A thread for my characters

Character sheet archiving. Help with characters can be solicited here. This is also the place to talk Philsys or other RPing systems.
JoshuaDurron
 

A thread for my characters

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:28 pm

Character Level: 1
Character Name: Aaron Anchors
Character Race: Human
Character Age: 24
Hair Color: Light Brown
Eye Color: Brown
Height: 5’9”
Weight: #145
Clothes: Long brown lab coat, tunic, pants, and high-topped boots. When possessed, a second overcoat appears, and a broad brimmed hat that would make a Red Mage jelous.
Quirks: Studious, but possessed by a Spirit of Vengeance, which makes him highly unpredictable. Inferaphobic, meaning he will become frightened by large fires (such as burning buildings/forests, or high rank fire spells) but not fire in small, controlled amounts (such as lesser fire spells).
Possessed Personality: When possessed, Aaron becomes a Vengeance Demon in human form. He will ignore his former allies, and attack anyone who is hostile towards him ruthlessly. He shows no mercy, and will turn on his comrades if they get in his way.
EXP: 0/1000


Character Sheet

Vitals

HP: 60
MP: 85
Blood MP: 0/38
TP: 20
Initiative: 4+2d6
Base AT/PA: 10/10
Skill Modified: 12/12
Weapon Modified: 11/10
Final AT/PA: 11/10
MAttack: 13+Rank+1d20
MDefense: 20+1d20
Slash Damage: 19+2d4


Stats

Courage 3
Wisdom 5
Intuition 4
Charisma 0
Agility 1
Dexterity 1
Strength 2
Stamina 1
Magical Aptitude 4

Skills

Total points to spend: 38

Weapon Skill (Whip) [Cou/Agi/Str] lv 3
Shaman Magic [Wis/Int/Mag] lv 4
Invoke Vengeful Spirit [Wis/Int/Mag] lv 4
Blood Magic [Mag/Wis/Sta] lv 4
Navigation [Wis/Int/Int] lv 4
[s] Sprit Speak [Wis/Mag/Mag] lv 4
[s] Willpower [Cou/Wis/Wis] lv 4
[s] Uncanny Perception [Int/Int/Wis] lv 4
[k] Cartography lv 4
[k] Spirit Lore lv 4
[k] Seal Lore lv 4
[k] Inter-dimensional Travel lv 4
[k] Linguistics lv 4
[k] Cryptography lv 4
[k] Teaching lv 2

Techniques

[Innate] Possession: Due to Aaron’s status as a possessed character, he is vulnerable to possession under certain circumstances. He may avoid (or throw off) possession by making a saving throw. Circumstances that can cause possession are: When first entering combat (make the save roll before his Initiative, as it may effect it), whenever he receives a critical hit, and each combat round when his HP is less than 10% of maximum. Whenever these circumstances appear, Aaron may choose to forfeit his saving throw vs. possession. The saving throw is 1d20 + Cou + [s] Willpower vs. 12 + 1d20. If Aaron fails, he is possessed, and takes on his ‘possessed personality’. His stats are also affected as follows: Sta and Str +2 (with corresponding HP increase), Cou and Cha –2. Aaron may use all skills and techs as normal when possessed. He is possessed for 2+1d6 rounds, after which he may attempt to regain control by again making the saving throw. He may do this every round until he regains control, unless he chooses to forfeit his saving throw. If Aaron chooses to forfeit his throw, either when entering combat, or while being possessed during combat, he may attempt to regain control at any time. Make all throws before Aaron takes his action for his turn, as if he succeeds in regaining control, that is his action for that turn. If combat ends without Aaron regaining control, he will remain possessed for one hour, after which he may attempt another saving throw vs. possession. If this fails, he must wait another hour before he can attempt again. Aaron may attempt as many times as necessary until he regains control.

[Innate] Manifestation: Aaron’s spirit, like all spirits, shows itself in various ways. Specifically, it has a tendency to manifest physically if not held in check. It will appear to the casual viewer that Aaron’s hands are always bloody, unless a seal is placed on them to prevent the spirit from manifesting. If the spirit is manifest, Aaron is at Cha –2.

