Zem's new character sheets! C&C desired!

Character sheet archiving. Help with characters can be solicited here. This is also the place to talk Philsys or other RPing systems.
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Zemyla
 
Posts: 1500
Joined: Tue Apr 23, 2002 11:01 am

Zem's new character sheets! C&C desired!

Unread postby Zemyla » Wed Dec 17, 2003 4:12 pm

This is my first new character for critiques. She came from a dream, including all of her techs, so I'd like to see some way of keeping all of them.

EDIT: Due to a balance-keeping suggestion from Lorr, Armor Burst has been changed.

Background:

name: Dahlia Mercure - age: 33 - eyes: blue - hair: black - height: 5'6" - weight: 155 lbs

Dahlia was born on an alternate Earth, the daughter of a rich couple. While she was taking her education, she also toured the world at a young age. The paranormal especially fascinated her, and she made sure to make stops at sites of strange happenings.

Then the Gulf War started, and she felt that she was needed. She enlisted, much to the chargin of her parents. She did reasonably well as a soldier. But in the waning days of the war, her company was bombarded by shells. One of them exploded right next to her and would have killed her had her telekinetic powers awakened right then. She generated a burst of telekinetic energy that deflected the blast.

A few days later, the war ended, and she was free to investigate her powers further. She found out that she was also a telepath, and that powers like hers, while rare, were by no means non-existant. She felt that the answer was within the touring that she had done as a child, and decided to revisit the places of her youth with her new-found senses to find out if any of them had affected her. (This was slower going than her original youthful adventures, because she had to pay for her travels herself.)

One day, when she was near her home, she saw two people roar past on TK motorbikes, and heard a voice from a crystal one of them was carrying say "Free me!" So she jumped upon her own TK motorbike and followed after them. They stopped at an abandoned factory, apparently to duel for the crystal. In a burst of action, she shattered the crystal while they were preparing. The creature sprung forth, a glowing being of white light easily the size of the factory. It thanked her for releasing it, and then the energy of its unconstrained existence tore a hole in reality there. The being went home, while Dahlia and the other two were thrown through the portal to three different parts of Gaera.

--Basics--
Name: Dahlia Mercure
RPer: Zemyla
Race: human
Level: 1
XP: 0/1000
Max HP: 55
Max MP: 75
Max TP: 20
Initiative 6 + 2d6


--Attributes--
Courage +3
Wisdom +1
Intuition +2
Charisma +4
Agility +2
Dexterity +1
Strength +2
Stamina +0
Magic Aptitude: 6

Base AT/PA - 9/9
Modified for skill - 11/10
Modified for equipment - 12/9

-=- {mention what armor and weapons do you have equipped here} -=-

Weapon Damage - Bayonet (+1/-1)
Thrusting - 7 + 1d6
Slashing - 12 + 2d4
Chopping - 17 + 2d6

Armor - none

--Skills-- (26 pts)
Driving [Motorcycle] - 4 <Cou/Dex/Agi>
Electrokinesis - 2 <Int/Wis/Mag>
Melee Weapon [Bayonet] - 4 Brotherhood of Elitist Bastards</p>Edited by: Zemyla&nbsp; Image at: 12/17/03 5:46 pm

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Zemyla
 
Posts: 1500
Joined: Tue Apr 23, 2002 11:01 am

Re: Zem's new character sheets! C&C desired!

Unread postby Zemyla » Thu Dec 18, 2003 4:14 pm

New character #2, Choba! I created her spell list with lots of strange uses for spells in mind. Tell me if the costs or damages for these spells should be adjusted.

------

Background:

name: Choba - age: 14 - eyes: brown - fur: white - height: 2'0" - weight: 22 lbs

Choba was born on the 11th of Reshtara in a relatively small moogle town to the northwest of Doma, and the month of her birth proved relatively apt. At a young age, she developed an aptitude for spells, particularly destructive ones, so she was sent to the Gunnir magical academy for training.

