Cyphr's Tome
Character Sheet
Instructions: Quote this post and fill in the neccessary information. It's recommended that you preview often. :3A lot of things link to the expanded information in various sections of the guild for quick reference.
ShopsDreaming Pool ||
Weapons ||
Infirmary ||
Apothecary ||
Technoequip Shop ||
Temple Shop
__________Statistics__________
Name: Cyphr
Stage: Zero
HP: 11/10
Permanent Augment: None
Number of Actions: 3
Magic: None Yet
Orientation: Kinesthetic
Profession: Page
Position: Working towards Gatekeepr
Wealth: 02 Base // 02 Lunes // 10 Sols
Weapon:
Weapon stats:
Karma Points: 1
God(s) Worshipped: Ahura Mazda.
__________Skills__________
...// Base Skills ...
Physical Attacks (remember to account for orientation)
Punch………. 4 ……….30%……….Attack
Kick………. 5 ……….30%……….Attack
Block………. 3 ……….30%……….Defense
Dodge………. 3 ……….30%……….Defense
Throw………. 4 ……….35%……….Attack
Strength………. +4 ……….35%……….Augment attack/defend
Grab………. 2 ……….35%……….Defense
Terrain………. +4 ……….35%……….Augment attack/defense
Stamina………. +1 per turn damaging the opponent consecutively ……….35%……….Augment attack/defense
Attack………. Effect ……….Difficulty……….Action
Magic Spells
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
Spell……….Element……….Effect……….Difficulty……….Action
…// Augments ...**__ Remember to incorporate any bonuses or extras you may have earned through quests etc into these values __**
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
Augment….Effect…Action
…// Special Augments ...**__ Keep only those sections that are pertinent to you __**
Gods' GiftsGod: Ahura Mazda..........Cost: 3 // Avestan - The faithful gains the stamina of a camel, adding 1 extra HP to their total, even if this is over their limit.
..........Cost: 3 // Gathas - The faithful gains protection from the Deities of the Rig Veda, considered contempory of Zoroaster.
..........Cost: 3 // Hvaetus - The faithful gains a connection with his or her "people" this can be defined by Alignment, Orientation or type of magic practise or type of gods worshipped. Once this connection is established, the Faithful can freely communicate to these Hvaetus through telepathy for the length of the encounter.
..........Cost: 8 // Ragha - The faithful alters the location in which he or she fights to become a plain or hillock where the physical surroundings of the real world will be unaffected by the damage of fighting or duelling.
..........Cost: 8 // Varza - The faithful obtains the holy mace of Zoroaster to fight with. This weapon does double damage to any "druj" creatures - name Outsiders and monsters.
..........Cost: 8 // Yasht - The Faithful can evoke one of twenty-one divine concepts:
1. Ohrmazd Yasht (Ahura Mazda) - causes the Faithful to be able to pay 1 less Karma point to evoke any of the other Gifts.
2. Haft Amahraspand Yasht (the seven Amesha Spentas)
3. Ardawahisht Yasht (Asha Vahishta of "Best Truth")
4. Hordad Yasht (Haurvatat of "Wholeness" and "Perfection")
5. Aban Yasht (Aredvi Sura Anahita of the waters) - Gives the faithful the alignment of water.
6. Kwarshed Yasht (Hvare-khshaeta of the "Radiant Sun") - Gives the faithful the properties of the Sun.
7. Mah Yasht (Maonghah of the "Moon") - Gives the faithful the properties of the Moon.
8. Tishtar Yasht (Tishtrya, the star Sirius) - Gives the faithful the properties of the Star.
9. Drvasp Yasht (Drvaspa, guardian of horses) - Gives the faithful a Cicus Horse that can be summoned by the expenditure of 3 Karma points after the intitial use of Drvasp Yasht.
10. Mihr Yasht (Mithra of "Covenant") - Gives the Faithful a connection to his Hvaetus, enabling them to collaborate with a lowered difficulty of 10%.
11. Srosh Yasht (Sraosha of "Obedience") - Gives the faithful a lowered difficulty of controlling Familirs of 10%
12. Rashn Yasht (Rashnu of "Justice") - Gives the Faithful a lowered difficulty of 2% for each consecutive turn he is successfully attacked and fails to reciprocate a successful attack.
13. Fravardin Yasht (the Fravashis) -
14. Warharan Yasht (Verethragna, "Smiter of resistance") - The faithful can break through a single defense by the expenditure of 3 Karma points after the initial use of Warsharan Yasht.
15. Ram Yasht (the "good" Vayu) -
16. Den Yasht (Chista, "Wisdom") -
17. Ard Yasht (Ashi of "Recompense") -
18. Ashtad Yasht (khvarenah, the "(divine) glory") -
19. Zam Yasht - (Earth) - The Faithful gains the properties of earth.
20. Hom Yasht (Haoma) -
21. Vanant Yasht (Vanant, the star Vega) -
..........Cost: 15 // Asa - The Faithful speaks a Truth and this truth cannot be contested. For instance: I am strong. No remedy, magic or potion that tries to impart weakness wll affect them. Only one Asa may be enacted at any time.
