Limit Breakers
► N/A: {Effect}
Feats
► N/A: {Description} ► {Bonus}
Skills & Spells
Skills
► Racial Skills ► Animal Transformation ► Prerequisites: Level 3 ► SP Cost: 3 SP ► Class: Neutral ► Energy Cost: 1 ► Description: This skill is what allows Zoanthropes to take on their animal forms. By a small expenditure of energy, the zoanthrope calls upon the animal locked inside of them, and brings it to the fore, enforcing the change upon their body. The process is painless, and depending on the size difference between the user's bodies, can take anywhere from a mere moment to several seconds, with larger forms taking longer to transform into. When in animal form, the user gains the Animal Senses trait, as well as a full set of animal instincts, which they can choose to follow or ignore. The user's animal form retains the same stats as their normal form, but includes all the natural advantages of the new form, such as claws and fangs. To end the transformation, the user simply uses the skill again, bringing their normal form out. This skill is a complete transformation, and leaves the user in either full animal or fully normal form, with no middle ground. While transformed the user is only capable of speaking the Beast Tongue, and cannot speak in their normal languages.
► Partial Transformation ► Prerequisites: Level 5, Animal Transformation ► SP Cost: 5 SP ► Class: Neutral ► Energy Cost: 1 ► Description: Via partial transformation, a zoanthrope is able to call up a single part of their animal form instead of the full form, applying that change to their normal body, scaled appropriately. This could grant a cat Zoan a tail or ears, a bird zoan wings, and so on, all of which work as they would in full animal form. This skill only works on one part at a time however, and to gain more than one would require additional uses of the skill. Parts that come in pairs such as wings or ears count as one for the purposes of the transformation, though the user can form only one if they wish.
► General Skills
Spells
► Level One
► Fireball ► SP Cost: 2 ► Class: Fire ► Incantation: Globus Ignis ► Energy Cost: 1 ► Description: The caster changes their energy into the form of fire, shaping it into a sphere and hurling it at their foes. This is a low level fireball spell, and merely burns upon impact, lighting the target afire. The spell's destructive power is based upon the caster's Magic stat, but cannot increase in power beyond Level One.
► Oil ► SP Cost: 2 ► Class: Water ► Incantation: Praeunctus ► Energy Cost: 1 ► Description: Creates a slick coating of oily liquid over the surface of the ground wherever the user wishes, making it difficult, or even impossible, to retain balance. It is still possible to move, via skating motions, if the character's agility is higher than the caster's magic power, but attempting to move at anything faster than a slow walk is otherwise impossible. Caster can choose to be immune to the spell's affects.
► Personality: Grating and Brash, Gimar tends to annoy those he's around if they can't keep up with his intense hunger for combat and glory. Gimar searches out for confrontation wherever he can find it, never really knowing how or when he should actually back down. As such, he's been forced to leave his home, and makes his way wandering through the world without his clan at his back, enforcing the loner mentality that he has. ► Description: Tanned skin, seemingly stretched tight like leather over muscle, Gimar looks to be in peak physical condition. He has wild burning red hair, and a beard that would be the envy of any other race, and respected among other dwarves. Tribal symbols cover his body, seemingly painted on rather than tattooed. His brow furrowed in a permanent scowl, while his mouth is almost always a snarling sneer of confidence.
► Known Languages ► Dwarven ► Civilization Standard
Character Modifiers
► Specialization Traits
► Body Builder: When it comes to strength, the Body Builder is the best around, holding an edge over everyone else with their ability to boost their strength quickly and easily. ► +1 Strength per Character Level
► Racial Traits
► Thick Skin: Most dwarves are born to a life of hard work and trial, and thrive in it. As a result of this, a dwarf quickly develops a level of toughness most other races cannot comprehend, and their skin toughens over time, to become almost a layer of armor on it's own. ► +1 Armor per Character Level
► Weak Magics: Dwarves have little aptitude for magic, and require more work than any of the other civilized races to become a powerful mage. ► Magic costs double SP to increase.