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Mercurius James
Captain

PostPosted: Mon Mar 31, 2008 4:03 pm


Post your character profiles here. Copy/Paste the following code onto your character sheet and use the Character Creation guidelines (located on the main page) to fill in the fields.

(Picture)
[b]Name: [/b]
[b]Age: [/b]
[b]Race: [/b]
[b]Concept: [/b]

[b]Bio: [/b]

[u]PRIMARY STATS[/u]
[b]Strength: [/b]
[b]Agility: [/b]
[b]Stamina: [/b]
[b]Intellect: [/b]
[b]Will: [/b]
[b]Perception: [/b]
[b]Power: [/b]
[b]Charisma: [/b]
[b]Luck: [/b]

[u]SKILLS[/u]
[b]Athletics: [/b]
[b]Awareness: [/b]
[b]Combat - Melee: [/b]
[b]Combat - Ranged: [/b]
[b]Combat - Unarmed: [/b]
[b]Craft: [/b]
[b]Defense: [/b]
[b]Guile: [/b]
[b]Influence: [/b]
[b]Knowledge: [/b]
[b]Language: [/b]
[b]Medicine: [/b]
[b]Technology: [/b]
[b]Wilderness: [/b]

[u]SECONDARY STATS[/u]
[b]Life: [/b]
[b]Mana: [/b]
[b]Constitution: [/b]
[b]Spirit: [/b]
[b]Critical Threat: [/b]
[b]Wait: [/b]
[b]Armor Proficiency: [/b]
[b]Weapon Proficiencies: [/b]

[u]Defense[/u]
[b]Physical: [/b]
[b]Elemental: [/b]
[b]Biological: [/b]
[b]Magical: [/b]

[u]EQUIPMENT[/u]


[u]SPECIAL ABILITIES[/u]
PostPosted: Wed Jul 23, 2008 4:17 pm


User ImageName: Lillith Dantalion (Goes by Lily Bobble)
Age: 68 - appears to be 16 when compared to humans
Race: Fomorian
Concept: Deceiver

Bio: The Dantalion clan was a very loose band of mostly ruffians that claimed to be directly descended from Raksha. They were a very proud group, especially for Fomorians, and often started feuds with other clans for even the slightest insult to their lineage. The Dantalions were probably the least subtle of all Fomorians ever known and had developed a reputation as dimwitted. However, one day, the clan had received a strange fortune from a Nubian that frequented their halls. A powerful child would be born among them and would forever change the future of the Dantelion clan. For a time, they believed Lillith to be that child. It wasn't until they discovered her to be weak, slow, and clumsy that they knew she would be the shame of their people and kicked her out. At the time, Lillith was too young to understand what had happened, she was still only a child, so she thought it was the way things were supposed to be. She wandered out into the fields and took up residence in the halls of an old ruined city. Where a Nubian named Luna found her.

Lillith and Luna lived happily together in the ruins of the old city, playing games every day and teaching each other about things that they knew. Lillith caught on really quick, but Luna never seemed to pay much mind to Lillith's stories. Instead, almost any time Lillith was about to tell Luna about something, Luna came up with a new game and determined it couldn't wait. However, Lillith began to tire of the Nubian's games and tricked her into playing a very dangerous one. The pillars that held up one of the buildings had collapsed and Luna was trapped inside. Lillith wasn't sure why the tumbling of the roof had been so exhilarating to her, but it had caused Luna's death and strangely, it excited her. All she could think of was the shifting of the world, and everyone being within it. Luna was just one simple little girl... the world was a far bigger house to collapse. Lillith decided to take up Luna's appearance and act as though she were a Nubian. She had come to terms with the fact that she had been kicked out of her clan, so she needed to be something, and the only thing she really had any experience with was her Nubian friend. It was easy to live as Luna did, and she found she loved being the center of attention anyway.

Lillith started going by the name Lily Bobble as she began to travel. She preferred living in cities and large settlements because it was easier to find work and a bed. At first, she spent her time waiting on men and cleaning rooms in taverns, but then a purveyor found some use for her as a courtesan. She was almost magically beautiful and her flamboyant style and attention-grabbing clothes seemed to attract the eyes of many wealthy men. It wasn't long after that when she was discovered to be deeply artistic and a brilliant mind. An arts merchant had found her intriguing and used his connections to allow her to perform in the city square of Melphina. She was a huge hit and soon found that she would do much better as a "free agent." She "convinced" her merchant caretaker to allow her to be solely in charge of her own performances, and thanked him for his support. Lillith traveled from city to city, mostly performing as she pleased. She made enough money to live freely, but she was not frivolous with it. She often made deals with the tavern or inn owners to perform at their establishment for a free room and meals. Most innkeepers found it herd to refuse the offer.

Currently Lillith lives and works at a tavern in Lyonesse. Most people don't like to spend a lot of time with her due to her flighty Nubian attitude, and the ungodly amount of unfortunate incidents that occur around her, but several people stay simply to watch her perform.

PRIMARY STATS
Strength: 1
Agility: 2
Stamina: 2
Intellect: 5
Will: 4
Perception: 4
Power: 4 (+1)
Charisma: 4 (+1)
Luck: 1

SKILLS
Athletics: 0
Awareness: 2
Combat - Melee: 0
Combat - Ranged: 1
Combat - Unarmed: 0
Craft: 4
Defense: 1
Guile: 5
Influence: 4
Knowledge: 1
Language: 2
Medicine: 0
Technology: 0
Wilderness: 1

SECONDARY STATS
Life: 20
Mana: 15
Constitution: 4
Spirit: 7.5
Defensive Limit: 3
Critical Threat: 12
Wait: 4
Armor Proficiency: Light
Weapon Proficiencies: Firearms

Defense
Physical: +4
Elemental:
Biological:
Magical:

EQUIPMENT

5 slots used

Traveler's Suit - 1 gold
Bowgun - 60 silver - 1 size
Adventurer's Kit - 80 silver - 4 size
-bedroll
-canteen
-flint & tinder
-100 feet of rope
-tent (small)
-10 days provisions
Anti-Venom - 30 silver
Smoked Meat(5) - 25 silver
Waybread - 1 gold
Solar Stick(2) - 40 silver

5 Gold
65 Silver

SPECIAL ABILITIES

Racial Advantage- Dark Voice: Charisma + Influence to make a command

Advantage - Cantrip: Charisma + Craft to cast spell without mana cost - 2 power
Advantage - Famous: Receive benefits for being famous - 1 power
Advantage - Mana Control: Use 1 less mana for spells - 1 power
Advantage - Clairvoyant: Receive puzzling visions of the future...

Stunt - Forked Tongue: use Influence to Force target to believe a lie - 1 power

Magic - Charm: Creates wondrous and strange effects on the world - 5 power
Charm Spells: Breath Eternal, Dispel, Enchant, Ignite, Leadfoot, Sleep Cycle, Stash, Tongues, Transmutation:Reconstruct, Windwalk

Rakinu417
Vice Captain


Scias Eligos

PostPosted: Sat Jul 26, 2008 7:26 pm


User ImageName: Evans the Twice Alive
Age: 0 (just hatched)
Race: Nubian
Concept: Paladin
Bio: Darkness surrounded his fetal frame. His knees were tucked under his chin and his arms were strapped around them. As he rocked back and forth he felt the time coming. It welled in his chest and made him feel as though he were to burst. It felt like the sun on a warm noontime day where the grass played in the fields and the children sang, though he knew none of this he certainly did feel it.

“Asleep. Asleep. Asleep. But soon not to be.” He heard a woman child softly whisper in a sing song voice. “Asleep. Asleep. Asleep. Dream my child. Dream.” The woman sang again only louder this time.

Visions of lollipops and chocolate faded from candy dreams as he began to dream of hard rain and the sound of battle. Blood soaked the ground around his feet and his voice was heavy and harsh, but his heart was determined and set. In this dream his new hands ached from gripping a large dented sword for too long. The shield this man had once possessed had long since broken before he had arrived, yet an invisible battle carried on.

Behind these new eyes he saw his comrades laid strewn on the ground. Gashes were torn from their chests and necks. Eyes plucked from their human skulls. Some without limbs, some with no torso, but all were dead. Dead, all dead, except for him. Then he heard it, like an explosion in a cave, it came loud and at once. Wings beat down and the ground caved slightly beneath the monstrous creature’s feat. It was blacker than night and angrier than fire. A woman screamed and squirmed within the beast’s clutches. The monstrosity spoke, but with no voice and no movement of his tongue. Inside his head he heard the raspy lisping beckoning of the lizard.

“You can never save her and you can never save your kingdom. Seek me out if you wish to die, Evans, brave knight of the kingdom of Gilliam.”

And as loud and as quickly at the creature had appeared; it had gone. And so he awoke with a yell. He knew his mission and now he knew his name. He was Evans and he knew that no man or creature could stop him from his goal. The princess must be rescued and his kingdom must be saved. Through the shell, his fist crashed and the egg shell shattered. He tore and raved at it. It had imprisoned him all these years, all these years from his one goal. Rising, the gooey membrane sloughing from his naked body, he surveyed his surroundings. There was no battle. There was no kingdom. There was no dragon, or even princess to be saved for that matter. Only the Bearer of Things stood old and grizzled before him. Thousands of eggs lay strewn behind him.

“Oh child I knew you would awaken. So lovely.” The Bearer said with open arms and a smile riding on his wide lips.

“Where is she? And don’t lie, Dragon.” Evans said with caution. A sneer rode upon his own lips.

Confusion at first. The old man had heard many things in his many years, but never anything like this. Slowly he began to speak. “Your child you must watch over. The dreams you must see. Let me find them.”

The old man turned and began to rustle in wooden drawers and file cabinets made for him by the gods themselves. In this brief moment Evans leapt forward in all his nakedness. He knew nothing of children or dreams, but he knew of dragon’s tricks and a princess who must be saved. So with a forceful slam he knocked the old man, grizzled as he was now as he was from birth, into the equally old wooden cabinets. Reeling from the blow; with papers falling lazily upon his head, the Bearer watched as Evans fled from sight and without his assigned dream. The boy was fast, the Bearer smiled, but he knew he was not without purpose. Perhaps his assigned dream could wait for the next egg.



PRIMARY STATS
Strength: 4
Agility: 4 (-2) = 2
Stamina: 4
Intellect: 3
Will: 3
Perception: 2
Power: 3
Charisma: 2 + (1) = 3
Luck: 2 + (1) = 3

SKILLS
Athletics: 3
Awareness: 2
Combat - Melee: 4
Combat - Ranged: 1 + (1) = 2
Combat - Unarmed: 1
Craft: 1 + (1) = 2
Defense: 3 (+1 from shield) = 4
Guile: 0
Influence: 1
Knowledge: 1
Language: 1
Medicine: 1 + (1) = 2
Technology: 0
Wilderness: 1 + (1) = 2

SECONDARY STATS
Life: 40
Mana: 9
Constitution: 5
Spirit: 4
Defensive Limit: 3
Critical Threat: 13 – Luck (3) = 10
Wait: 4
Armor Proficiency: Heavy
Weapon Proficiencies: Swords, Bows

Defense
Physical: 7
Elemental:
Biological:
Magical:

EQUIPMENT

Gold: 1g 70s

1.) 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

2.) Buckler
Purchase: 3 gold
Designation: Light Armor
Pre-Requisite: None
Craft/Repair: 2/1
Materials: 5 ingots
Description: A small, round shield that is worn over the forearm.
Armor Bonus: +1 Physical
Notes: Defense +1

3. – 6.) 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
Notes:

7. – 10.) 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

*.) Bandages x 10
Purchase: 5 silver
Size: 0
Description: Sterile gauze used to bind wounds.
Notes: Allows a character to recover Life at twice his Constitution score. Can also stop bleeding and trauma. Requires a medicine to use


SPECIAL ABILITIES

WHITE MAGIC

RANK 1

Antidote
Type: Direct
Use: 2 Mana (burn)
Target: Other
Range: 50 yards
Chant: 2
Duration: Permanent (or at least until target is poisoned again)
Description: Toxins that infect that target’s body are purified and removed through the use of this basic healing Spell that envelopes the target in light and expels the poison from their body as small globules of dark light the lift out of the body and evaporate into thin air.
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
Type: Direct
Use: 3 Mana (burn)
Target: Other/Self
Range: 100 yards
Chant: 0
Duration: Mage's Will = Posts/Turns (of the targets)
Description: The target’s strength and power are increased for the duration of this Spell, allowing him to strike with more punch than he had previously.
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
Type: Indirect
Use: 3 Mana (commit)
Target: Other/Self
Range: 15 foot radius
Chant: 0
Duration: Until mage stops committing Mana to the spell's effect
Description: A white light shines off the mage, restoring the vital energies and regenerating damaged tissue to those nearby.
Effect: 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
Type: Direct
Use: 2 Mana per White magic rank (burn)
Target: Other/Self
Range: 100 yards
Chant: 0
Duration: One use
Description: The healer speaks a magical word and white light surrounds the target as their wounds heal, returning to them their life and strength.
Effect: 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
Type: Direct
Use: 2 Mana (burn)
Target: Other/Self
Range: 50 yards
Chant: 0
Duration: Mage's Power = posts/turns
Description: Red wisps of energy circle around and through the target’s body as they grow large in size and stature, bulking up with muscle. As their strength gradually decreases, so do the dramatic effects of this Spell until they return to a normal state.
Effect: 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
Type: Direct
Use: 4 Mana (burn)
Target: Other/Self
Range: Touch
Chant: 4
Duration: Permanent (or at least until the target contracts another disease)
Description: By speaking a holy word and placing his hands on the target’s forehead or temples, the mage is able to purge even the most incurable diseases from the body.
Effect: 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)
Type: Direct
Use: 2 Mana (cycle - per round/minute)
Target: Other/Self
Range: 50 yards
Chant: 0
Duration: Until mage stops committing Mana to the spell's effect
Description: A faint white glow surrounds the one protected by this spell which helps to ward off the effects of Physical damage.
Effect: 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
Type: Direct
Use: 2 Mana (burn)
Target: Other/Self
Range: 25 yards
Chant: 0
Duration: 1 scene/hour
Description: A magical quality is given to the target's Aura, which causes it to pull in ambient Mana, quickly restoring lost reserves of power.
Effect: Increases Spirit by 1d6.