..........Cost: 15 // Druj - The Faithful speaks a Lie, such as noting a magic or other effect being pressured on him by an opponent, such as the effects of an Aberration's spells, and by speaking them to be of some source not his own, they cease to affect him.
..........Cost: 15 // Ameretat - The faithful gains immortality in a limited form. In multiple opponent battles, the Faithful can select a single opponent who can no longer deal him any harm. The opponent selected must have dealt the faithful at least one point of damage to become suceptible to the Ameretat ward.
ChannelingOpen Chakras:
Max Soak:
Difficulty Soak:
Difficulty Charge:
Bardic MagicInstrument(s):
Percussion instruments - Affects heart rate and the body's vitality, affects movement and co-ordination.
Favoured Chords: (those chords you are best with / use on a regular basis)
1 Note // 30%
2 Note Chord // 50%
Chord // Difficulty
Learned Spells: (These are the spells you've learned to cast through music rather then standard casting practices)
Casting Time: (how long it takes for you to cast a spell)
__________Inventory__________
Technorings
1) item
2) item
3) item
4) item
5) item
6) item
7) item
8 ) item
9) item
10) item
Technoequips-name // Effect // Ring Assigned to
-name // Effect // Ring Assigned to
Potions-name // Effect
-name // Effect
MedicineGenista // Improves healing, decreases scarring, shortens recovery time.-Bandage // for small cuts and scrapes to prevent one from getting dirt or debris into the wound.
Salve // a rub for muscles or burns to soothe and bring down swelling.
FamiliarsPhraine // Ronwe
Stats: Initiative: 9 HP: 26 Damage: 4 Action: 8
Int: 5
Spd: 4
Str: 2
Ptcy: 2
Cnst: 4
(Obd: 4)
Other-Item // Effect
-Item // Effect
Supplies (For spell Casting, etc)-Item
-Item
-Item
__________Knowledge__________
This where you list the how of what the Empyrean knows – recipes, instructions, specific details and conditions, etc etc. If there isn’t a section for what you need to list, just add one.
•
Magical Theory ~ Bellona ~ Pg 3 Spell // Intructions
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Mathematics ~ Paxar ~ Pg 6 7 // Seven is a number with mystical andmagical connotations. In ancient astronomy there were seven recognized planets. The world (according to genesis) was created in Seven days, Joshua and the Israelites marched around Jericho for Seven days, each of the moon's four phases lasts Seven days, there are seven notes on the musical scale and seven colours in the rainbow. accordingly, Seven is the number of completeness, wisdom, spiritual truth and cosmic harmony. The Seventh Son of a Seventh son is said to possess great supernatural powers, or the Seventh daughter of a seventh daughter. Rumor has it that each of the four Metatrons was chosen for being the seventh child of a seventh child. Keywords: life.
Circles // Circles are the most powerful of the protective Shapes. Circles are intensified is drawn with potent materials, such as salt for purification and against spiritual attack, blood against physical attack, purified water against monsters, and sacred earth against Outsiders.
Rectangles // Rectangles strength, offer support and bolster existing qualities in something. If the surrounded object is strong, it will become stronger, if it is fast, it will become faster. These effects are not permenant, but temporary boosts. It cannot reverse effects that already exist, such as making a cracked breastplate stronger by mending the crack, and canoot increase qualities that are not already present in some moderate form - like installing courage intot he cowardly.
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Music ~ Nehna ~ Pg 10 Note // Effect
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Cooking ~ Tryna ~ Pg 11 Potion // Recipe
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Physical Education ~ Orrys ~ Pg 12 Move // Action
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Crafting ~ Kortus ~ Pg 13 Technoequip // Effect
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Literature ~ Dameron ~ Pg 15 Target // Difficulty
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Art ~ Raelyn ~ Pg 16 Colour // Effect
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Rhetoric ~ Melonia ~ Pg 17 Mudra // Instructions
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Botany ~ Quenda ~ Pg 8Impatiens // impatience
Scleranthus // indesicive/inability to choose between choices
Vervain // over-enthusiasm/excitability/hyperactiveness
•
Dreaming Pool ~ ArdysSkill // Instructions
__________Familiars__________
Abberation StatisticsName:
Type:
HP: 15
Number of Actions:
Init:
Skills
...// Base Skills
Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….ActionGolem StatisticsName:
Type:
HP: (Durability + Potency x 2 + Stage Bonus)
Number of Actions:
Init:
Independance:
Cognizance:
Potency:
Speed:
Durability:
Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….ActionCicus StatisticsName:
Type:
HP:
Number of Actions:
Init:
Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….ActionHybridsName:
Type:
HP:
Number of Actions:
Init:
Essence:
Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Monster Statistics
Name: Phrain
Type: Ronwe
HP:
Number of Actions:
Init: (Speed + Intelligence)
Intelligence:
Potency:
Strength:
Speed:
Constitution:
Obedience:
Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action