[Blood Magic = 1] Siphon Blood Power: Aaron’s spirit derives power from spilled blood, and the way it provokes angry or vengeful feelings. However, his ability to use this power is inhibited by the fact that the spirit siphons off part of it. As a result, he gains MP = ¼ of all damage dealt by piercing or slashing weapons. He may hold a maximum of 20 + Mag + Wis + Sta + Blood Magic rank + Invoke rank/2 + Willpower/2 Blood MP. He will take damage according to normal Blood Magic rules if this pool overflows, and it dissipates after combat ends.

[Spirit Speak = 1] See and Speak with Spirits (Combat Cost: 1 TP): When he so desires, Aaron may search for the spirits of the dead or nature, and speak with them.

[Uncanny = 2] Sense Hostility: This skill is born of careful attunement to the people around you. Aaron has learned to pay attention to his 6th sense, and as a result, he can sense when people are planning him harm if they are focusing their thoughts on him for more than 120 – rank*5 seconds, and are within 20 feet of his location.

[Shaman = 2] Buffet Spirit (7 MP): This spell is designed with one purpose in mind, and that is simply to blast a spirit away from someone/something. It breaks any effect the spirit is having on the person/thing it is near, and any shaman who is successfully struck with it may not use Invoke Spirit magic until after the spirit returns to it. To succeed, Aaron must successfully roll his Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower, whichever is highest.

[Shaman = 4] Silence Spirit (15 MP): This spell completely breaks a spirit’s ability to interact with the living for Rank + 1d6 hours. It may not be invoked by shaman, may not speak or possess humans, ect. To succeed, Aaron must successfully roll his Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower, whichever is highest. This tech may also be used to prevent a character from using Shaman Magic, Druidic Magic, Invoke Spirit, or other magic skills that require communication with spirits.

[Shaman = 8] Exile Spirit (22 MP): This spell seals a spirit away from reality for all eternity. It may not return, nor may it interact with the physical world in any sense. It may return only by having a shaman summon it specifically, or to return with another being, living or spiritual, who has entered the astral plane in one way or another. To succeed, Aaron must successfully roll his Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower, whichever is highest. (Cannot yet be used)

[Seal = 4, Shaman = 3] Bind Spirit (40 MP, 10 TP): A technique that allows Aaron to Bind a spirit to a specific item, location, or person. In order to do this, he must first make the correct seal (whether a roll to choose the correct seal to use is at the GM’s discretion), and then roll his Willpower vs. the spirit’s Cou, Int, or Mag, whichever is highest. The process takes 2-4 hours, depending on the strength of the spirit. The spirit then inhabits that person/place/thing (if it’s a person, they are not possessed, but will have an annoying voice in their head). If it is mobile, the spirit moves with them, and the spirit may communicate with anyone in physical contact with the person/place/thing it is bound to. Otherwise, it may not move or communicate. If the spirit has abilities/spells that may be projected, it may confer them to the person/place/thing it is bound to (GM discretion).

[Invoke = 1, Shaman = 1] Spirit Armor (5 MP per turn): This technique causes the color of Aaron’s clothes to change to red. Physical damage done to him is reduced by 4 + Mag + Willpower.

[Invoke = 1] Bloody Claw (8 MP): A red claw rends reality, dealing 12+rank*2+1d6 damage to a single target.

[Invoke = 4] Bloody Lance (10 MP): A blood red lance flies from Aaron’s hand to his unfortunate opponent, dealing 16+rank*4+2d6 damage to a single target by the power of raw hatred exuded by Aaron’s spirit.

[Invoke = 4] Bloody Star (28 MP): Aaron flings a blood red sphere of energy onto the battlefield, which deals 10+rank*2+1d6 damage to all targets within a ten foot radius of Aaron’s target.