There, she found that while she could cast the normal spells fairly well, she was talented at altering spells to have special effects. One of her more recent spells, Topple, won 3rd place in a schoolwide "spelling bee".

Shortly after graduating, she decided to travel to the southwest, as there was very little she could do with her spells back home and she had no desire to tangle with the Rivan dragoons. The road she took led her to Doma city, and she has found it interesting enough to stay there for a while.

--Basics--
Name: Choba
RPer: Zemyla
Race: moogle
Level: 1
XP: 0/1000
Max HP: 50
Max MP: 95
Max TP: 20
Initiative 3 + 2d6


--Attributes--
Courage +0
Wisdom +3
Intuition +6
Charisma +3
Agility +3
Dexterity +2
Strength +1
Stamina (-1)
Magic Aptitude: 5

Base AT/PA - 10/10
Modified for skill - 14/10
Modified for equipment - 12/12

-=- {mention what armor and weapons do you have equipped here} -=-

Weapon Damage - Quarterstaff (-2/+2)
Thrusting - 4 + 1d6
Slashing - 7 + 2d4
Chopping - 11 + 2d6

Weapon Damage - Throwing Knife
Accuracy - 5 + rank
Damage - 9 + 2d4

Armor - Shielded Robes (+0/+0)
AC - 13

--Skills-- (38 pts)
Earth Magic - 4 <Int/Wis/Mag>
Fire Magic - 4 <Int/Wis/Mag>
Ice Magic - 4 <Int/Wis/Mag>
Lightning Magic - 4 <Int/Wis/Mag>
Melee Weapon [Quarterstaff] - 4 <Str/Agi/Cou>
Missile Weapon [Throwing Knife] - 4 <Str/Dex/Cou>
Scribe Scrolls - 4 <Int/Int/Wis>
[s]Improved Magic Resistance - 4 <Int=2, Wis=2>
[s]Pierce Resistance - 4 <Mag=3>
[k]Magical Theory - 4
[k]Obscure Knowledge - 4
[k]Tactics of Magic - 4

--Spells/Techs--
[Earth=1]Topple (5 MP) - When this spell is cast, the ground shakes beneath the target, who takes 6+rank*2+1d6 damage and has to make an Agi check versus the caster's MAtk roll or fall over. The target gains a +2 bonus if it has four or more legs, but a -4 penalty if it is running or was running in the previous round.

[Earth=4]Stony Fist (12 MP) - This spell creates a giant fist of stone upwards to crush a target, who takes 10+rank*4+2d6 earth damage. This spell can strike creatures flying up to rank*6 feet above the ground, and any flying creature that is hit must roll Agi or fall to the ground. This spell can be used out of combat to lift a target; used this way, it does no damage, but stays up for 2d4 rounds.

[Earth=4]Rock Thorns (15 MP) - The ground in a 5-foot radius sprouts sharp, irregularly shaped spikes. These do 3+rank*2+1d6 damage to anyone in that radius, and for 1d4 rounds, anyone going through that area must move at half speed or suffer an additional rank+1d6 damage.

[Fire=1]Fire Flash (6 MP) - This spell surrounds a target in brilliant white flame; the target takes 5+rank*2+1d6 damage and has a 3 in 6 chance of being blinded for 1d4 rounds.

[Fire=4]Burning Lash (16 MP) - This spell creates a whip of fire in Choba's hand, which lasts for up to 2d4+rank/2 rounds and is 10 feet long. This functions as a normal whip, only it does fire damage and Choba gets a +rank/+rank to AT/PA with it. She cannot damage herself with it, and can dispel it at any time. She cannot cast other spells while using it.

[Fire=4]Ember Rain (14 MP) - This spell creates a shower of sticky long-burning embers over a 5-foot radius around the target. 2d4 embers stick to each target, with each one doing rank/2+1d4 points of damage per round until they are removed (a standard action). They burn out after 2d4 rounds.