Torch
Type: Indirect
Use: 1 Mana (commit)
Target: Self
Range: 50 foot radius/10 foot radius
Chant: 0
Duration: Until mage stops committing Mana to the spell's effect
Description: The tip of the mage's wand lights up, providing a magical light in dark places.
Effect: 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.

Stances:

Stance: Avenging Flame
Cost: 3 for rank 1; cannot be advanced past rank 1
Pre-Requisite: None
Use: 2 Mana; commit
Modifier: No feat roll necessary
Target: Self
Range: Personal
Duration: Until character drops stance
Description: With lightning fast reflexes, the character intuitively strikes back at an enemy each time his foe lands a successful hit. However, these blows are greatly reduced in power due to their unusually high speed.
Effect: Each time a target in melee range hits the character, he himself will take an amount of damage equal to the base damage bonus of the weapon the character is wielding. This damage is automatically deducted from a target’s Life as a consequence of getting in close to the character in this stance and may not be blocked or evaded by any means. This stance cannot be held in conjunction with another Stance

Dreamer's Daring: "Once per real-world week, a Nubian may automatically succeed on a Dare roll."
PostPosted: Sun Jul 27, 2008 11:30 pm


Name: Jonathan Riot
Age: 67
Race: Fomorian
Concept: Machiavellian
Appearance:
A young Fomorian and a “late bloomer:”
No visible signs of horns or wings yet, and a small developing tail that is still concealable.
Stylish, but not over the top, Jonny tries to maintain a subtle profile. Unless you knew he was Fomorian, you might not have guessed it, there is a chance he might be a mix with something else, but he cannot remember much of his past before age 55 and absolutely nothing before 50.
(see avatar for addition imagery: image subject to change over time, some accessories are not a literal representations)

Bio:
(sorry for the redundancy below, Mercurous informed me that the Dark Lords have extravagant names, and because they are THE Dark Lords, they are always referred to extravagantly...)

Jonathan Riot first appeared on Helios 12 years ago, with no prior memory and only one objective: Kill The Mountain Sage of the Defiant: a simple objective, yet an impossible task. The Mountain Sage of the Defiant was one of the 13 dark lords that had maintained dominion over the southeastern night plains for decades. Not the most feared of them all, but definitely respected among the others. How was a young Fomorian supposed to take on such a task single handedly? There was one chance…

Jonny didn’t have to personally kill The Mountain Sage of the Defiant, but rather see to it that he didn’t live any longer. And with the little information he had and a convincing smile, the little fire starter was able to raise an army. He sought out another dark lord, The Second Vengeful Talon – one of The Mountain Sage of the Defiant’s bigger rivals and after almost being sliced to pieces by The Second Vengeful Talon’s tower guards, twice, he was finally granted a presence with his dark lordship where he convinced The Second Vengeful Talon to take a mighty risk.

Jonny informed The Second Vengeful Talon that The Mountain Sage of the Defiant was going to travel across the lands to seek council with Lord Bahm. The reason was unknown but one rumor suggested that The Mountain Sage of the Defiant had been summoned there and another rumor suggested The Mountain Sage of the Defiant was going of his own accord and for what ends nobody knew. A trap set by Lord Bahm to bring the 13 Dark Lords down to 12? A proposal to join forces? None could be sure of anything except that little good would come of it, and The Second Vengeful Talon wanted the glorious retribution of killing The Mountain Sage of the Defiant himself.

The Mountain Sage of the Defiant would have to cross the southern fire river in order to reach the bone fields and travel northwest toward Lord Bahm’s Tower. There were two bridges The Mountain Sage of the Defiant could take across and would probably not split his forces between the two, because of the bridges’ massive size and distance apart, it would take longer to split up and regroup, but that’s what The Second Vengeful Talon planned to do: The Second Vengeful Talon planned to send a scout to find which bridge The Mountain Sage of the Defiant would take. Then The Second Vengeful Talon would travel there and meet The Mountain Sage of the Defiant’s forces at the end of the bridge with one third of his own army, sending the other two thirds across the second bridge. The two thirds army would split up into two forces after they crossed, one heading towards The Mountain Sage of the Defiant’s Tower and the other towards the second bridge to attack The Mountain Sage of the Defiant and his forces from behind in case they tried to retreat. If victorious, The Second Vengeful Talon would slay The Mountain Sage of the Defiant and gain more control over the southeastern night plains; A mighty risk for a mighty prize.

Jonny was held prisoner in The Second Vengeful Talon’s tower with orders to be killed if the information proved to be false or if The Second Vengeful Talon was unsuccessful, but Jonny had no intention of sticking around to see the outcome of what he had set in motion. Helios was not a delightful place, and he needed to get off that disc. His deceptive prowess gained him release from his cell and a dead prison guard’s uniform. He barely escaped and wondered through the wastelands, barely surviving until he was finally able to reach the Promethean Gate where people from all over the disc had traveled to, so that they might seek refuge on other worlds and escape the clutches of tyranny and begin a new life.

After swindling a few people, Jonny found passage to the city of Charring Cross on the disc of Nod… he fit in a little better there, or rather, blended in a little better. For the next few years, he lived his life by attending a public university for magery during the day, and stealing from people by night to pay for the education. Only a few months before completion of his training, rumors had reached Jonny that a small band of Hellion soldiers had arrived on Nod; had they come looking for him? Jonny didn’t want to find out, so he decided to run once again. Before his departure, he ‘borrowed’ a book from the university library that looked like it’d be useful. I mean, do they ever put non-useful books in the “Staff Only” section?

He decided to travel to Lyonesse and upon arriving there, he assumed the name Jonathan Riot (former name forgotten) and found the book he had taken to be filled with nothing: Blank pages mostly, with little words that would flash here and there if you held it just the right way, but Jonny knew better. There must be something to reveal the text that was hiding, but he didn’t know what it needed to become unlocked. In the meantime, he began running a mid-sized pawn shop for some old man named Kugobi, who was having trouble doing everything himself in his old age. And there Jonny was waiting around: waiting for the old man to die so he could take all of Kugobi’s possessions (he had no heirs), waiting for antique dealers or somebody to come into the store that might be able to help him with his book, waiting to see if danger would ever find him again, waiting for an adventure…

burning_eyes

PRIMARY STATS
Strength: 3
Agility: 4
Stamina: 4
Intellect: 3
Will: 5
Perception: 2
Power: 2 +1(Race Bonus)
Charisma: 3 +1 (Race Bonus)
Luck: 1

SKILLS
Athletics: 2
Awareness: 1
Combat - Melee:
Combat - Ranged:
Combat - Unarmed: 3
Craft:
Defense: 3
Guile: 5
Influence: 3
Knowledge: 1
Language:
Medicine:
Technology: 1
Wilderness: 2

SECONDARY STATS
Life: 40
Mana: 9
Constitution: 7
Spirit: 2
Defensive Limit: 3
Critical Threat: 12
Wait: 4
Armor Proficiency: Light
Weapon Proficiencies: Brawling Aids and Arcing Weapons

Armor
Physical: +6
Elemental:
Biological:
Magical:

EQUIPMENT

$$ = 2g, 20s, 0c

Old Dusty Book:
A rustic tome with a thin blood-red leather binding filled with blank pages. The pages contain spells of Psychomancy, but only reveal themselves at certain times… it is still unknown for certain how to consistently produce this effect. While the book teaches the possessor how to use this magic, it does not teach the possessor how to use the book, there inlaying the biggest challenge.

Katar
Purchase: 3 gold, 80 silver
Pre-Requisite: Unarmed Combat > 3
Size: 1
Wield: 1 handed
Craft/Repair: 4/2
Materials: 3 ingots
Damage: Strength + 1d6+7 (8-13) Physical
Description: A blade attached to a handle where the blade comes out from the knuckles

Dark Imperial Coat (Boiled Hide)
Purchase: 4 gold
Designation: Light Armor
Pre-Requisite: None
Craft/Repair: 3/2
Materials: 5 bolts of leather
Description: A long and heavy jacket embroidered with a few decorative stitchings, worn for basic protection.
Armor Bonus: +6 Physical
Notes: First floor initiate’s standard issue uniform piece (From The Second Vengeful Talon’s Tower guard), stolen and lightly tarnished and torn in a few little places.

Slots: 2 used, 8 free (He’s always wearing the jacket, so it’s always equipped)



SPECIAL ABILITIES
(I put an abridged version first)

Racial Advantage Dark Voice:
Fomorians have a supernatural gift for persuasion. By speaking in a soft voice, looking a target in the eyes and rolling a Charisma+Influence Feat, the Fomorian may exert basic mind control over a target (so long as the target’s Will score is currently no more than 1 point above her own). She may issue commands, plant suggestions, extract information or tell convincing lies using this ability. Her requests/commands must play on a desire, emotion or circumstance that already exists. Thus, they cannot directly harm the target (“stab yourself”), endanger his livelihood (“give me all your money”) or go against the grain of what he strongly and truly believes in (“murder that child”) unless the target already has a desire to comply with such a command. The target must be able to hear the command and must be looking the Fomorian in the eyes in order for this ability to work.


Artifact
Cloak
Demoralize
Forgery
Forked Tongue
Grip
Iron Constitution
Mimic
Sucker Punch
Wild Mind


Artifact
Cost: 2
Pre-Requisite: None
Level: Yes; max 5
Description: A piece of lost technology or a truly magical artifact is in the character’s possession.
Effect: The Judge is free to disallow any Artifact from being purchased via this Advantage. Players should also have a viable explanation as to how their character acquired such valuable property. The types of artifacts that may be attained through use of this Advantage are as follows:
Rank 1: Common Artifact
Rank 2: Uncommon Artifact
Rank 3: Semi-Rare Artifact
Rank 4: Rare Artifact
Rank 5: Very Rare Artifact

Cloak
Cost: 1 for ranks 1 & 2; 2 for ranks 3 & 4; 3 for rank 5
Pre-Requisite: None
Use: 1 Mana + 1 per rank (burn)
Modifier: Guile
Target: Self
Range: Personal
Duration: Until the character does something to call attention to himself - may also be ended deliberately (rank 5 ends when the character takes a breath)
Description: The sneaky proclivities of the character allow him to bend Mana in subtle ways to hide his presence and endow him with a variety of stealthy abilities.
Effect: The power of this Stunt grows with rank and each rank retains the effects of previous ranks (for example, a character invoking rank 3 cloak would automatically invoke ranks 1 & 2 at no additional cost).
• Rank 1: Targets who are not actively looking for the character will be unaware of his presence until he does something notable to make his presence known (such as attacking or otherwise calling attention to himself) or is unable to make himself a part of the background scenery.
• Rank 2: Sounds made by the character are eliminated for as long as this Stunt's effect is sustained.
• Rank 3: The character’s aura darkens and becomes visible just enough to blur the character’s face and form, effectively concealing his identity, muffling sound, covering scent, and suppressing body heat. He takes on the appearance of a blurry shadow with glowing eyes surrounded by swirling smoke. While in this form, the character recieves an Agility bonus equal to his Guile score and cannot be perceived by any sense other than sight or sensing his aura. Additionally, all Guile feats receive an extra d20.
• Rank 4: Reduces the character’s movement speed by half but allows him to become stealthed; while not truly invisible, the character is completely hidden, appearing only as a blurry outline to the very perceptive. Any target whose Perception is equal to or greater than the character's Agility (keeping in mind the bonus offered by Rank 3) may make a Perception+Awareness feat to see him. This Stunt’s effect is broken the instant the character does something to call attention to himself (such as attacking or making a loud noise). The Stunt’s effect may also be ended deliberately whenever the character wishes.
• Rank 5: The character becomes truly invisible and may not be detected by any means for as long as he is able to hold his breath (Stamina = minutes + 1 minute w/ a Stamina+Athletics feat). The only way for a character under the influence of this Stunt to be detected is if his actions (such as bumping into someone or speaking loudly) cause them to sense his presence.