[Invoke = 6] Blood Legacy (20 MP): Aaron’s spirit attacks one target, plunging him into a hellish reverie, in which he is surrounded by the screamed damnations of vengeful shades. The target is held until he can make a saving throw of his Cou + Willpower vs. Aaron’s Wis + Willpower. (Target may attempt once per round, attempting to break free is the only action he may take.) While held, the target is at AT/PA -4/-4. Once escaping, he is at AT/PA -2/-2 for 1d6 turns. (Cannot yet be used.)

[Invoke = 8] Bloody Eclipse (56 MP): A whirling void of red energy forms at the landing point of a sphere that Aaron throws. Deals 14+rank*4+2d6 points of damage to all targets within a 20 foot radius of the target. (Cannot yet be used.)

[Invoke = 12] Bloody Lash (16 MP): A blood red energy whip writhes out and strikes Aaron’s opponent, dealing 26+rank*6+3d6 damage to a single target by the power of raw hatred exuded by Aaron’s spirit. (Cannot yet be used.)

[Invoke = 16] Bloody Sun (80 MP): A much larger version of the Bloody Star spell. Deals 20+rank*6+2d6 points of damage to all targets within a 30 foot radius of the target. (Cannot yet be used.)

[Invoke = 18]Blood Sovereign (56 MP): The six eyed demon-spirit of vengeance calls for the blood of Aaron’s enemies, killing them instantly (provided they HAVE blood). (Cannot yet be used.)

Equipment

Hip bag
Ink
Parchment
Many books
Seal Gloves
Seal = Seal of the Holy Maiden
Effect: +1 to all Willpower rolls, -5 to all damage rolls for spells. Prevents manifestation, meaning Aaron will not develop bloody hand syndrome.
Mithril Whip
(x/15/x, 0/-2) <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 1/26/04 3:28 pm

JoshuaDurron
 

After all, this is what I asked for the forum for...

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:29 pm

No matter what kind of tricks I try, I can't get just this post to display. The first one always winds up there, too. I shall attatch it to the end of the list, and link it from there. <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 11/12/03 11:57 pm

JoshuaDurron
 

I intend to use this forum

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:30 pm

Character Level: 2
Character Name: Boreas Nethen
Character Race: Drow
Character Age: 30ish
Hair Color: Silver
Eye Color: Brown
Height: 5’7”
Weight: #155
Clothes: Jerkin and pants, with a heavy traveler’s cloak.
Quirks: Somewhat lazy, given to adapting his entire personality to a situation.
Current EXP: 725/1250 (1500 pending from the War)
Character Sheet

Vitals

HP: 67
TP: 24
Initiative: 3+2d6
Base AT/PA: 10/10
Weapon Modified: 8/12
Skill Modified: 10/12
Final AT/PA: 10/12
MDefense: 24+1d20

Stats

Courage 2
Wisdom 4
Intuition 6
Charisma 5
Agility 1
Dexterity 2
Strength 1
Stamina 1
Magical Aptitude 0

Skills
Total points to spend: 40

Weapon (Quarter Staff) [Cou/Agi/Str] lv. 2
Pick Pocketing [Dex/Dex/Intu] lv. 6
Slight of Hand [Dex/Dex/Cha] lv. 4
Black Market [Intu/Wis/Cha] lv. 5
Rumor Mongering [Intu/Wis/Cha] lv 5
Perception [Intu/Intu/Wis] lv. 4
Fast Talk [Cha/Cha/Intu] lv. 6
Gambling [Intu/Wis/Cou] lv. 4
[s] Slink [Dex/Intu/Cha] lv. 6
[k] Gaming lv. 4
[k] Guard Proceedures lv. 4
[k] Book Keeping lv. 4

Techniques

[Gambling= 3] Risk (1 TP): Sometimes, when gambling, you have to take a risk. After all, that's the whole principle of the amusement. Some gamblers learn to use the artificial courage boost they get from gambling in other situations. Increases users Courage by 1 + Gambling skill/4 for 1d6+1 turns.