[Ice=1]Frost Spike (5 MP) - In this spell, Choba tosses a rapidly-growing spear of ice at the target, who takes 4+rank*2+1d6 points of ice damage and an additional 2+rank+1d4 points of piercing damage.

[Ice=4]Hailstorm (14 MP) - Choba creates a multitude of blocks of ice over the target, who takes 10+rank*4+2d6 points of ice damage and an additional 4+rank*2+1d6 points of crushing damage.

[Ice=4]Crystal Wind (30 MP) - This spell summons dozens of razor-edged ice crystals in a 10-foot radius around the target, doing 5+rank*2+2d6 points of ice damage and an additional 3+rank+1d4 points of slashing damage.

[Lightning=1]Point-Blank (6 MP) - This spell, designed for use against melee attackers, does 16+rank*2+1d6 points of damage to a target up to one hex away. Choba takes no splash damage.

[Lightning=4]Sniper Bolt (11 MP) - This spell, created to fight at extreme long ranges, can do 6+rank*4+2d6 points of damage to any target within line of sight, and she has no range penalties for doing so.

[Lightning=4]Rapid-Fire (16 MP) - This spell lets Choba launch bolts of lightning at any 2+rank/2 targets within normal range. These bolts do 8+rank*2+1d6 points of damage, and is useful for spread-out enemies. <p>-----
Do not taunt Happy Fun Zemyla.

I think boobs are the lesser of two evils. - Inverse (Pervy)
Dammit, Dan, I'm not dating a damn NPC! - OOC Will (Will Baseton)
Of course! Anything worth doing is worth doing completely wrong! - Travis English

Brotherhood of Elitist Bastards</p>

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Zemyla
 
Posts: 1500
Joined: Tue Apr 23, 2002 11:01 am

Re: Zem's new character sheets! C&C desired!

Unread postby Zemyla » Thu Dec 18, 2003 4:23 pm

My third new sheet, for Veronica Maria Hernandez, my nekojin dragoon from Inustan. She should slip through a lot more easily than the first two.

------

Background:

name: Veronica Maria Hernandez - age: 17 - eyes: brown - hair: black - fur: gray with black stripes - height: 5'11" - weight: 130 lbs

Veronica was raised in Inustan, the younger daughter of one of the more important Shisha families. When she was about 15, she started training as a dragoon. It was also about that time that she learned of her talent for black magic. About a year and a half later, she decided to tour the continent to learn more about life than she could in Inustan.

--Basics--
Name: Veronica Maria Hernandez
RPer: Zemyla
Race: nekojin
Level: 1
XP: 0/1000
Max HP: 55
Max MP: 55
Max TP: 20
Initiative 9 + 2d6

--Attributes--
Courage +3
Wisdom +2
Intuition +3
Charisma +1
Agility +6
Dexterity +1
Strength +2
Stamina +0
Magic Aptitude: 3


Base AT/PA - 15/15
Modified for skill - 18/16 for spear, 17/17 for unarmed
Modified for equipment - 16/16 for both spear and unarmed

-=- {mention what armor and weapons do you have equipped here} -=-

Weapon Damage - Spear (-1/+1)
Thrusting - 14 + 1d6

Armor - Mythril Chain (-1/-1)
AC - 20

--Skills-- (30 pts)
Dragoon Training - 4 Brotherhood of Elitist Bastards</p>

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Zemyla
 
Posts: 1500
Joined: Tue Apr 23, 2002 11:01 am

Re: Zem's new character sheets! C&C desired!

Unread postby Zemyla » Thu Dec 18, 2003 4:32 pm

Sheet number four is dedicated to my dream mage, Kenki Kenaki. What I want to know is:
* Do I have enough ranks in Divination for those two spells?
* Are Sleeping Warrior and Sleeping Mage balanced?
* What the hell was I thinking when I made Falling Object?