Demoralize
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: Something about the character's taunts and insults actually causes the target to lose faith in their abilities. This mind-bending charm then gives the character a definitive edge.
Effect: Imposes a +2 (per Stunt rank) Difficulty on the target for all feat rolls so long as the character is present. The use of this Stunt must be paired with a taunt or insult the target is capable of perceiving and understanding.

Forgery
Cost: 1
Pre-Requisite: Charisma > 3
Use: 1 Mana; commit (per affected party)
Modifier: Guile
Target: Object/Other
Range: Touch (indefinite once the object is enchanted)
Duration: Semi-permenant (see below)
Description: By using his persuasive talents and ability to muddle the minds of others, the character is able to pass off forgeries as the real deal.
Effect: A forgery, no matter how poor, will look like the real thing to the target of this mind-bending Stunt. Granted, the forgery in question must look something like the original (you couldn’t pass a stone off as a sword, but you could make a purse full of keys seem like a purse full of coins). The target will not know the difference until an outside party points the forgery out to them or until they attempt to use the forged object in a way it is incapable of being used (such as trying to eat a stone disguised as a steak). Because of these restrictions, clever users of this Stunt try to make their forgeries look and act as convincing as possible). In the case of multiple targets, the Stunt may affect a maximum number of parties equal to the Stunt's rank.

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”).

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.

Iron Constitution
Cost: 2
Pre-Requisite: Stamina > Advantage rank
Level: Yes; max 10
Description: The character is so stout that most poisons lose their teeth when trying to infect his system. Only the most powerful of poisons can wear on his body.
Effect: The level of a poison in the character’s system is automatically reduced by a numerical amount equal to the rank of this Advantage. If this reduces the poison’s Level to 0 or less, the character completely resists the poison without the need for a Stamina feat to resist its effects.

Mimic
Cost: 1
Pre-Requisite: None
Use: 1 Mana; burn
Modifier: Guile
Target: Self
Range: Personal
Duration: One noise/sentence
Description: By increasing the flow of magical energies to his vocal chords, the character is able to imitate any sound he has ever heard.
Effect: The character’s voice can imitate any sound (including other's voices) he has ever heard. He may only reproduce one sound at a time and cannot produce a sound at a volume any louder or softer than his voice normally could.

Sucker Punch
Cost: 1
Pre-Requisite: None
Use: 1 Mana (burn)
Modifier: Guile
Target: Other
Range: Weapon range
Duration: One attack
Description: By attacking his opponent from behind or while his foe is unaware, the character is able to exploit his inherently weak position and deliver a fatal blow.
Effect: Against an opponent who is distracted or whose back is turned to the character, this attack deals twice the damage of a standard attack.

Wild Mind
Cost: 1
Pre-Requisite: Will > 5
Level: No
Description: The mind of the character is frantic and filled with random thoughts. The chaos of such a mind makes it very difficult to read.
Effect: All attempts to read or otherwise affect the character’s mind are made at +5 Difficulty.

Jonathan Riot
Crew


EmberT1ger

PostPosted: Tue Jul 29, 2008 2:23 pm


User ImageName: Thelassia Rel
Age: 36
Race: Elf
Concept: Archeologist

Bio:

Thelassia Rel was the third child born to House Thelassia in the union of Thelassia Thris and Revissa Narine. Thelassia and Revissa both hold significant weight in the politics of Arcadia and the marriage was an important one to solidify that weight for the generations to come. The family was noble and of good birth, however House Thelassis fell upon hard times when Rel was 12. They needed to form an alliance with an economically powerful clan, so Rel was sent to live with House Yurissa as an exchange of good faith.

House Yurissa lived in the wilderness, among many overgrown second age ruins. Rel at first hated the move, he missed his family and the conveniences of city life. However, as a child, he became captivated by the ruins and would spend much of his time exploring them and finding their treasures. He quickly befriended the old gnome scholar who lived as a retainer to House Yurissa and was a brilliant student, quickly learning about any subject. He spend his days searching through the ruins, finding old pieces of technology, which he found profoundly beautiful and which he showed a remarkable knack for handling. Once he saw a design, he could replicate it perfectly. Other elves often mocked Rel for his obsession with the ancient technology, but he ignored them, writing off their insults as mere jealousy of his talent. While the other elves expressed themselves through magic or painting, Rel saw his devices as artistic works that only he could fathom.

When he was exploring the ruins one day, he came across a piece of valuable technology: a true artifact. A mysterious sphere which resonated blue with magi-tech devices, Rel was immidiately entranced. Rel determined to set about to study this artifact and learn its secrets and he carries it with him always as his most treasured possession.

When he was grown, Rel returned home to find that his family had squandered away most of what they had traded with House Yurissa and that the family was politically maneuvering to undercut House Yurissa and seize their assets to save themselves. Disgusted, Rel voiced his concerns to his relatives, only to have them politely request that he shut up and leave. Disgusted and torn between his family pride and his morals, Rel left them, hoping to find some new ruin or ancient device to take his mind off of it.

Rel is a self-styled archeologist, seeking old artifacts and restoring them, mostly for the pure beauty he sees in them over anything else. Rel tends to be slightly haughty, not really considering anyone else on his intellectual level, and he tends to be condescending even when he doesn't mean it. He loves showing off his vast stores of knowledge and his mastery of lost tech. He puts little stock in religion and is a firm athiest. Still young, Rel is searching for his place in the world, feeling a bit like he should have lived in a better time. Rel takes out his frustration sometimes through heavy drinking and casual sex. Still, he is a loyal and moral friend who can be counted on for that needed information or two shots from his dual-wielded guns.

Physically, Rel has fair skin, violet eyes, flowing golden hair immaculately styled, and perfectly symmetrical features. He is short for an elf at 5'10'' and thinner than the average elf, weighing 125 lbs. While not adventuring, he dresses luxuriously in the light blue and brown colors of his family out of duty, yet draws little actual pride from them. While delving ruins, he prefers his more practical boiled hide.

PRIMARY STATS
Strength: 1
Agility: 6 (+1)
Stamina: 2
Intellect: 5
Will: 3
Perception: 4
Power: 2
Charisma: 3 (+1)
Luck: 3

SKILLS
Athletics: 0
Awareness: 1
Combat - Melee: 0
Combat - Ranged: 4
Combat - Unarmed: 0
Craft: 4
Defense: 2
Guile: 0
Influence: 1
Knowledge: 5
Language: 0
Medicine: 0
Technology: 4
Wilderness: 0

SECONDARY STATS
Life: 20
Mana: 15
Constitution: 4
Spirit: 6

Defensive Limit: 5
Critical Threat: 10
Wait: 4
Armor Proficiency: Light
Weapon Proficiencies: Firearms, Bows

Defense
Physical: +6
Elemental:
Biological:
Magical:

EQUIPMENT

The Finder

Pistol

Revolver

Boiled Hide

Adventurer's Kit -2

Box of Matches

Tinker's Tools -2

Writer's Kit

Bottle of Rum

Candy x5

Cured Meat

Tent (small) -1

Eternal Torch -1



33 Silver

200 copper

SPECIAL ABILITIES



Dead Eye 1

Description: This character has a great deal of hand-eye coordination and incredible aim, making him especially deadly with ranged weapons
Effect: +1 (per rank) to hit when using ranged attacks.

Artifact 3

The Finder
Second Age Arcadia was a place of magical learning and arcane excellence. Scholars and mages from across the Sphere converged at the legendary ancient city of Hibernia, forging new spells and uncovering the secrets of Mana. One area in which Arcadia was (and always has been) lacking was in the development of technological devices. During the Second Age, a fusion of magic and machine called Magitech was devised and implimented Sphere-wide. Arcadia, determined to keep up with the other nations and worlds of The Sphere, established a braintrust of sorts called the Coluna Unama or the "House of Auspice". Recruited across several different worlds, the trust managed to complete a wonderous device the likes of which had never been seen before. The records (those which have been recovered and are decipherable at least) regarding this device's specific use, however, are confusing, misleading, and vague.

Before the device (which was codenamed The Eye of Radiance) could be unveiled, in-fighting within Coluna Unama broke out and the sponsor nations of the various scientists began to vie for control of this new Magitech wonder in perhaps a subliminal anticipation of the upcoming wars. In any case, the lead scientist had the device secretly disassembled and scattered throughout The Sphere to prevent it from being captured and reverse engineered by those who would misuse it. However, the device's core remained on Arcadia in one of Coluna Unama's many research labs. The core was built to resonate with the other pieces of the Eye...and as such, was code named The Finder.

As each part adds to the Core, the usefulness and intelligence of the Finder grows until finally, it will unveil its true purpose as the Eye of Radiance.

Use: The Finder begins glowing a pale blue when in the presence of Magitech devices, glowing stronger and stronger as it gets closer. Those pieces which were seperated from it may be re-integrated to give the device more of its original functionality.

Currently, the Finder has obtained one of its missing pieces and is capable of transforming into a pair of mechanical wings. These wings allow flight up to 40 mph for about 10 minutes before needing a 15 minute break to recharge. The wings are nearly indestructible and have razor sharp tips, allowing them to be used as a shield (+1 to Defense feats) or as a weapon (Strength + 2d8 physical dmg).

Resources 1

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.

Eidetic Memory
Description: Memory serves the character well. He is able to perfectly recall the details of anything he has seen with his own eyes.
Effect: Whether it's the words on the page of a book, the details of a crime scene, or the intricate markings on an old map, the character's memory is like a photograph. An Intellect+Awareness feat (at an increased Difficulty for very old memories) is required to call up these memories. Failure means the character can't quite remember perfectly…at least not right now. He may make another attempt later, at the Judge's discretion.

Homing Missile 1
Use: 1 Mana; burn
Modifier: Combat - Ranged
Target: Other
Range: Weapon range
Duration: One attack
Description: An arrow, bullet, thrown, or other projectile weapon will be infused with a small portion of the character's will to hit a target and will mystically curve in flight to meet the mark.
Effect: This stunt increases the versatility of all shots, allowing them to be fired around corners, over obstacles, etc. However, the character must have some idea of where his target is (even if it's vague). This Stunt cannot be used against stealthed, invisible or otherwise hidden targets. Against stationary targets or objects, this Stunt guarantees 100% accuracy.

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.

Current XP: 50
PostPosted: Wed Jul 30, 2008 9:23 am


Name: Typhen Frost
Age: 32
Race: Elf
Concept: Mage

Bio: Born to the most Noble and ancient clan of Frost Typhen was surrounded by nobility through out his entire life. It was not uncommon for his family or friends to treat someone or as they were viewed by the higher class “something”, very poorly. They were after all Elves, which it is well known were the superior of all races. Further more they were of the pure blood line of the great Clan of Frost. Servants were as common as fly’s in a barn.
Typhen, being the oldest son of his father’s made him very privileged indeed. So privileged was this family that they even had business endeavors on other discs. One of these was on the disc of Zu floating high in the sky seemed fitting to them , and why shouldn’t it.
It was on Typhens 21st birthday that his father told him he would now be placed In charge of the clans ventures on Zu. He was all that could be expected of a young powerful Elf on Zu, his clan came first so he made sure they were profitable but spent much time rubbing elbows with the nobility of Zu, long nights and short days made for a strong hangover most Mondays.
It was on such a Monday that one of his servants at a factory he was inspecting went out of her way with out being told to get him a cold glass of water. A small thing but in a world where one only cares for himself a small gesture can mean a great deal. Looking back it was her eyes not the water that made her stick in his mind. Who can predict love? And who can stop it? So it was for Typhen and his love Rebecca, with eyes like the stars. She was born an elf on Zu and of the lowest class, she was a servant on Zu though not a slave, But is there really a difference?
She was an Idealist of the most lofty kind. Her ideals were that of equality for all class and race. She often said it was the only way for peace. This was a new ideal to
Typhen he didn’t exactly agree but his did love to hear her speak with such passion. It wasn’t long before he had her moved to his personal staff. It wasn’t uncommon for a Noble to take his “privileges” from a servant. He never hid the fact that he was seeing Rebecca, it was just assumed he was simply having his fun with her.
Soon enough they were both deeply in love with one another, they both new they could never be married, they simply lived in half secrecy until it all suddenly unraveled. She came to him soon after his 28th birthday and told him she was with child. They were both very happy, but very worried at the same time. Understandably a child would make things a great deal harder to control .
So blind love does make you, he had though it was all hidden from his father and his clan, he never say the trap they set. He received word that we was to return home to give information of the progress of the Zu operations. This was not uncommon, after all there had to be some accountability.
He told rebecca he would return in a few weeks and so he went home to his clan. He can still see her eyes like the stars.
His trip home was a good one, after all his operations were very lucrative. He saw his family and all was well, His mother and father seemed to have dark demeanor for him giving such good news.
It wasn’t still he returned to his rebecca that he put the pieces together. The other servants had long ago grown rebellious , why should rebecca be treated so much better? Jealousy, how sad it ended it all. They had told his clan all they new with venom in there voices, and so Rebecca was accused of Theft, all the gifts Typhen had ever given her were charged against her, she was arrested the moment typhen was gone, tried and exiled before even typhen got back to Zu.
When he found out what had happened he all but lost his mind, he demeaned to know all he could, but exile to the wastelands was not something that can be undone. So he hired a team of adventures to accompany him to the Geonolan Heights far below the floating citys.
It was months before he found her, or her grave as it was. His group had started at 15 strong men, now he was all that was left of them, he had become friends with some of the jur-al. They had lead him to her grave, they knew her for her kindness and her eyes like stars.
Typhen spent two years with the jur-al in morning. The tribes chief became a great friend, as did all the tribe. Each night he would stare at the stars and pray for peace in his heart, to stop the pain, and the tears. In time he began to realize it was hate that killed her, she had been right all along, equality was the only way peace could prevail. So it was that An Elf of the Most Ancient and Noble clan of Frost became a wanderer who sought equality and peace in all things. All for the love of the one with eyes like stars.