[Gambling = 4, Fast Talk = 2] Bluff (2 TP): Some gamblers can make their opponents think that they have the better hand just through body language and betting style. This causes the opponent, whether consciously or unconsciously, to back down. When used properly, and with the added benefit of being able to talk down at their opponent, gamblers can convert this technique into a powerful intimidation tool in the real world. User rolls 2d6+Cha+Cou vs. target's 2d6+Cou+Intu. If the user wins the roll, he blows past the target, who leaves him alone (although possibly still questioning his authenticity), and moves on with his purposes. If the target wins the roll, he 'calls the bluff', and most likely becomes more hostile towards the user.

[Slink = 1] Slink (No cost): To slink is to appear to belong wherever one is, whether one really belongs there or not. It is a combination of posture, attitude, and situational awareness that is easy to learn, but very difficult to do effectively. To slink past someone, the user rolls 1d20 + Slink Skill vs. opponents 1d20+Intu.

[Pick Pocketing = 1] Pick Pocket (Combat cost: 1 TP): To pick someone's pocket, the user rolls 1d20 + Pick Pocket skill vs. opponents 1d20 + Intu.

[Slight of Hand = 2] Palm Object (Combat cost: 2 TP): To palm an object without being observed, the user rolls 1d20 + Slight of Hand skill vs. opponets 1d20 + Intu.

Equipment

Quarter Staff
(3/5/8, -2/+2)
Heavy Robes
(AC = 4, 0/0, Dur. 10)
Minor Healing potion x1 <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 2/6/04 11:10 pm

JoshuaDurron
 

And I'll tinker with this enough to keep it alive

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:32 pm

Character Level: 1
Character Name: Eli Grey
Character Race: Magitek-Golem/Human hybrid
Character Age: 2 months
Hair Color: Black
Eye Color: Grey
Height: 6’4”
Weight: #254
Clothes: A sort of grey baggy one-piece.
Quirks: Eli has a ‘command matrix,’ which is currently empty. He adds people who speak the ‘word of command,’ who can then shut him down, or order him to start/stop fighting. Otherwise, he may only fight to protect himself or others. He is very up-beat, and positive, acting much like a person of sixteen with no problems in his life. He does not get depressed easily.
EXP: 0/1000


Character Sheet

Vitals

HP: 85
TP: 20
Initiative: 5+2d6
AT/PA: 14/14

Stats

Courage 2
Wisdom 2
Intuition 1
Charisma 0
Agility 3
Dexterity 1
Strength 6
Stamina 6
Magical Aptitude 0

Skills

Total points to spend: 26

Breaking Stuff (Unarmed Fighting skill) [Cou/Agi/Str] lv 4
First Aid [Wis/Int/Dex] lv 4
Navigation [Wis/Wis/Int] lv 4
[s] Superhuman Jump [Str/Str/Agi] lv 4
[s] Perception [Int/Int/Wis] lv 4
[s] Drinking [Sta x 3] lv 4
[k] Metallurgy lv 4

Techniques

[Innate] Word of Command: Eli’s ‘command matrix’ is part of his golem nature. It allows people to give him basic orders, and shut him down should he prove dangerous. In order to be added to Eli’s command matrix, a person must speak the word ‘inferno.’ Once added, this word can also be used to render Eli unconscious, or revive him from said state. Eli may never speak this word, or reveal what it does.

[Innate] Astral Interference: Because Eli is part magitek golem, his aura is unbalanced. All his magic resist rolls are –3.

[Innate] Golem Brain: Some parts of Eli’s brain have been replaced with golem components, making it more resilient in some ways, but also removing some of his ‘6th sense.’ As a result, he cannot be frightened or intimidated, either by normal or magical means, and subdual damage is reduced by 50%. But he makes Int rolls at –3.

[Innate] Regenerate: In order to keep him from going off-line in the middle of an important fight, Eli may convert part of his raw energy reserves into critical organic components. He can convert TP to HP, at the rate of 1 TP to 2 HP. If Eli goes ‘offline’, ie HP goes below 0, he automatically begins healing himself at a rate of 2 HP per turn (no cost, as all his normal fighting energy is going towards this end). He may also drop into a state of reduced operations, remaining conscious and aware but not taking any actions, to restore 10 HP per hour.