------

Background:


name: Kenki Kenaki - age: 15 - eyes: blue - hair: blue - height: 6'1" - weight: 160 lbs

Kenki, born in the Shuman mountains to a family of goatherds, discovered the plane of dreams early in his life; and once he did, his happiness was assured. He had very little to look forward to while awake, but in the dream realm was a place where your age didn't matter, but the size of your mind did. He spent so much time there that, quite often, his family would send in the village healer to discover why he slept so much. And as always, the healer would examine him for a while, then leave without any answers.

When he was about 10, the rumors in the land of dreams were flying. Many of them said that this dimension's Dreamlords were going to choose people to speak to. Quite a few people were excited, Kenki among them. He became even more so when a messenger told him that he was one of the ones chosen. "Finally," he thought, "someone is taking my diligence toward this place seriously!" So, on the appointed day, he prepared himself as best as he could and traveled to the court of the Dreamlords...

Only to be told in a booming voice, "Kenki Kenaki, you are wasting your life!" Kenki was so confused and startled, he could only stand in shock as the voice continued.

"You are wasting your life and your talents here. The dream lands are an addition to reality, not a substitute for it. You should return to the real world."

Kenki finally manage to stammer out, "B-b-but what do I do?"

The voice, this time, sounded more kindly. "Go to the Gunnir Academy to the south. Train your mind and body there. Then you will be ready to decide which world you wish to live in."

Kenki was dismayed by this news. "But that's 50 miles away!"

The voice said, "You will find a way," with the finality of a closing door. The world shimmered, and Kenki found himself awake for the first time in about 30 days.

He feigned sleep for the rest of the day, and during the dark of that summer night, he let himself out and started for the Academy. The journey taxed his ill-conditioned body to the limit, and several times he thought he would die in that no-man's land, but he finally made it, passing out right on the threshhold of the gates.

He was brought in, warmed up, rested, fed, and finally sent to talk to the headmaster. Kenki spilled his entire tale; the headmaster raised both eyebrows in amazement at the retelling of the Dreamlords' message. Finally, he was allowed to stay and train there. And train he did, putting effort both into learning the magic there and to bringing his body into shape.

In the semester after his graduation, he decided to stay and help tutor beginning students. However, that was the time that Malachias struck. Kenki knew that this was why the Dreamlords had sent him here, and he quickly prepared. When Will appeared to bring some mages to the Resistance, he was ready and waiting.

At Castle Hyral, he put his skills to good use, doing recon missions, and fighting at the walls with the other mages during the two attacks.

After the fall of Malachias, he suddenly found himself with very little to do, so he followed the vast majority of people back to Doma City. He still visits the dream plane, sometimes to work magic, sometimes just to see the sights, but he has worked scrupulously to ensure that he doesn't become addicted again.

--Basics--
Name: Kenki Kenaki
RPer: Zemyla
Race: human
Level: 1
XP: 0/1000
Max HP: 60
Max MP: 70
Max TP: 20
Initiative 5 + 2d6 (7-17)


--Attributes--
Courage +2
Wisdom +4
Intuition +2
Charisma +1
Agility +3
Dexterity +2
Strength +2
Stamina +1
Magic Aptitude: 4

Base AT/PA - 9/9
Modified for skill - 13/9
Modified for equipment - 11/11

-=- {mention what armor and weapons do you have equipped here} -=-

Weapon Damage - Quarterstaff (-2/+2)
Thrusting - 5+1d6
Slashing- 9+2d4
Chopping - 14+2d6

Armor - Shielded Robes (+0/+0)
AC - 13

--Skills-- (32 pts)
Divination Magic - 4 <Int/Wis/Mag>
Dream Magic - 4 <Int/Wis/Mag>
Hypnotism - 4 <Int/Int/Wis>
Illusion Magic - 4 <Int/Wis/Mag>
Melee Weapon [Quarterstaff] - 4 <Str/Agi/Cou>
Summoning Magic - 4 <Int/Wis/Mag>
[s]Sense Motive - 4 <Int/Int>
[k]Dream Plane Knowledge - 4
[k]Magical Theory - 4
[k]Planar Topology - 4


--Spells/Techs--

[Dream=1]Nap (2 MP) - Kenki takes a short nap. This spell puts him directly into the dreaming phase of sleep, and is used when his dream magic has to be done right away. He also remains somewhat aware of what is happening around him, and can wake up right away. However, in this unnatural sleep phase, he gets a -2 to all dream magic.