PRIMARY STATS
Strength: 1
Agility: 3
Stamina: 3
Intellect: 4
Will: 4
Perception: 2
Power: 5
Charisma: 2
Luck: 3

SKILLS
Athletics: 1
Awareness: 3
Combat - Melee: 3
Combat - Ranged: 0
Combat - Unarmed: 0
Craft: 1
Defense: 5
Guile: 0
Influence: 2
Knowledge: 2
Language: 2
Medicine: 0
Technology: 0
Wilderness: 2

SECONDARY STATS
Life: 30
Mana: 12
Constitution: 5
Spirit: 6
Defensive Limit: 3
Critical Threat: 11
Wait: 4
Armor Proficiency: light armor
Weapon Proficiencies: wands and swords

Armorlight leather
Physical: +4
Elemental:
Biological:
Magical:

EQUIPMENT
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 provision
Oak 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

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

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


SPECIAL ABILITIES
Thaumaturgy Rank 1

Blade Turn
Cost: 2 for rank 1; may not be advanced past rank 1
Pre-Requisite: Defense > 3
Use: 2 Mana; burn
Modifier: No roll is necessary
Target: Self
Range: Personal
Duration: One defense
Description: The character’s reflexes save him as he moves instinctually to block. His hands seem to move on their own accord to protect him.
Effect: Automatically blocks an attack that targets the character. Only those attacks which could normally be blocked will be effectively guarded against. No roll is required to invoke this Stunt. The maximum number of times this Stunt can be used in one in-game day is equal to the character’s Agility score

Trance; Dynamo
Cost: 1
Pre-Requisite: Will > 3
Use: 1-10 Mana (commit)
Modifier: None (no Feat is required to activate this Stunt)
Target: Self
Range: Personal
Duration: Until character drops trance intentionally or by being damaged
Description: The character is able to enter a quasi-meditative state where his body acts as a conduit for raw Mana, pumping vast amounts of power into his magical attacks.
Effect: Increases the damage (the main type of damage the spell does, be it physical, elemental, biological, or magical) of all attack Spells by 1d4 per Mana point committed when invoking the Trance. The maximum number of Mana that can be committed to this Trance is equal to the character's Power score.
A few notes about this Stunt:
• The character may enter the Trance at any time as a free action whether it is his turn or not.
• Only one Trance may be invoked at a time.
• If damaged while holding a Trance, the character may make a Will+Knowledge feat. If he succeeds, the Trance remains in place. If he fails, he drops it and cannot resume that particular Trance for the remainder of the scene.
Thamaturgy Rank 1 - 5 pts

Lucky Save
Cost: 3 for rank 1; cannot be advanced past rank 1
Pre-Requisite: Luck > 3
Use: 1 Mana per 2 points; burn
Modifier: No feat roll necessary
Target: Self
Range: Personal
Duration: One feat
Description: When it looks like all is lost and failure is immenent, some twist of luck causes the character to somehow succeed.
Effect: After a feat has been rolled and failed, this Stunt may be used to add 2 to the failed feat roll for each point of Mana spent. This Stunt cannot be used on Critical Failures.

Typhen Frost


Malignant Defector

PostPosted: Wed Jul 30, 2008 2:03 pm


Name: Lotus of the Blood Red Hollow
Age: 4 Weeks
Race: Dryad (Blood Lotus)
Concept: Assassin
Appearance: Tall and wiry Lotus stands about 7 feet tall in his natural form, though you will rarely see his true form. He has pale skin with red and green tints and his face is covered by a giant red lotus petal with two black slits for his eyes, which are phosphorescent green. His hair is bright red and unkempt and upon his back is a giant blood red blooming lotus flower.

Bio: Lotus was created from the Bora Dora Willowhide the Weeping and its need to seek vengeance. Willowhide believed that the city dwellers expansion brought down the apocalypse on them all. Though for centuries he remained silent, allowing this to be pushed aside by his subtle patience.

After a while Willowhide's Hollow was visited by a young female child whom possessed a great natural aura. She would talk to Willowhide and discuss ideals and opinions far more vast than her age. This slowly brought Willowhide out of the stupor of disgust toward the Citydwellers and ushered in a period of acceptance. This ended however one day when Willowhide bore witness to the end of this girl whom had been coming to join him.

Thieves and vandals fleeing the nearest city's law had stopped in the hollow and began dumping the bodies of travelers they had murdered into the pond Willowhide drank from. After the young girl rebuked the actions of these Vandals, the thieves took their sweet time in torturing and killing her right before the eyes of her closest friend. The anger, sadness and sheer horror and hatred toward these villains fueled the creation of Willowhide's first and only Dryad. In the darkness of night Lotus bloomed blood red, for it had drank from the blood that now tainted the hollow. The first thought it had was the simple and concise need to kill the murderers. This was the reason it was made, and its first goal in life. To say that this was performed flawlessly would be a drastic understatement.

Drawing upon mana Lotus took the form of the groups leader, a stubby fellow whom had a crooked nose and many rings. Walking casually toward the two night watchmen on duty he promptly drew a blade that he had recovered previously from a corpse in the pond, and stabbed the guard to death. The other guard witnessing this was overcome with fury, which was pushed even further by Lotus' psychomancy. Lotus then disappeared into the darkness of night, but the other guard knew whom had committed this foul act and tore off into the camp screaming and yelling. The leader of this band awakening, found a knife through his throat the moment he exited his tent, which caused chaos and murder to run rampant through the camp. The last surviving thief was stabbed silently in the back and fell near the blood red waters, getting one last glimpse of the horror they had brought upon themselves.

With his first task completed Lotus moved onto the second reason for his creation, to return the cities of this disc, and perhaps all the rest of them as well, to the wilderness they once had been.

PRIMARY STATS
Strength: 3
Agility: 3
Stamina: 3
Intellect: 4
Will: 3
Perception: 3
Power: 2
Charisma: 3
Luck: 3

SKILLS
Athletics: 4
Awareness: 3
Combat - Melee: 0
Combat - Ranged: 0
Combat - Unarmed: 5
Craft: 0
Defense: 3 (+1)
Guile: 5
Influence: 0
Knowledge: 0
Language: 0
Medicine: 1
Technology: 0
Wilderness: 0

SECONDARY STATS
Life: 30
Mana: 12
Constitution: 4.5
Spirit: 5
Defensive Limit: 2
Critical Threat: 10
Wait: 4
Armor Proficiency: Light
Weapon Proficiencies: Brawling Aids

DEFENSE
Physical: +5
Elemental: 0
Biological: 0
Magical: 0

EQUIPMENT
Slots Used: 3/10
Money: 2 Gold
Weapons:
Hooded Katar
Purchase: 4 gold, 50 silver
Pre-Requisite: Unarmed Combat > 3
Size: 1
Wield: 1 handed
Craft/Repair: 5/3
Materials: 4 ingots
Damage: Strength + 1d6+7 (8-13) Physical
Description: Katar with a small Buckler built into the design


Armor:
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


Additional Supplies:
Rope, 100 feet
Purchase: 10 silver
Size: 1
Description: 100 feet of durable rope

Solar Stick
Purchase: 40 silver
Size: 0
Description: Contains two chemicals that, when mixed, produce light. The stick is twisted and pops loudly when the chemicals are mixed.
Notes: Provides up to 50 feet of light in all directions for up to 6 hours.

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 ABILITIES
Racial Advantage:
Greenspeak
Dryads are capable of communicating with natural objects that those who don’t know any better would consider inanimate. Trees, flowers, rocks and rivers all have a base nature spirit just like the core soul of a Dryad. Dryads are able to speak to these spirits freely (though none can hear the spirit’s reply save the Dryad). Each spirit has its own personality that corresponds to the type of object it is (flowers are vain and flighty, trees are patient and wise, rocks are grouchy, etc.) These spirits are fairly obtuse and one-dimensional, which can make speaking to them like talking with a small child. Also, since Dryad souls are so basic, they cannot become undead or ghosts.

Advantages:
Assassin
Cost: 1
Pre-Requisite: Guile > 3
Level: No
Description: The character is skilled at striking an opponent by surprise and is able to inflict critical damage to those who are unaware of his presence by hitting undefended vital spots.
Effect: Damage against an opponent who is unaware of the character’s presence is doubled.

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 Critical Failure, his Critical Threat score is reduced by 1. Once he rolls a Critical Success, his Critical Threat score returns to its default number.


Stunts:
Backstab (Rank 1)
Cost: 2 for rank 1; 1 for every rank afterwards
Pre-Requisite: None
Use: 2 Mana; burn
Modifier: Guile
Target: Other
Range: Melee or ranged attack range
Duration: One attack
Description: The character sneaks up behind an unsuspecting opponent and makes a deadly attack.
Effect: Target must be unaware of the character's presence in order for this Stunt to work. Those targeted by the attack cannot defend themselves and take double base damage once it hits them. The attack completely ignores a target's Armor rankings, inflicting full damage when it hits.

Cloak (Rank 1)
Cost: 1 for ranks 1 & 2; 2 for ranks 3 & 4; 3 for rank 5
Pre-Requisite: None
Use: 1 Mana + 1 per rank (burn)
Modifier: Guile
Target: Self
Range: Personal
Duration: Until the character does something to call attention to himself - may also be ended deliberately (rank 5 ends when the character takes a breath)
Description: The sneaky proclivities of the character allow him to bend Mana in subtle ways to hide his presence and endow him with a variety of stealthy abilities.
Effect: The power of this Stunt grows with rank and each rank retains the effects of previous ranks (for example, a character invoking rank 3 cloak would automatically invoke ranks 1 & 2 at no additional cost).
• Rank 1: Targets who are not actively looking for the character will be unaware of his presence until he does something notable to make his presence known (such as attacking or otherwise calling attention to himself) or is unable to make himself a part of the background scenery.
• Rank 2: Sounds made by the character are eliminated for as long as this Stunt's effect is sustained.
• Rank 3: The character’s aura darkens and becomes visible just enough to blur the character’s face and form, effectively concealing his identity, muffling sound, covering scent, and suppressing body heat. He takes on the appearance of a blurry shadow with glowing eyes surrounded by swirling smoke. While in this form, the character recieves an Agility bonus equal to his Guile score and cannot be perceived by any sense other than sight or sensing his aura. Additionally, all Guile feats receive an extra d20.
• Rank 4: Reduces the character’s movement speed by half but allows him to become stealthed; while not truly invisible, the character is completely hidden, appearing only as a blurry outline to the very perceptive. Any target whose Perception is equal to or greater than the character's Agility (keeping in mind the bonus offered by Rank 3) may make a Perception+Awareness feat to see him. This Stunt’s effect is broken the instant the character does something to call attention to himself (such as attacking or making a loud noise). The Stunt’s effect may also be ended deliberately whenever the character wishes.
• Rank 5: The character becomes truly invisible and may not be detected by any means for as long as he is able to hold his breath (Stamina = minutes + 1 minute w/ a Stamina+Athletics feat). The only way for a character under the influence of this Stunt to be detected is if his actions (such as bumping into someone or speaking loudly) cause them to sense his presence.

Decoy (Rank 1)
Cost: 2 for rank 1; 1 for every rank afterwards
Pre-Requisite: None to purchase. However, a light source must be present to create a shadow in order to use this ability
Use: 2 Mana; burn
Modifier: Guile
Target: Object (shadow)
Range: Within 10 feet per Stunt rank
Duration: Up to one hour or until struck
Description: The character uses his supernatural prowess at deception to turn his shadow into a perfect copy of himself.
Effect: Creates a perfect copy of the character that looks, talks, and moves just like him. This copy, however, is purely illusory and cannot truly think on its own nor does it possess any of its creator’s abilities. It cannot affect the material world in any tangible way; it is purely an elaborate illusion. The character may create up to (Stunt rank) Decoys at once.