[Innate] Natural Armor: Eli is built on a golem chassis, despite the fact that he looks completely human. This makes him highly resilient, with a natural AC = 22.

[Innate] Morph Arm (1 TP, per morphing, per arm): Allows Eli to morph his magitek arms back and forth between looking like a normal arm, and forming a heavy duty astral projector. The projector looks like a large milky-white crystal suspended in a metallic latticework. When Eli’s arm is in projector mode, it cannot be used for any purpose aside from the Arm Beam.

[Innate] Arm Beam (4 TP for one, 10 TP for both): Eli has a pair of astral projectors built into his arms, which he can use to create astral beams. When fired, they deal 16+2d6 astral damage, and have a range of 120 feet. The arm beams may be fired at different targets, but they will ‘cancel’ each other if fired at the same target.

[SuperJump = 1] Leap (2 TP): By expending a massive amount of energy, Eli can propel himself a considerable distance airborne, helping him navigate areas with high buildings, or jump across large chasms. He may jump a maximum (Str + SuperJump)*5 feet into the air. He will take 15+1d20 damage if he falls more than 10 feet as a result. Natural Armor may reduce this.

[SuperJump = 2] Horizontal Leap (2 TP): Allows Eli to jump (Str+SuperJump)*3 feet horizontally. On landing, he will take 15 + 1d20 damage. Natural Armor may reduce this.

[SuperJump = 4] Submission Leap (4 TP): Takes the Horizontal Leap, and allows Eli to use it as an offensive projectile attack with an accuracy = Cou + Agi + Str + Superhuman Jump, which does (15 + Str + 1d20)*2 damage, and twice that in subdual damage.

[Break = 2] Weapon Break (4 TP): Eli attacks a weapon, and if he strikes it, roll his Str + 1d20 vs. Weapon’s Slash damge/2 + 8. If Eli wins the roll, the weapon automatically breaks.

[Break = 4] Armor Break (5 TP): Eli attacks a specific piece of armor. If he succeeds in striking it, roll his Str + 1d20 vs. Armor’s AC/2 + 10. If Eli wins the roll, the armor automatically breaks.

[Break = 8] Bone Break (8 TP): Eli makes a ‘called shot’. If he strikes, the bone in the struck area of the body is broken. Add 2d8 damage, and that limb may not be used until healed. If Eli calls a Torso shot, add another 1d8 damage (for a total of 3d8). If Eli calls a Head shot, add another 2d8 damage (for a total of 4d8), and the target is KO’ed. The target may attempt a saving throw by rolling his Sta vs. Eli’s Str. If he succeeds, the extra damage is negated. (Cannot be used yet)

Equipment

Natural Armor
&nbsp &nbsp &nbsp &nbsp (AC = 22)
Carrying sack
Clothes <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

I even arange them alphabetically! (For now)

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:33 pm

Character Level: 1
Character Name: Ferra
Character Race: Frost Elemental
Character Age: 65
Hair Color: Clear
Eye Color: Ice Blue
Skin Color: Unnaturally Pale
Height: 5’4”
Weight: #182
Clothes: Pale blue, sleeveless dress, and Glacial Weave.
Quirks: Fascinated with the concept of ‘warmth,’ which will no doubt get her into trouble. Calm and reserved. Wishes she were a water elemental.
EXP: 0/1000


Character Sheet

Vitals

HP: 50
MP: 70
TP: 20
Initiative: 7+2d6
AT/PA: 13/14

Stats

Courage 2
Wisdom 3
Intuition 5
Charisma 2
Agility 5
Dexterity 2
Strength 0
Stamina (–1)
Magical Aptitude 3

Skills

Total points to spend: 36

Weapon Skill (Saber) [Cou/Agi/Str] lv 4
Glacial Magic [Wis/Int/Mag] lv 4
Prisim Magic [Wis/Int/Mag] lv 4
Dancing [Agi/Int/Cha] lv 4
Charm [Cha/Cha/Int] lv 4
[s] Gymnastics [Agi/Agi/Str] lv 4
[s] Wistful [Cha x 3] lv 4
[k]Various Dances lv 4
[k] Elemental Tradition lv 4
[k] Sailing lv 4
[k] Pirate Lore lv 4

Techniques

[Innate] Elemental Absorption: Ferra is a Frost Elemental, and thus absorbs all damage dealt by Water and Ice spells. However, Fire spells do twice the normal damage.