[Dream=3, Divination=1]Locate Mind (10 MP) - Kenki seeks out a specific person in the dream plane to find him in the real world. The target gets a resistance roll unless he is aware of the search and wants it to succeed. Kenki's search roll is penalized by 3 if the target is awake. However, having a personal posession of the target improves the roll by 4. If he succeeds, Kenki gets a general idea of the direction and distance to the target. A critical success can also tell him the general state of mind of the target. This spell only works if Kenki and the target are in the same plane.

[Dream=4, Divination=4]Vision of the World (25 MP) - Kenki peers through the veil between the dream world and the real one to view the latter. For the rest of his sleep or until he cancels it, he can watch the real world as an invisible, insubstantial, nearly undetectable presence. In this state, he can fly, pass through walls, and travel at about 60 mph. However, the images seen in the dream are not always clear, and may be distorted by heavy magical emanations. He can be detected and attacked by astral magic; in this form, he has 1 HP, and if he is "killed", he awakens immediately.

[Summon=2]Sleeping Warrior (12 MP) - Kenki summons the spirit of a warrior who is asleep and puts him in a semi-body to fight. This warrior attacks with the weapon he is most familiar with, but always does 10+rank*2+2d6 damage/turn. This is due to the limitations of the false body, and not to the warrior's skill. If the warrior is killed or dispelled, he awakens immediately. People summoned using these skills tend to remember the summoning only as vague dreams.

[Summon=4]Sleeping Mage (23 MP) - Kenki summons the spirit of a mage who is asleep and puts him in a semi-body to fight. Each turn, the mage has an 8 in 10 chance of casting a random rank 1 single-target spell, a 1 in ten chance of casting a random rank 2 single-target spell, and a 1 in 10 chance of casting a random rank 1 area spell. These spells are cast at an enemy designated by Kenki, and use Kenki's MAtk and Summon rank for determining damage. If the mage is killed or dispelled, he automatically wakes up.

[Summon=4]Falling Object (16 MP) - Kenki pulls a random object from a dream and temporarily manifests it to drop it on someone's head from ten feet up. This object has a 30% chance of being too small to do any damage, a 50% chance of weighing about 10 pounds and doing 14+2d6 points of damage, a 10% chance of weighing about 20 pounds and doing 28+4d6 points of damage, a 9% chance of weighing about 50 pounds and doing 70+10d6 points of damage, and a 1% chance of being truly massive, crushing the target completely and doing 10+2d4 backlash damage to Kenki for summoning something so massive in the first place. This is resisted as a physical attack, not a spell. The summoned object vanishes after 1d4 rounds, and aside from the weight, is entirely up to the GM. Kenki used this spell in desperation when he was attacked by bandits; after he dropped, in quick succession, a grand piano, a ASPCA pamphlet, a statue of a spider, and a bound hardcover copy of _The Wheel of Time_ (all of which quickly vanished after being used), he resolved to learn how to control it. Thus far, he has not been too successful.
<p>-----
Do not taunt Happy Fun Zemyla.

I think boobs are the lesser of two evils. - Inverse (Pervy)
Dammit, Dan, I'm not dating a damn NPC! - OOC Will (Will Baseton)
Of course! Anything worth doing is worth doing completely wrong! - Travis English

Brotherhood of Elitist Bastards</p>

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Zemyla
 
Posts: 1500
Joined: Tue Apr 23, 2002 11:01 am

Re: Zem's new character sheets! C&C desired!