Flicker (Rank 1)
Cost: 1
Pre-Requisite: None
Use: 1 Mana; burn
Modifier: Athletics
Target: Self
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.

Grip (Rank 1)
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.

Mask (Rank 1)
Cost: 2 for rank 1, 1 for every rank afterwards
Pre-Requisite: Charisma > 3
Use: 2 Mana; burn
Modifier: Guile
Target: Self
Range: Personal
Duration: Up to (Stunt rank) hours
Description: In a puff of smoke, the character is able to change his appearance completely, altering his height, weight, race, and even gender.
Effect: The changes made by this powerful technique are only superficial, yet completely convincing to anyone who sees the character. The only features which cannot be affected by this technique are the sound of the character's voice and the appearance of his aura.

Mimic (Rank 1)
Cost: 1
Pre-Requisite: None
Use: 1 Mana; burn
Modifier: Guile
Target: Self
Range: Personal
Duration: One noise/sentence
Description: By increasing the flow of magical energies to his vocal chords, the character is able to imitate any sound he has ever heard.
Effect: The character’s voice can imitate any sound (including other's voices) he has ever heard. He may only reproduce one sound at a time and cannot produce a sound at a volume any louder or softer than his voice normally could.


Magic:
Psychomancy - Rank 1: Neophyte
Kinesis
Type: Direct
Use: 1 Mana (cycle - per post/turn)
Target: Other/Object
Range: 100 yards
Chant: 0
Duration: Until mage releases target
Description: Using solely the power of his mind, the mage is able to pick up and move objects at will, even those much heavier than he could normally carry.
Effect: Allows the mage to pick up and move, hold, or carry an object. The Spell allows the mage to hold his target indefinitely, however 1 Mana must be paid each turn the mage continues holding the object, making it an inefficient means of carrying things (unless they would normally be too heavy to otherwise carry). The total weight of all combined objects that can be carried at one time using Kinesis varies by Power score:
Power 1: up to 100 lbs
Power 2: up to 200 lbs
Power 3: up to 400 lbs
Power 4: up to 700 lbs
Power 5: up to 1,000 lbs
Power 6: up to 1,500 lbs
Power 7: up to 2,000 lbs
Power 8: up to 2,500 lbs
Power 9: up to 3,000 lbs
Power 10: up to 4,000 lbs


Phantom Pains
Type: Direct
Use: 2 Mana (burn)
Target: Other
Range: 50 yards
Chant: 1
Duration: Power = posts/turns
Description: This Spell is used to convince the target that he's somehow been gravely injured. Though no actual damage is done, the body and mind make the wound a reality...at least for a few moments.
Effect: Reduces the target's current Life score by 50% for (Mage's Power) posts/turns. This "lost Life" cannot be recovered until the Spell's effect has ended.


Presence of Mind
Type: Indirect
Use: 1 Mana (cycle - per post/turn)
Target: Area of Effect
Range: Power x 100 yards
Chant: 0
Duration: Until mage stops committing Mana to the Spell's Effect
Description: This very basic Spell allows the character to feel all the minds that are present in the immediate area, thus removing any hindrances to detecting everyone around him.
Effect: The mage can feel every mind within range and is aware of their exact locations. However, he cannot “see” beings that do not have a living mind, such as machines, the undead, and spirits.


Probe
Type: Direct
Use: 1 Mana per rank (burn)
Target: Other
Range: Line of sight
Chant: 0
Duration: One use
Description: A simple, basic Spell that allows the psychomancer to read a target's mind.
Effect: Mage can search distant, deep, or otherwise buried memories or he may only “hear” what the target is thinking right at the moment. The depth to which the mage is able to probe depends on his Psychomancy rank. Targets may not Resist this Spell unless their Will score is higher than the mage’s and they are aware that he is trying to read their mind.
Rank 1: Surface thoughts; mage can only discern what the target is thinking at the moment
Rank 2: Thoughts at the back of the targets mind – those he isn’t thinking of right now
Rank 3: Thoughts and memories that the target hasn’t thought of in quite some time
Rank 4: Memories, thoughts, and feelings that are buried or the target would rather keep hidden
Rank 5: Those deep, buried thoughts and subconscious motivations that the target may not even be aware of


Share Senses
Type: Direct
Use: 2 Mana (burn)
Target: Other (2)
Range: Touch
Chant: 0
Duration: One scene/hour
Description: By linking the sensory functions of two minds, the mage enables the linked targets to experience one another's sensory input.
Effect: The two targets of this Spell will be able to see, hear, smell, taste or touch what the other experiences. The senses of both targets are not overridden or "swapped", so to speak; both experience their own sensory input and their partner's in a sort of "split screen" manner.


Stoke the Flame
Type: Direct
Use: 1 Mana (burn)
Target: Other
Range: 50 yards
Chant: 3
Duration: One scene/hour
Description: By playing upon an existing emotion, the Psychomancer is able to cause the target's feelings to surge out of control.
Effect: This Spell simply amplifies an existing emotion. If the target is slightly angry, the mage can provoke him into a berserker rage. The Spell can transform simple joy into unmitigated elation. It can turn sadness into suicidal despair. The end effect of this Spell on the target is up to the Judge to determine based on the target's personality, the circumstance, and the Power of the mage in question.


Stun
Type: Direct
Use: 2 Mana (burn)
Target: Other
Range: 100 yards
Chant: 0
Duration: One post/turn
Description: The target's mind experiences a hiccup of sorts, momentarily stunning them.
Effect: Increases the target's Wait score by 1d6 for a single post/turn.
PostPosted: Wed Jul 30, 2008 3:05 pm


User Image
Only until I get a photo of my actual character!
Name: Calliope (pronounced kuh-LYE-uh-pee)
Age: 3 weeks
Race: Dryad
Concept: Healer

Bio: forthcoming

PRIMARY STATS
Strength: 1
Agility: 2
Stamina: 3
Intellect: 5
Will: 4
Perception: 2
Power: 6
Charisma: 2
Luck: 3

SKILLS
Athletics:
Awareness: 2
Combat - Melee:
Combat - Ranged: 2
Combat - Unarmed:
Craft:
Defense: 2
Guile:
Influence: 2
Knowledge: 2
Language: 3
Medicine: 5
Technology: 2
Wilderness: 1

SECONDARY STATS
Life: 30
Mana: 15
Constitution: 5
Spirit: 8
Critical Threat: 10
Wait: 4
Armor Proficiency: Light
Weapon Proficiencies: Bow, Wand
Defensive Limit: 2

Defense
Physical: 4
Elemental:
Biological:
Magical:

EQUIPMENT
Self Bow:
Purchase: 75 silver
Pre-Requisite: Ranged Combat > 1
Size: 1
Range: 25 yards
Craft/Repair: 2/1
Materials: 1 wood (flexible), 1 fletching
Damage: 1d8 (1-8 ) Physical
Description: A small bow commonly used by private hunters and woodsmen
Oak 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
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: -
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.
5 Bandages:
Purchase: 5 silver
Size: 0
Description: Sterile gauze used to bind wounds.
Notes: Allows a character to recover Life at twice his Constitution score. Can also stop bleeding and trauma. Requires a medicine to use.

SPECIAL ABILITIES
White Magic, Rank 2: includes the following:
Antidote
Type: Direct
Use: 2 Mana (burn)
Target: Other
Range: 50 yards
Chant: 2
Duration: Permanent (or at least until target is poisoned again)
Description: Toxins that infect that target’s body are purified and removed through the use of this basic healing Spell that envelopes the target in light and expels the poison from their body as small globules of dark light the lift out of the body and evaporate into thin air.
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
Type: Direct
Use: 3 Mana (burn)
Target: Other/Self
Range: 100 yards
Chant: 0
Duration: Mage's Will = Posts/Turns (of the targets)
Description: The target’s strength and power are increased for the duration of this Spell, allowing him to strike with more punch than he had previously.
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
Type: Indirect
Use: 3 Mana (commit)
Target: Other/Self
Range: 15 foot radius
Chant: 0
Duration: Until mage stops committing Mana to the spell's effect
Description: A white light shines off the mage, restoring the vital energies and regenerating damaged tissue to those nearby.
Effect: 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
Type: Direct
Use: 2 Mana per White magic rank (burn)
Target: Other/Self
Range: 100 yards
Chant: 0
Duration: One use
Description: The healer speaks a magical word and white light surrounds the target as their wounds heal, returning to them their life and strength.
Effect: Target recovers Power x White magic rank Life.

Raging Strength
Type: Direct
Use: 2 Mana (burn)
Target: Other/Self
Range: 50 yards
Chant: 0
Duration: Mage's Power = posts/turns
Description: Red wisps of energy circle around and through the target’s body as they grow large in size and stature, bulking up with muscle. As their strength gradually decreases, so do the dramatic effects of this Spell until they return to a normal state.
Effect: 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
Type: Direct
Use: 4 Mana (burn)
Target: Other/Self
Range: Touch
Chant: 4
Duration: Permanent (or at least until the target contracts another disease)
Description: By speaking a holy word and placing his hands on the target’s forehead or temples, the mage is able to purge even the most incurable diseases from the body.
Effect: 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

Shield (Physical)
Type: Direct
Use: 2 Mana (cycle - per round/minute)
Target: Other/Self
Range: 50 yards
Chant: 0
Duration: Until mage stops committing Mana to the spell's effect
Description: A faint white glow surrounds the one protected by this spell which helps to ward off the effects of Physical damage.
Effect: 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
Type: Direct
Use: 2 Mana (burn)
Target: Other/Self
Range: 25 yards
Chant: 0
Duration: 1 scene/hour
Description: A magical quality is given to the target's aura, which causes it to pull in ambient Mana, quickly restoring lost reserves of power.
Effect: Increases Spirit by 1d6.

Torch
Type: Indirect
Use: 1 Mana (commit)
Target: Self
Range: 50 foot radius/10 foot radius
Chant: 0
Duration: Until mage stops committing Mana to the spell's effect
Description: The tip of the mage's wand lights up, providing a magical light in dark places.
Effect: 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.

Comfort
Type: Direct
Use: 2 Mana (burn)
Target: Other/Self
Range: 50 yards
Chant: 0
Duration: One scene/hour
Description: Courage and inner strength are fostered in the heart of the target, allowing them to shake off fear.
Effect: Neutralizes the effects of fear on a target and innoculates them terror for the remainder of the scene.

Fire Brand
Type: Indirect
Use: 2 Mana (burn)
Target: Object (weapon)
Range: 50 yards
Chant: 0
Duration: Will = posts/turns (of the target)
Description: A magical flame flies from the mage's fingers, igniting the target's weapon and adding an Elemental damage bonus to all attacks made with the weapon.
Effect: Adds an amount of Elemental damage equal to the mage's Power score to all attacks made with the target weapon.

Holy Ground
Type: Indirect
Use: 2 Mana (cycle - per post/turn)
Target: Object (ground beneath priest's feet)
Range: Covers 15 foot radius around the mage
Chant: 0
Duration: Until mage stops committing Mana to the Spell's effect
Description: The ground upon which the priest stands becomes purified by white-hot flame, the runes carved by cleansing fire damaging any hostile creature who stands there.
Effect: 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
Type: Direct
Use: 2 Mana (burn)
Target: Other/Self
Range: 25 yards
Chant: 0
Duration: 1 scene/hour
Description: The health and vitality of the character skyrocket, causing him to rapidly recover from any damage he may have sustained.
Effect: Increases Constitution by Power+1d12.

Mana Burn
Type: Direct
Use: 1 Mana (burn)
Target: Other
Range: 100 yards
Chant: 0
Duration: One attack
Description: This spell burns away a target's reserves of Mana, weakening them and helping to disable their use of special abilities.
Effect: Burns away 1d10+2 points of a target's Mana.

Sanguine Aura
Type: Direct
Use: 2 Mana (burn)
Target: Other/Self
Range: 50 yards
Chant: 0
Duration: Power = posts/turns
Description: A clarity and awareness comes over the target, enabling them to see the attacks coming at them almost in slow motion. This spell sharpens perceptions and enhances reflexes, making defending oneself from attack much easier.
Effect: All Defense feats automatically receive a d20 in addition to whatever the character would normally be entitled to.

Shield (Elemental)
Type: Direct
Use: 3 Mana (cycle - per round/minute)
Target: Other/Self
Range: 50 yards
Chant: 0
Duration: Until mage stops committing Mana to the spell's effect
Description: A faint blue glow surrounds the target of this spell, helping to shield him from the effects of Elemental damage.
Effect: 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
Type: Direct
Use: 2 Mana (burn)
Target: Other/Self
Range: 50 yards
Chant: 0
Duration: Power = posts/turns
Description: A lavender glow guides the character’s hand as he strikes at his enemies, increasing his accuracy.
Effect: All Attack feats automatically receive a d20 in addition to whatever the character would normally be entitled to.