[Innate] Mist Breath (10 MP): Ferra breathes out a stream super cold air, which deals 24+2d8 ice damage to one target within 20 feet.

[Innate] Frost Breath (16 MP): Ferra breathes out a stream of super cold air, which, if the target fails a resist roll, ‘freezes’ them so that they are Paralyzed.

[Glacial = 1] Glacial Weave (3 MP per HP of armor): This is one of the most ancient magical abilities in Ferra’s family, and part of what has made them so renown in the Plane of Ice. It appears to be little more than a shimmering, transparent sheath that she wears most of the time. However, in combat it morphs into a light suit of armor that can absorb a certain amount of damage before shattering. The armor has a max HP of (8+rank)*3 (Absolute Maximum of 80 HP.) It has an AC of 4, and absorbs physical damage normally. Ferra may ‘heal’ this armor at a cost of 3 MP per HP restored. If the armor’s HP reaches 0 and it breaks, Ferra must wait 4 hours before rebuilding it, and must spend double the normal MP.

[Glacial = 2] Glacial Bridge (10 MP): Ferra may create, or freeze, a path across chasms or lakes, making passage easier (if somewhat slippery). These bridges may extend a maximum of (Rank + Mag)*10 feet.

[Glacial = 2] Gripping Cold (12 MP): The temperature of one target’s body begins to fall drastically as Ferra freezes the air around them. They are dealt 2d6 cold damage per turn, and the spells effects last for 1d8 turns.

[Glacial = 4] Icicle Edge (25 MP): This spell forms a deadly blade of ice, which Ferra may wield as if she had Rank skill levels in it’s use, or based on her Saber skill level. It has an AT/PA of +1/+1, and deals 11/17/20 + rank ice damage.

[Glacial = 6] Ice Throne (12 MP): Ferra may create a large tower of ice with steps in the side, which can be climbed, with care. Max height is (Rank+Mag)*5 feet. (Cannot yet be used)

[Glacial = 8] Glacial Cold (30 MP): The temperature of several target’s bodies begin to fall drastically as Ferra freezes the air around them. They are dealt 3d8 cold damage per turn, and the spell effects last for 2d8 turns. Ferra may target rank/3 separate targets with this spell. (Cannot yet be used)

[Glacial = 12] Glacial Fury (45 MP): Ferra forcibly lowers the temperature in an entire battlefield. EVERYONE on the field (except Ferra) is dealt 5d8 cold damage per turn, and the effects last for 3d6 turns. (Cannot yet be used)

[Glacial = 15] Glacial Stop (60 MP): Ferra extends her supernatural control of ice to its uttermost limits. Through sheer strength of willpower, she prevents ice from moving, and freezes water instantly, causing all spells and techs based on these elements to become useless. Furthermore, ice in the general area is molded by her will, and she can force it to one side, or create structures out of it. However, it moves to slowly to be used offensively. This lasts for 1+1d4 turns, during which Ferra may take no other actions, or the spell’s effects will instantly fade. (Cannot yet be used)

[Prism = 1] Optic Glimmer (5 MP): Creates a glimmer of bright rainbow light, which can be used to distract one target, reducing AT/PA by -2/-2. May not be used cumulatively.

[Prism = 3] Crystal Glare (12 MP): Surrounds one target in bright, shimmering light, make him difficult to predict. Boosts AT/PA by +2/+2, and lasts for rank/2+1d4 turns

[Prism = 4] Optic Shimmer (12 MP): Creates a bright, flashing spray of rainbow light, which can be used to distract one target, reducing AT/PA by -4/-4. May not be used cumulatively.