Unread postby Zemyla » Thu Dec 18, 2003 4:38 pm

Our next guest is a man who has seen little use in recent RPs. The idea behind the techs was to have a fighter who could augment his skills by magic.

------

Background:

name: Taneem Hajabar - age: 24 - eyes: violet - hair: brown, in dreadlocks - height: 7'0" - weight: 255 lbs

To the southwest of Doma there is a monestary, supposedly completely isolated from the rest of the world. However, over the past years, a considerable number of monks have broken this isolation to seek enlightenment in the outside world. Taneem is one of those monks.

Taneem was a foundling, left at the gates of the monestary and raised there. He was trained in combat and in techniques to improve the mind and the body. Recently, he achieved a slight understanding of how the universe works, but he knows it is only a beginning. So he decided to leave and find himself and the universe.

--Basics--
Name: Taneem Hajabar
RPer: Zemyla
Race: Human
Level: 1
XP: 0/1000
Max HP: 70
Max MP: 50
Max TP: 20
Initiative 5 + 2d6


--Attributes--
Courage +2
Wisdom +0
Intuition +4
Charisma +1
Agility +3
Dexterity +0
Strength +4
Stamina +3
Magic Aptitude: 3

Base AT/PA - 13/13
Modified for skill - 15/17
Modified for equipment - 15/17

-=- {mention what armor and weapons do you have equipped here} -=-

Weapon Damage - Unarmed
Punch - 16 + 1d6 (17-22)
Kick - 24 + 2d6 (26-36)

--Skills-- (28 pts)
Unarmed Combat - 4 Brotherhood of Elitist Bastards</p>

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Zemyla
 
Posts: 1500
Joined: Tue Apr 23, 2002 11:01 am

Re: Zem's new character sheets! C&C desired!

Unread postby Zemyla » Thu Dec 18, 2003 4:41 pm

I'm kicking it oldschool now! Sable has been sheetless for so long, but I'm fixing that!

------

Background:

name: Sable - age: 23 - eyes: amber - fur: brown - height: 2'1" - weight: 37 lb

Sable was originally a human thief who had made a name for herself in the business. With her skills and her small amount of illusion magic, she could sneak into just about anywhere, grab the item she was looking for, and leave unnoticed.

Then, she accepted an assignment to take the Black Stone from a kobold village. She encountered no problems in its theft. However, she didn't notice that the Black Stone was actually made of uranium. She fell ill from radiation poisoning, and died.

At this point, her soul went up to be judged. However, one of the gods' minor functionaries had an overburdened caseload, and sent her soul back to earth in the body of the closest animal -- in this case, a raccoon. The secretary figured that it would be unlikely for an animal to change the course of destiny overmuch, thus ensuring her fraud would be undetected.

When Sable awoke, she was understandably surprised to find her new situation, but was determined to continue in her line of work. However, there are very few people willing to hire a raccoon. So she has decided to become the "pet" of an understanding adventurer.

However, her fortunes have recently changed. She was hired by Neb Nueva to help with her shop, in exchange for a headband that lets her become human for eight hours a day. Armed with this headband, she is again seeking to further re-enter society.

--Basics--
Name: Sable
RPer: Zemyla
Race: raccoon
Level: 1
XP: 0/1000
Max HP: 55
Max MP: 60
Max TP: 20
Initiative: 6 + 2d6


--Attributes--
Courage +2
Wisdom +3
Intuition +3
Charisma +2
Agility +4
Dexterity +4
Strength +0
Stamina +0
Magic Aptitude: 3

Base AT/PA - 9/9
Modified for skill - 11/10
Modified for equipment - 12/9

-=- {mention what armor and weapons do you have equipped here} -=-

Weapon Damage - Dagger (+1/-1)
Thrusting - 4 + 1d6
Slashing - 7 + 2d4
Chopping - 9 + 2d6

Weapon Damage - Hand Crossbow
Accuracy - 21
Damage - 25 + 2d4

Armor - none

--Skills--
Climb Walls - 4 Brotherhood of Elitist Bastards</p>

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Zemyla
 
Posts: 1500
Joined: Tue Apr 23, 2002 11:01 am

Re: Zem's new character sheets! C&C desired!