Transfuse
Type: Direct
Use: 0 Mana, X Life (burn); any amount of Life may be given up to the mage's current total
Target: Other
Range: 25 yards
Chant: 0
Duration: One use
Description: By transfusing his own life-force into a target, the priest can save them from death as smokey, white energy passes between the two.
Effect: For every point of Life given to the target, they will recover 5 points of lost Life.

Mana Control, Rank 2:
Cost: 3 for rank 1; 2 for every rank afterwards
Pre-Requisite: Intellect > 4, Will > 4
Level: Yes; max 5
Description: Many mages lack a degree of refined control over their magic. Those with the proper focus are able to use only the Mana they need to cast their spells and avoid burning excess amounts of energy.
Effect: The character’s Mana cost to use Stunts and cast Spells is reduced by:
Rank 1: 1 point
Rank 2: 3 points; spells that cost less than 3 points are cast for free

cutie6380


TamrielicKnight

PostPosted: Sun Aug 03, 2008 9:09 pm


Name: Grubbers McSpooky (You will never hear this name though, for he always give aliases.)
Age: Unknown
Race: Chimera
Concept: Classhole
Appearance: Standing 6 feet tall, plus an additional 9 inches from his top hat, Grubbers is a picturesque chimera from the moment you lay eyes on him. He wears an elegantly black trench coat with hundreds of pockets on the inside and a fashionable black vest and tie. He wears black dress pants that are cut short to accommodate his triple segmented legs that end in metallic hooves with large raptor talons pointing back. On either sides of his chest he has two black leather gun holsters carrying his dual silver berretas. Upon his mysterious face he constantly wears a thespian mask that changes emotions when not directly observed. Through the mouth hole of the mask his wand sticks out like a cigar as he constantly chews on its end. Stretching out behind him is a 3ft long exoskeletal tail with a large bladed end, that is more for show than anything else.

Bio: He has existed for quite a long time. so long in fact that he has experienced pretty much everything a person can experience. He's lived, he's loved, he's lost, he's loved again (same person... long story), he's sky dived off a drake into a pile of bubbling tar (dangerous, you bet your a** it is. Fun, eh...), etc, etc. After getting bored from his life in the Netherscape, he decide to venture out into the world of humans and other bipedal creatures to find himself some amusement and entertainment.

PRIMARY STATS
Strength: 1
Agility: 2
Stamina: 5
Intellect: 5
Will: 3
Perception: 1
Power: 5
Charisma: 2
Luck: 5

SKILLS
Athletics: 0
Awareness: 2
Combat - Melee: 0
Combat - Ranged: 5
Combat - Unarmed: 0
Craft: 2
Defense: 5
Guile: 0
Influence: 3
Knowledge: 5
Language: 0
Medicine: 2
Technology: 0
Wilderness: 0

SECONDARY STATS
Life: 50
Mana: 20
Constitution: 5.5
Spirit: 7.5
Critical Threat: 8
Wait: 4
Armor Proficiency: Light
Weapon Proficiencies: Firearms, Wands

Defense
Physical: +4
Elemental:
Biological:
Magical:

EQUIPMENT
Slots Used: 6/10
Money: 2 Gold, 20 Silver

Pistol x2 (Dual Berettas)
Purchase: 3 gold
Pre-Requisite: Ranged Combat > 3
Size: 1
Wield: 1 handed
Range: 50 yards
Clip: 8
Craft/Repair: 5/4
Materials: 6 screws, 1 gear, 1 gun barrel, 1 gun hammer, 1 gun cylinder, 1 gun trigger
Damage: 2d8 (2-16) Physical
Description: Powerful sidearm that fires from a high-capacity clip


Oak Wand with Unicorn Mane Core
Purchase: 10 gold
Pre-requisite: Any magic skill rank > 1
Effect: Decreases the Mana cost of spells by 1


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


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


SPECIAL ABILITIES
Racial Advantage:
Dreamer's Daring
Once per real-world week, a Nubian may automatically succeed on a Dare roll.

Advantages:
Reserves of Power
Cost: 1
Pre-Requisite: None
Level: No
Description: When Mana reserves run low, the character may tap into more dangerous stores of power…his own Life.
Effect: At 0 Mana, the character can spend his Life points as though they were Mana points.


Stores of Mana
Cost: 1
Pre-Requisite: None
Level: Yes; max 10
Description: A large reservoir of Mana is held inside the character; much more than is normal for someone of his race and size.
Effect: +5 (per rank of this Advantage) to the character's maximum Mana.


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.


Magic:
NECROMANCY - RANK 1

Awaken Po
Type: Direct
Use: 2 Mana (burn)
Target: Other (dead mortal body)
Range: 50 yards
Chant: 1
Duration: 1d4 days
Description: This Spell causes the lower, animal side of the spirit which sleeps within a dead body to awaken. The Po will wreak havoc in its unmitigated fury, killing and devouring everything it comes across until it sates its bloodlust and returns to sleep once more.
Effect: Causes a dead body to come to life as the bestial, furious Po takes over. The Po will attack everything within site – necromancer included. It is a completely uncontrollable entity consumed with wrath, emotion, and primitive rage; a bomb to be set off. Pos will attack until either they or everything in site is destroyed. Then, they will wander the countryside for a few days, eventually returning to their grave to sleep once more.

Cloud of Locusts
Type: Indirect
Use: 3 Mana (burn)
Target: Field
Range: 10 yards
Chant: 4
Duration: Permanent
Description: The necromancer takes a deep breath, his lungs inflating to obscene proportions. When he exhales, a horde of locusts spews forth from his mouth, covering and swarming the field.
Effect: A cloud of locusts is used to harass and harangue opponents, who take 1 point of unsoakable damage each round they are covered in locusts. This is also more than enough to effectively freak out anyone with a Will < 5, preventing them from doing anything but trying to get the locusts off them. Locusts cover a (Power x Power) Square foot area each round, moving about apart from the mage’s will each round. Locusts will strip an entire field of its vegetation within 1 scene/hour before moving on to the next area; this can lead to the utter devastation of a region's forests, fields, and crops within weeks. However, most necromancer’s (those with a Power less than 8.) are not sufficiently powerful to produce a swarm of such size.

Deathspeak
Type: Indirect
Use: 1 Mana (burn)
Target: Other (dead mortal body)
Range: Sound of voice
Chant: 0
Duration: Power = number of questions
Description: The necromancer's power over life and death allows him to breathe life back into a deceased corpse for just long enough to obtain key information.
Effect: The character may ask a dead body an amount of questions equal to his Power score (this number represents the total amount of questions this particular body can answer the character for the entirity of his existence). The body will remain dead, but will answer each querry as though living.

Harm
Type: Direct
Use: 3 Mana (burn)
Target: Other
Range: 50 yards
Chant: 0
Duration: One attack
Description: Bruises and small cuts slowly appear on the targets body from nowhere; the result of this Spell’s destructive magic working on their body unseen.
Effect: Deals 1d10 (per Necromancy rank) points of Magical damage to a target.

Husk
Type: Direct
Use: 4 Mana (burn)
Target: Object (ground)
Range: 10 yards
Chant: 1 (per Husk being created)
Duration: Up to (mage's Will) scenes/hours or until touched by sunlight
Description: This spell creates places fragments of the necromancer's own spirit (his Mana) into empty shells made from dust. These creatuers, called Husks, are perfect cannon-fodder. Husks are incapable of free or creative thought, are unintelligent, and act solely under the command of their creator.
Effect: A number of Husks equal to the character's Power score can be created from a single casting of this Spell. Husks created from grave dirt tend to be a bit stronger and more intelligent than those formed from regular dust. The numbers in parenthesis indicate the stats of a Husk made from grave dirt.
PRIMARY STATS
Strength: 2 (3)
Agility: 2 (4)
Stamina: 1 (2)
Intellect: 0 (1)
Will: 0 (0)
Perception: 0 (1)
Power: 0 (1)
Charisma: 0 (0)
Luck: 0 (0)

SKILLS
Athletics: 1 (2)
Awareness: 0 (1)
Combat - Melee: 2 (3)
Combat - Ranged: 0 (1)
Combat - Unarmed: 3 (4)
Craft: 0 (0)
Defense: 2 (2)
Guile: 0 (1)
Influence: 0 (0)
Knowledge: 0 (0)
Language: 0 (0)
Medicine: 0 (0)
Technology: 0 (0)
Wilderness: 0 (0)

SECONDARY STATS
Life: 5 (10)
Mana: 0 (3)
Constitution: 0
Spirit: 0
Critical Threat: 20 (20)
Wait: 5 (4)
Weapon: Fists (+0 Physical dmg), Teeth (+1 Physical dmg)

Defense
Physical: 0 (1)
Elemental: 0 (0)
Biological: Immune
Magical: 0 (0)

Quench Life
Type: Direct
Use: 3 Mana (burn) per Necromancy rank
Target: Other
Range: 50 yards
Chant: 0
Duration: 1d8+2 posts/turns
Description: With a wave of his hand, a nauseous green glow envelopes the target. This Spell taints the Mana that flows through a target, effectively poisoning them
Effect: The level of the poison is equal to the Power score of the caster. Target takes 1d6 (per Necromancy rank) Biological damage each post for 1d8+2 Posts.

Shadowsnakes
Type: Direct
Use: 1 Mana per tendril (cycle - per post/turn)
Target: Self
Range: Personal
Chant: 0
Duration: Until character retracts them
Description: A creeping darkness from the character's shadow becomes tangible and capable of grasping physical objects as though it were made from corporeal tendrils.
Effect: Operates like a host of tendrils under the character's control, capable of reach up to 20 yards away and picking up any object the character could normally pick up given his strength. Strikes with these tendrils are counted as unarmed attacks. Such tendrils can be harmed (a single point of damage is enough to force one to disappate) but the character will take no damage should any of his Shadowsnakes be destroyed.

Soultrap
Type: Direct
Use: 5 Mana (burn)
Target: Other (mortal soul)
Range: 100 yards
Chant: 0
Duration: Permanent
Description: This spell draws the disembodied soul of a mortal into the character's bones, trapping it there until he has use for it.
Effect: Both the Necromancer and the disembodied mortal soul targeted by this spell roll 1d10 and add the number to their Will score. If the spirit scores higher, he resists the spell and cannot be targeted again for the remainder of the scene/hour. If the Necromancer scores higher, the spirit is drawn into his body and trapped within his own bones. The only way a spirit may be freed before being used for some nefarious purpose is for the Necromancer to be killed and his body burned.

Touch of Fatigue
Type: Indirect
Use: 2 Mana (burn)
Target: Other
Range: Touch
Chant: 0
Duration: Until target sleeps for 6+ hours
Description: The target of this attack suddenly becomes weak and weary as though he’s been awake for days. All his strength feels drained and he is barely able to stand.
Effect: Reduces target’s Will and Agility by an amount equal to ½ the mage’s Power. Also increases Wait by 1. The effect will wear off once the target is able to get some sleep. A target who is currently affected by this Spell cannot be affected by it again.
PostPosted: Wed Aug 06, 2008 4:48 pm


User Image
Name: Akor Teken’d
Age: 33
Race: Drow
Height: 7 Feet.
Concept: Freelance Survivor. A thief, more or less.

Bio: Akor was born on the cold tundra of Lockheed to a dying mother and an already dead father. His clan had slowly dwindled down until his family were the only ones left to the name. The other Drow would not take in the mother and her child, for they held a strong paranoia against his clan, and did not want the same misfortunes that fell upon Akor’s clan, to fall on theirs. After three years, Akor’s mother could no longer earn food for her and her son, and so she used all she had left to send her son to Marabolous under the care of a traveler whom was all to eager to promise him a save voyage. Unfortunately, this escort turned out to be a pirate returning to Tortuga, who in turn used Akor as bait to lure women into a rather unguarded state. The constant fighting, plundering, and chaos that surrounded Akor influenced him greatly as he grew, and by the time he was ten he had killed the pirate which condemned him to this life. Since that time, Akor has been traveling from disc to disc in order to make a living, working when we was needed, and stealing when it was his turn to need. He keeps a rather simple existence, not suffering from greed nor deprivation, free from the radical ideas of the Drow, however, still trapped in the prejudice of his kind.

PRIMARY STATS
Strength: 4
Agility: 5 (+1)
Stamina: 4
Intellect: 4
Will: 3
Perception: 4 (+1)
Power: 1
Charisma: 1
Luck: 1

SKILLS
Athletics: 3
Awareness: 0
Combat - Melee: 5
Combat - Ranged: 0
Combat - Unarmed: 0
Craft: 0
Defense: 4
Guile: 5
Influence: 3
Knowledge: 0
Language: 0
Medicine: 0
Technology: 0
Wilderness: 4

SECONDARY STATS
Life: 40
Mana: 12
Constitution: 5
Spirit: 4
Critical Threat: 12
Defensive Limit: 5
Wait: 4
Armor Proficiency: Light Armor.
Weapon Proficiencies: Knives, Swords.