[Prism = 7] Crystal Field (20 MP): Creates a curtain of bright, shimmering lights around rank/2 people, making them harder to predict. Boosts AT/PA by +4/+4. (Cannot yet be used)

[Prism = 9] Optic Blast (24 MP): On failing a magic resist roll, one target is blinded. This condition may only be removed by such white magic spells as Esuna. (Cannot yet be used)

[Charm = 4, Wistful = 4] Heartbreak (15 TP): Ferra’s longing to be warm and soothing lends to her ethereal appearance something truly mystic and enrapturing. Sometimes she doesn’t even realize this is taking effect. But if it is, she will sway the hearts of all who see her wish to make her happy (provided they loose a roll of their Int + Wis + 1d20 vs. Ferra’s Charm Rank/2 + Wistful Rank/2 + Charisma + 1d20.)

Equipment

Saber
&nbsp &nbsp &nbsp &nbsp (10/15/18, 0/-1)
Glacial Weave
&nbsp &nbsp &nbsp &nbsp (AC = 4, HP = 36)
Clothes <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

This will work wonders for my post count

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:35 pm

Character Level: 1
Character Name: Gregory Wilson, “Greg”
Character Race: Human
Character Age: 42
Hair Color: Black, but graying fast
Eye Color: Brown
Height: 5’11”
Weight: #170
Clothes: Typical outdoorsman stuff, tunic, long pants, jacket, ect.
Quirks: Kinda cynical, not very trusting. Retired Doman Guard, has very little respect for the institution now, as he was forced into his retirement.
EXP: 0/1000


Character Sheet

Vitals

HP: 65
TP: 20
Initiative: 5+2d6
AT/PA: 13/11

Stats

Courage 3
Wisdom 3
Intuition 3
Charisma 1
Agility 2
Dexterity 3
Strength 3
Stamina 2
Magical Aptitude 0

Skills

Total points to spend: 32

Weapon (Longbow) [Cou/Agi/Str] lv 4
Weapon (Dagger) [Cou.Agi/Str] lv 4
Rumor Mongering [Int/Wis/Cha] lv 4
Alchemy [Wis/Int/Dex] lv 4
[s] Sure Shot [Dex x 3] lv 4
[s] Range Boost [Dex/Dex/Str] lv 4
[s] Advanced Evasion [Cou/Agi/Agi] lv 2
[k] Gambling Rules lv 4

Techniques

[Range Boost = 1] Boosted Range (No Cost): Increases the maximum range of a bow by 5*rank feet.

[Sure Shot = 1] Steady Aim (No Cost): Reduce the penalty for aiming under adverse circumstances (while drunk, while horseback riding, ect) by 1 for every rank.

[Longbow = 2] Double Shot (2 TP): Fires two arrows simultaneously at a single target, giving both a –2 to hit.

Equipment

Long Bow
&nbsp &nbsp &nbsp &nbsp (Acc. 11, Dam. +2)
Ammunition
&nbsp &nbsp &nbsp &nbsp 60 Arrows
&nbsp &nbsp &nbsp &nbsp (Damage = 16 + 1d6)
Dagger
&nbsp &nbsp &nbsp &nbsp (4/7/9, +1/-1)
Leather Bracers
&nbsp &nbsp &nbsp &nbsp (AC = 10, 0/0, Dur. = 10)
Studded Leather Armor
&nbsp &nbsp &nbsp &nbsp (AC = 11, -1/-1, Dur. = 15)
Leather Helmet
&nbsp &nbsp &nbsp &nbsp (AC = 10, 0/0, Dur. = 5)
Minor Healing potion x 2 <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

I wonder how long I can keep making different subject lines

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:37 pm

Character Level: 1
Character Name: Hope Crider
Character Race: Human
Character Age: 18
Hair Color: Black (Shoulder length)
Eye Color: Violet
Height: 5’8”
Weight: #160
Clothes: Leather vest, short sleeved shirt, jeans, belt w/ Shikigami talisman, and hip high riding boots.
Quirks: Speaks with a heavy southern drawl, very good-natured, and has a cheerful outlook and personality. From a version of modern day earth, wound up in Gaera four years ago, after her first encounter with inter-dimensional travel.
EXP: 0/1000