Unread postby Zemyla » Tue Jan 13, 2004 3:19 pm

And here is my latest character! I want comments, damn it!

------

Background:


name: Madu Wodenhan - age: 19 - eyes: brown - hair: red - height: 4'10" -
weight: 120 lbs


{insert background later, as I am lazy}


--Basics--
Name: Madu Wodenhan
RPer: Zemyla
Race: human
Level: 1
XP: 0/1000
Max HP: 60
Max MP: 60
Max TP: 20
Initiative 6+2d6


--Attributes--
Courage +2
Wisdom +1
Intuition +3
Charisma +2
Agility +4
Dexterity +4
Strength +0
Stamina +1
Magic Aptitude: 4


Base AT/PA - 9/9
Modified for skill - 12/10
Modified for equipment - 13/9

-=- {mention what armor and weapons do you have equipped here} -=-

Weapon Damage - Rapier (+1/-1)
Thrusting - 8+1d6
Slashing - 10+2d4


--Skills-- (28 pts)
Benediction Magic - 4 <Int/Wis/Mag>
Enchantment Magic - 4 <Int/Wis/Mag>
Fencing - 4 <Dex/Agi/Cou>
Malediction Magic - 4 <Int/Wis/Mag>
Melee Weapon [Rapier] - 4 <Cou/Agi/Str>
Ritual Magic - 4 <Int/Wis/Mag>
[s]Chink Detection - 4
[k]Magical Glyphs - 4

--Spells/Techs--

[Malediction=1]Pain Glyph (5 MP) - Madu etches a glyph with his rapier on an opponent which causes a burst of pain, stunning them for a round.

[Malediction=2]Anger Glyph (5 MP) - Madu etches a glyph with his rapier on an opponent which produces rage. This has the effect of berserking them for 1d4 rounds.

[Malediction=3]Ill Glyph (8 MP) - Madu etches a symbol which causes a short-lived sickness in his opponent, giving them a -2/-2 AT/PA penalty for 2d4 rounds.

[Malediction=4]Poison Glyph (12 MP) - Madu creates a symbol which poisons the opponent. This produces a rank 3 poison in them.

[Benediction=2]Circle of Protection (15 MP) - Madu engraves a circle on the ground, and forms a barrier. This spell lasts for 2d4 rounds, or until he steps out of the circle, and gives him +(rank/2) to his PA and his MDef.

[Enchantment=1, Ritual=1]Create Symbol Blade (25 MP, 4 TP) - Madu enchants a rapier so that he can make glyphs through it. This spell is permanant, but must be cast on each weapon he intends to use. This spell takes an hour to complete.

[Fencing=2, Rapier=3]Arm's Length (3 TP) - Madu uses his rapier to hold his opponent off. They must stay at arm's length (about 4 feet) away from him. If they advance, he can make an attack at +4 against them.

[Fencing=3, Rapier=2]Go Around (2 TP) - Madu uses an obstacle (like a pillar, a doorway, another person) to his advantage. He can strike unexpectedly around it and gain a +3 to his AT, or use it to block and gain a +3 to his PA.

[Rapier=2, Glyphs=4]Engrave (2 TP) - Madu casts a spell on an opponent by engraving the symbol into their flesh. This has the normal MP cost, but Madu must make an attack roll. If it hits, it does normal thrusting damage and gains a +2 to his resulting MAtk roll. <p>-----
Do not taunt Happy Fun Zemyla.

I think boobs are the lesser of two evils. - Inverse (Pervy)
Dammit, Dan, I'm not dating a damn NPC! - OOC Will (Will Baseton)
Of course! Anything worth doing is worth doing completely wrong! - Travis English

Brotherhood of Elitist Bastards</p>


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