Armor
Physical: 6
Elemental:
Biological:
Magical:

EQUIPMENT
Gold: 5g 39s
Weapon:
Dirk (1)
Purchase: 2 gold
Pre-Requisite: Armed Combat > 3
Size: 0
Wield: 1 handed
Craft/Repair: 4/2
Materials: 2 ingots
Damage: Strength + 5
Description: A sturdy knife, slightly larger than a dagger, used in both hunting and melee combat
Dagger (1)
Purchase: 80 silver
Pre-Requisite: Armed Combat > 2
Size: 0
Wield: 1 handed
Craft/Repair: 2/1
Materials: 1 ingot
Damage: Strength + 2
Description: The standard side-arm of the well-equipped adventurer is a 5-10 inch blade good as a tool both in and out of battle
Scimitar(1)
Purchase: 8 gold, 50 silver
Pre-Requisite: Armed Combat > 5
Size: 1
Wield: 1 handed
Craft/Repair: 5/4
Materials: 1 wood (sturdy), 7 ingots
Damage: Strength + 1d8+8 (9-16) Physical
Description: The wide, curving, single-bladed scimitar is light and deadly
Armor:
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
Gear:
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
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.
SPECIAL ABILITIES
Survivalist
Cost: 1
Pre-Requisite: Stamina > 4
Level: No
Description: For whatever reason, the character is able to live on substantially less food and water than normal members of his species. This greatly enables him to survive in the wilderness.
Effect: Depending on his level of activity and environment, the character can go around 60-80 days without eating and 8-10 days without water. To remain healthy, however, he must eat at least once every 3 days and drink at least once a day. These lengths of time are doubled for Ishtari with this Advantage.
Mask
Cost: 2 for rank 1, 1 for every rank afterwards
Pre-Requisite: Charisma > 3
Use: 2 Mana; burn
Modifier: Guile
Target: Self
Range: Personal
Duration: Up to (Stunt rank) hours
Description: In a puff of smoke, the character is able to change his appearance completely, altering his height, weight, race, and even gender.
Effect: The changes made by this powerful technique are only superficial, yet completely convincing to anyone who sees the character. The only features which cannot be affected by this technique are the sound of the character's voice and the appearance of his aura.
Mimic
Cost: 1
Pre-Requisite: None
Use: 1 Mana; burn
Modifier: Guile
Target: Self
Range: Personal
Duration: One noise/sentence
Description: By increasing the flow of magical energies to his vocal chords, the character is able to imitate any sound he has ever heard.
Effect: The character’s voice can imitate any sound (including other's voices) he has ever heard. He may only reproduce one sound at a time and cannot produce a sound at a volume any louder or softer than his voice normally could.
Beast Mimicry
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.
Voice of the Wild
Cost: 1
Pre-Requisite: Will > 3
Use: 1 Mana; burn
Modifier: Wilderness
Target: Other (non-sentient creature)
Range: Sound of voice
Duration: One command
Description: The character speaks to a creature, issuing a command which the simple soul will (usually) do its best to obey.
Effect: A neutral or friendly non-sentient creature will obey a single, simple command issued by the character. The command must be a simple command like, “attack him” or “leave the area”. Complex or multi-step commands (“kill Theresa and bring her golden chain back to me”) will be ignored. Additionally, animals will ignore commands that are beyond the scope of their normal abilities (asking a pig to fly or a bear to tap-dance) or are obviously suicidal. The ferocity of the animals which may be affected varies by rank:
Rank 1: Domestic creatures (dogs, small cats, fish, mice, squirrels, small snakes, birds, insects, pigs, etc.)
Rank 2: Wild creatures (foxes, badgers, small wolves, large birds, venomous snakes, horses, boars, small dinosaurs, monkeys, etc.)
Rank 3: Fierce creatures (wolves, cougars, eagles, bulls, elephants, gorillas, giant snakes, etc.)
Rank 4: Powerful creatures (bears, crocodiles, lions, raptors, hippos, sharks, etc.)
Rank 5: Mythical creatures (wyrms, griffins, basilisks, etc.)
Air Jump
Cost: 1
Pre-Requisite: None
Use: 1 Mana; burn
Modifier: Guile
Target: Self
Range: Personal
Duration: One jump
Description: While still in mid-air, the character may jump again, using his Mana to defy physics as he propels himself upwards each time this Stunt is used.
Effect: Allows the character to jump again, as though launching from the ground, while still airborne. He will be able to cover the amount of distance he normally could when jumping (unless the jump is augmented by some other force) and accumulation of falling damage will start at square one at the height of the jump.
Cat's Feet
Cost: 1
Pre-Requisite: Agility > 3
Level: Yes; max 5
Description: Dexterity saves the character from taking full damage from great falls. He knows how to land right in order to minimize injuries.
Effect: No falling damage is taken for falls of 10 feet or less. The falling damage the character takes is (round weight & height down):
w/o Cat’s Feet: 1 Physical damage per 100 lbs per 5 feet
Rank 1: 1 Physical damage per 100 lbs per 10 feet
Rank 2: 1 Physical damage per 100 lbs per 15 feet
Rank 3: 1 Physical damage per 100 lbs per 20 feet
Rank 4: 1 Physical damage per 100 lbs per 25 feet
Rank 5: 1 Physical damage per 100 lbs per 30 feet
Example: Sir Hector weighs 300 lbs in full gear. Quite by accident, he falls off a 60 foot cliff. Luckily, he has Cat’s Feet rank 3. He’ll take 3 Physical damage from a 20 foot fall (1 damage for every 100 lbs he weighs, and he weighs 300 lbs), so a 60 foot fall will deal 9 Physical damage to him. (60 feet divided by 20 feet = 3, 3 damge x 3 = 9 Physical)
Jaws of the Wolf (Used through Beast Mimicry)
Use: 1 Mana; burn
Modifier: Combat - Melee
Target: Other
Range: Touch
Duration: One attack
Description: By taking on the raw power of the wolf's bite, the character unhinges his jaw and clamps down with such ferocity as to break his enemy's bones and chew through their flesh.
Effect: Deals Strength + 2d10 Physical damage. There is a 50% chance that the bones supporting the damaged area will break.

DemonicShadowWolf


Lord Of The Forest
Crew

PostPosted: Wed Aug 06, 2008 10:28 pm


User Image
Name: Ethan Cottle
Age: Twenty-Five
Race: Human
Concept: Eccentric Swordsman for Hire
EXP: 147

Bio: The second son of the Cottles, a small family mainly dealing with simple business of auctioning, it was always thought Ethan was the bad egg to some. Others say he was the renowned genius. Obviously, there were many opinions floating around about Ethan as he grew from a stout but annoying child to the man he is now. What inspired him to take up the blade is beyond anyone, for even the most intelligent of men have attempted to read Ethan’s mixed mind and ended up quite, er, confused. Lets begin somewhere plausible.

The first rumor about his uniqueness was that Farah Cottle had dropped Ethan many times as a baby. As humorous as this was, it never happened. Everyone associated with Ethan first noticed his eccentricity when he began going to school when he moved all the furniture into an opposite of what the room had looked like before. It was quite confusing at first for the teacher, seeing everything at the opposite side, but completely fine as she had left it, but still it caused quite a ruckus for a few classes. The extremities continued, whether Ethan had accomplices or not. Make believe was his favorite apparently. All the children elected him to come up with a scenario, and then they would go at it. He was caught organizing the children to do an enactment of the Wars of the Apocalypse, to which he had somehow rallied them into playing their roles. He himself played no part, but instead watched, commenting on their performance and leading them into it all. How Ethan got their minds to focus solely on this prospect was baffling in all detail. He was six years old.

Later, it came to public performances of foolery. Performing tricks (Quite dangerous ones, really.) for pocket change became a wide spread talk, how the large grin was firmly planted on his face at all times. His brother, Russel, offered no comment, becoming more and more subjected at the topic of his little brother. The Cottles did attempt to stop the mania, but to no avail, for no threat or scold could stop this child. Soon, they simply decided to leave it as it was and let Ethan grow out of this foolery. He was approaching thirteen at the time and was playing with wooden swords.

His teenage years were utterly disastrous. The number of fights he got into were weekly, so bruises were never a thing to go without. He was good, make no doubt, but he soon attracted the attention of larger boys who apparently were not as humorous towards Ethan. During this time, Ethan had to learn of cleaning and caring for his own wounds since he loved collecting them, said his mother, infuriated with her sons pride. Simple play with the sword went into a fury of personal training and endurance. Instead of conforming to the way society meant to see him, he went deeper into his unlikeness to the rest of the lot, growing his hair disturbingly long to some of the folk. He was nineteen when he was officially declaring himself “The Eccentric Swordsman for Hire”.

What followed was a disconnection with his family, not that they weren’t in contact every month or so. Taking what skills he had and his determination and foolish pride, he set out for whatever may be out in the world. At first it was fun, taking small jobs that weren’t even related to swordsmanship while waiting for a real employer. Ethan had yet to kill a man or an actual enemy yet, but the thought of killing was far beyond his temporal mind. Aside from practice sword fighting with anyone willing enough, he had not had a real fight yet. The small jobs became more of a occupation currently, and traveling very weary, but his reputation was slowly growing, and it was only a matter of time before someone took notice.

PRIMARY STATS
Strength: 4
Agility: 4
Stamina: 5
Intellect: 3
Will: 4
Perception: 2
Power: 1
Charisma: 3
Luck: 3

SKILLS
Athletics: 3
Awareness: 1
Combat - Melee: 5
Combat - Ranged: 0
Combat - Unarmed: 1
Craft: 1
Defense: 4
Guile: 2
Influence: 2
Knowledge: 0
Language: 0
Medicine: 2
Technology:
Wilderness: 3

SECONDARY STATS
Life: 50
Mana: 9
Constitution: 7
Spirit: 3
Critical Threat: 10
Defensive Limit: 4Wait: 4
Armor Proficiency: Light Armor
Weapon Proficiencies: Swords, Thrown Weapons

Armor
Physical: Traveler Suit = +4
Elemental:
Biological:
Magical:

EQUIPMENT

FULL
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: -


Gladius
Purchase: 3 gold, 50 silver
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 1 handed
Craft/Repair: 4/3
Materials: 1 wood (sturdy), 2 ingots
Damage: Strength + 1d6+6 (7-12) Physical
Description: A short, thick, solid military sword ideal for cutting and chopping


Short Sword
Purchase: 50 silver
Pre-Requisite: Armed Combat > 1
Size: 1
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1/2 wood (sturdy), 1/2 ingot
Damage: Strength + 1d4+3 (4-7) Physical
Description: A short, sturdy blade a little over 18 inches long

Adventurers Kit- 80 silver
-bedroll
-canteen
-flint & tinder
-100 feet of rope
-tent (small)

Four Solar Sticks- 1 Gold, 60 Silver

One Anti-Biotics- 75 Silver

Three Bandages- 30 Silver

Writers Kit- 40 Silver

Remaining: 1 Gold, 85 Silver.

SPECIAL ABILITIES

0 Powers

Racial Advantage:
Guts: 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.)

Advantages

Arms Training
Cost: 1 for each rank
Pre-Requisite: None
Level: Rank 3; 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.



Bullet Time
Cost: 3
Pre-Requisite: Defense > 4
Level: No
Description: The reflexes of the character are so sharp that everything can appear to be moving in slow motion at times. This is especially useful when a hail of arrows or a barrage of fireballs is speeding towards him.
Effect: The character may dodge (and even block if he has a sufficiently durable object) arrows, bullets, and other fast-moving projectiles without any cover and with no penalty imposed.

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.


Stunts

Flicker
Cost: 1
Pre-Requisite: None
Use: 1 Mana; burn
Modifier: Athletics
Target: Self
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.
PostPosted: Thu Aug 07, 2008 7:36 pm


Name: Raza Gimba
Age: 10
Race: Kindre (Raza)
Concept: Beastman

Bio:
Raza Gimba was a problem from the day he was born. His birth caused quite a scandal as his mother, a Wodo was married to another Wodo, who disowned her when she gave birth to a Raza. Gimba’s mother left her clan and traveled into the jungle, where she and her baby survived for 2 years on what they could find there.
One day while hunting, Gimba’s mother was waylaid by bandits, who killed her for her meager possessions. Gimba waited patiently for his mother to return, but eventually found himself growing hungry. The young Kindre set out into the jungle in search of food. He was taken in by a group of tigers who saw him as one of their own, from whom he learned how to hunt and have dominion over the entire forest. While in the wild he learned from the animals he encountered: from the bat he learned to see without eyes, from the ant he learned to shoulder burdens many times his own body weight, from the bloodhounds he learned to smell keenly and track scents.
While out roaming the jungle one day, Gimba saw a shadow in the sky: it was a great harpy eagle, swooping down to carry off its prey. Enthralled with the bird, Gimba wished with all of his might that he may also fly and swoop with such majesty. Tapping into the reserves of mana within him and even into his own life force, Gimba focused and focused until he was able to take the form of the eagle.
Gimba flew out of the jungle in joy, soaring above the world below. He eventually ran across a settlement of humans. Gimba watched them curiously from the trees, marveling at how different they were from the beasts of the jungle. Gimba was one day discovered by a boy named Michael, who became fascinated with the wild Kindre. Michael taught Gimba the ways of people and how to interact with human society. By the time they were finished, Gimba understood the ways of the humans, though he still identified more with the wild. Michael eventually left Gimba, going off to study magic at an academy. Gimba was sad to see his friend go, but his drive to explore led him on. He set off into the horizon, looking for new experiences and sensations.
Physically, Gimba is a tall Raza, his entire body covered with short orange fur interspersed with black tiger stripes, except for his front side from his jaw to his navel, which is covered with soft white fur. GImba moves with feline grace and power. He dresses in the furs of the animals he’s killed, crudely sown together.
Gimba has learned the ways of man, but his spirit is still wild. The only way to truly earn his respect is through displays of power and he will only truly follow those who have bested him in combat. However, his primitive desires are easily played upon and his loyalty can be bought briefly for no more than a hunk of meat. Gimba feels a desire to protect those who have been kind to him, but it is only an animalistic reflex and his code of the wild seldom conforms to man’s morals. Gimba’s primary desire is to explore new places and feel new things and he acts impulsively, seldom thinking beyond the next few hours. His speech is broken and primitive, as he learned common only from his time with MIcheal and his Kindre only when he was very small. Socially, he is very childlike, his wildness can sometimes come across as naiveté as he usually takes what people say at face value. His emotions tend to be exaggerated and extreme.

PRIMARY STATS
Strength: 6
Agility: 5
Stamina: 5
Intellect: 1
Will: 4
Perception: 3
Power: 1
Charisma: 2
Luck: 2

SKILLS
Athletics: 5
Awareness: 2
Combat - Melee: 0
Combat - Ranged: 2
Combat - Unarmed: 5
Craft: 0
Defense: 5
Guile: 0
Influence: 0
Knowledge: 0
Language: 0
Medicine: 0
Technology: 0
Wilderness: 5

SECONDARY STATS
Life: 50
Mana: 3
Constitution: 6
Spirit: 1
Critical Threat: 11
Defensive Limit: 4
Wait: 4
Armor Proficiency: Light
Weapon Proficiencies: Brawling Aids, Thrown Weapons

Armor
Physical: +4
Elemental:
Biological:
Magical:

EQUIPMENT
15 silver
Talons
Crude Fur Garment (Traveler’s Suit)
20 Shruriken
10 Meat (Cured)
Lantern
Adventurer’s Kit
Tent (Small)

SPECIAL ABILITIES
Iron Palm Technique 1
Cost: 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.
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.
Reserves of Power 1
Cost: 1
Pre-Requisite: None
Level: No
Description: When Mana reserves run low, the character may tap into more dangerous stores of power…his own Life.
Effect: At 0 Mana, the character can spend his Life points as though they were Mana points.

Beast Mimicry 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.
-Bloodhound’s Nose (can smell keenly and track scents)
-Bat’s Echolocation (Can see using sounds and hearing)
- Ant’s Load (can carry/move 20 times own body weight)
Beast Form 1
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.
- Harpy Eagle, http://en.wikipedia.org/wiki/Harpy_Eagle)
Strength: 3
Agility: 4
Stamina: 3
Intellect: 1
Perception: 5
Will: 4
Power: 0
Charisma: 1
Luck: 2

Life: 30
Mana: 3
Constitution: 6
Spirit: 1
Critical Threat: 11
Defensive Limit: 4
Wait: 4

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.

Current XP: 44

EmberT1ger


Lazui

PostPosted: Fri Aug 08, 2008 5:18 pm


[Luscinia]

Name: Luscinia Avery
Age: 37
Race: Drow
Concept: Thief for hire

Bio: Having being born and raised in Lockheed, Luscinia’s childhood was without glamor and mostly focused on simply surviving. Her parents did not put much effort into trying to make life easier for her, they concentrated more on toughening her up and always teaching her to become independent and self-sufficient. Though she’d complained a lot in childhood, as she grew up, the tough environment began to suit her just fine. Even the unjust suspicions and prejudice she faced was alright for her, she didn’t like interacting with people anyway and thought it rather helpful that they didn’t want to interact with her either.

Whether she was strangely optimistic, or not exactly sound in the mind, no one knew. She soon came to call ‘life’ a ‘game of survival’. Her mother, Nala Avery, was especially proud whenever her daughter came home with small game or a better way to take care of their ridiculously tiny garden. Kane Avery, her father, was also quite content with how their daughter was growing up, but something began to worry him. Perhaps it was the ways she always carried herself, with confidence and her tendency to find a way to enjoy almost everything she did. In the end, he couldn’t quite point out what, but he felt something from his daughter that gave reason to worry.

As she grew stronger and more confident in her abilities, so did the number of fights she had. Though she actually escaped and ran off on more fights than she won, she never hesitated to take someone on in a challenge and picked a lot of the fights herself. As far as she knew, the one who left with the most injuries lost. For her, there were no rules in fighting. Cheap tricks, surprise attacks, and even running away was all a fair and natural part of fighting.

Unfortunately, Kane’s reason to worry became confirmed when Luscinia began to show interest in the topic of theft. Why was it considered such a terrible crime? What if they only stole a tiny bit from a large number of people? Wouldn’t stealing make life a little easier? The questions his daughter asked sent red lights to go off in his head. He tried to discourage her interests by trying to scare her with stories of what happened to theives if they got caught. He even laid out threats to strangle her himself if he ever learnt that she was stealing. But she thought that stealing would’ve made life a lot more fun and interesting, not to mention easier to live. The ultimate card her father liked to play, however, was by mentioning the amount of disgrace and trouble she would bring to the family if she ever got caught.

Luscinia’s solution had been simple, she would move out to live her own life. She never got herself a permanent home and travelled from disk to disk. She soon found that trying to sell the stolen items proved to be more difficult and troublesome than actually obtaining them, partly because of the distrust most had against Drows, and partly because of her own reluctance to interact with strangers. Since she herself has little interest for jewelry any other fancy luxuries in the first place, she only seldom steals for her own desires and mostly offers her services to others for a fee instead.

PRIMARY STATS
Strength: 3
Agility: 4 (+1)
Stamina: 3
Intellect: 4
Will: 5
Perception: 4 (+1)
Power: 2
Charisma: 1
Luck: 1

SKILLS
Athletics: 2
Awareness: 4
Combat - Melee: 4
Combat - Ranged: 0
Combat - Unarmed: 2
Craft: 0
Defense: 3
Guile: 4
Influence: 0
Knowledge: 2
Language: 0
Medicine: 1
Technology: 0
Wilderness: 2

SECONDARY STATS
Life: 30
Mana: 12
Constitution: 6
Spirit: 5
Critical Threat: 12
Defensive Limit: 5
Wait: 4
Armor Proficiency: Light
Weapon Proficiencies: Knives, Brawling Aids

Armor
Physical: +4
Elemental:
Biological:
Magical:

EQUIPMENT

Dirk
Purchase: 2 gold
Pre-Requisite: Armed Combat > 3
Size: 0
Wield: 1 handed
Craft/Repair: 4/2
Materials: 2 ingots
Damage: Strength + 5
Description: A sturdy knife, slightly larger than a dagger, used in both hunting and melee combat

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: -

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.

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.

Remaining: 2 Gold 20 Silver

SPECIAL ABILITIES

Assassin
Cost: 1
Pre-Requisite: Guile > 3
Level: No
Description: The character is skilled at striking an opponent by surprise and is able to inflict critical damage to those who are unaware of his presence by hitting undefended vital spots.
Effect: Damage against an opponent who is unaware of the character’s presence is doubled.

Cat’s Feet
Cost: 1
Pre-Requisite: Agility > 3
Level: Yes; max 5
Description: Dexterity saves the character from taking full damage from great falls. He knows how to land right in order to minimize injuries.
Effect: No falling damage is taken for falls of 10 feet or less. The falling damage the character takes is (round weight & height down):
w/o Cat’s Feet: 1 Physical damage per 100 lbs per 5 feet
Rank 1: 1 Physical damage per 100 lbs per 10 feet
Rank 2: 1 Physical damage per 100 lbs per 15 feet
Rank 3: 1 Physical damage per 100 lbs per 20 feet
Rank 4: 1 Physical damage per 100 lbs per 25 feet
Rank 5: 1 Physical damage per 100 lbs per 30 feet

Air Jump
Cost: 1
Pre-Requisite: None
Use: 1 Mana; burn
Modifier: Guile
Target: Self
Range: Personal
Duration: One jump
Description: While still in mid-air, the character may jump again, using his Mana to defy physics as he propels himself upwards each time this Stunt is used.
Effect: Allows the character to jump again, as though launching from the ground, while still airborne. He will be able to cover the amount of distance he normally could when jumping (unless the jump is augmented by some other force) and accumulation of falling damage will start at square one at the height of the jump.

Blade Turn
Cost: 2 for rank 1; may not be advanced past rank 1
Pre-Requisite: Defense > 3
Use: 2 Mana; burn
Modifier: No roll is necessary
Target: Self
Range: Personal
Duration: One defense
Description: The character’s reflexes save him as he moves instinctually to block. His hands seem to move on their own accord to protect him.
Effect: Automatically blocks an attack that targets the character. Only those attacks which could normally be blocked will be effectively guarded against. No roll is required to invoke this Stunt. The maximum number of times this Stunt can be used in one in-game day is equal to the character’s Agility score.

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.

Cloak
Cost: 1 for ranks 1 & 2; 2 for ranks 3 & 4; 3 for rank 5
Pre-Requisite: None
Use: 1 Mana + 1 per rank (burn)
Modifier: Guile
Target: Self
Range: Personal
Duration: Until the character does something to call attention to himself - may also be ended deliberately (rank 5 ends when the character takes a breath)
Description: The sneaky proclivities of the character allow him to bend Mana in subtle ways to hide his presence and endow him with a variety of stealthy abilities.
Effect: The power of this Stunt grows with rank and each rank retains the effects of previous ranks (for example, a character invoking rank 3 cloak would automatically invoke ranks 1 & 2 at no additional cost).
• Rank 1: Targets who are not actively looking for the character will be unaware of his presence until he does something notable to make his presence known (such as attacking or otherwise calling attention to himself) or is unable to make himself a part of the background scenery.
• Rank 2: Sounds made by the character are eliminated for as long as this Stunt's effect is sustained.
• Rank 3: The character’s aura darkens and becomes visible just enough to blur the character’s face and form, effectively concealing his identity, muffling sound, covering scent, and suppressing body heat. He takes on the appearance of a blurry shadow with glowing eyes surrounded by swirling smoke. While in this form, the character recieves an Agility bonus equal to his Guile score and cannot be perceived by any sense other than sight or sensing his aura. Additionally, all Guile feats receive an extra d20.
• Rank 4: Reduces the character’s movement speed by half but allows him to become stealthed; while not truly invisible, the character is completely hidden, appearing only as a blurry outline to the very perceptive. Any target whose Perception is equal to or greater than the character's Agility (keeping in mind the bonus offered by Rank 3) may make a Perception+Awareness feat to see him. This Stunt’s effect is broken the instant the character does something to call attention to himself (such as attacking or making a loud noise). The Stunt’s effect may also be ended deliberately whenever the character wishes.
• Rank 5: The character becomes truly invisible and may not be detected by any means for as long as he is able to hold his breath (Stamina = minutes + 1 minute w/ a Stamina+Athletics feat). The only way for a character under the influence of this Stunt to be detected is if his actions (such as bumping into someone or speaking loudly) cause them to sense his presence.

Serpentine Strike
Cost: 1
Pre-Requisite: Agility > 4
Use: 2 Mana; burn
Modifier: Combat - Melee
Target: Other
Range: Touch
Duration: One attack
Description: An attack is made so quickly the eyes can scarcely follow it. An after-image of the attack trails behind in its wake.
Effect: Defensive feats against this Stunt are made at +3 Difficulty per Stunt rank. Those with a Defense+Perception less than the attacker's Combat-Melee+Agility cannot defend themselves.

Racial Advantage
Visibility: The Drow are blessed with a very acute sense of sight. Their eyes adapt to see with 100% clarity in even pitch black. They are capable of seeing through fog, smoke and other translucent obstructions with a successful Perception Feat. Penalties regarding vision should not be assigned to a Drow save in the most extreme of circumstances.

Current EXP: 90
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