Character Sheet

Vitals

HP: 75
TP: 20
Initiative: 7+2d6
AT/PA (Base): 12/12
AT/PA (Modified): 15/15

Stats

Courage 5
Wisdom 1
Intuition 3
Charisma 2
Agility 2
Dexterity 2
Strength 2
Stamina 4
Magical Aptitude 0

Skills

Total points to spend: 28

Weapon Skill (Bowie Knife) [Cou/Agi/Str] lv 3
Kickboxing (Unarmed Fighting skill) [Cou/Agi/Str] lv 3
Shikigami Use [Cou/Int/Int] lv 4
[s] Double Fighting Style[Cou/Agi/Str] lv 3
[s] Horse Riding [Int/Str/Sta] lv 4
[s] Chocobo Riding [Int/Str/Sta] lv 2
[s] Animal Empathy [Int/Int/Wis] lv 2
[k] Riding Gear lv 4
[k] Cooking lv 4
[k] Stablehand lv 4
[k] Cowboy Songs lv 2

Techniques

[Double = x] Double Style: Lets Hope take advantage of both her knife, and her kickboxing skills. She may merge the two into a single fighting style, adding her ranks in one to AT, and her ranks in the other to PA. She may attack and parry twice, once with her modified AT/PA, once with her base AT/PA. She may do this only if her Double ranks >= her Bowie or Kickboxing ranks.

[Shikigami = 1] Growth (Combat Cost: 1 TP): Hope can use her Shikigami talisman to increase the length of her hair, up to 20 feet.

[Shikigami = 2] Grasp (Combat Cost: 1 TP): Hope can use her Shikigami talisman to enable her hair to handle and lift objects less than five pounds. Any Dex rolls that may be needed are made at a –4.

[Shikigami = 3] Heft (Combat Cost: 2 TP): Hope can use her Shikigami talisman to enable her hair to lift heavy objects, anything which weighs less than Int*10 pounds.

[Shikigami = 4] Hair Lance (4 TP): A narrow portion of Hope’s hair extends out as a lance, and strikes one target for Int + 3d6 damage.

Equipment

Bowie Knife
&nbsp &nbsp &nbsp &nbsp (x/8/13, -1/0)
Steel Plated Riding Boots
&nbsp &nbsp &nbsp &nbsp +3 to all kicking attack damages.
Clothes
Riding crop
Printed, bound book, with many blank pages (and a few with writing in English). <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

How many of these do I have? Not even I know!

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:38 pm

Character Level: 2
Character Name: Hrimm, “Numbers”
Character Race: Kumajin
Character Age: 30ish
Fur Color: Dark Brown
Eye Color: Blue
Height: 6’2”
Weight: #225
Clothes: Not much besides a long, baggy tunic and shorts.
Quirks: While a good mathematician, he is also given to a number of physical activities, as is much of his race. He likes to keep to himself, but doesn’t mind city life, or the company of the other black market lieutenants.
EXP: 500/1250


Character Sheet

Vitals

HP: 75
TP: 26
Initiative: 4+2d6
AT/PA: 9/9

Stats

Courage 1
Wisdom 6
Intuition 1
Charisma 1
Agility 3
Dexterity 3
Strength 4
Stamina 3
Magical Aptitude 0

Skills

Total points to spend: 43

Weapon (Crossbow) [Cou/Agi/Str] lv 6
Swimming [Str/Str/Agi] lv 6
Running lv [Str/Agi/Agi] 4
Horsemanship [Wis/Int/Sta] lv 4
Pick Pocket [Int/Dex/Dex] lv 6
[s] Sure Shot [Dex x 3] lv 6
[k] Mathematics lv 6
[k] Math Theory lv 4
[k] Book Keeping lv 4
[k] Woods Lore lv 4
[k] Astronomy lv 4

Techniques

[Sure Shot = 1] Steady Aim (No Cost): Reduce the penalty for aiming under adverse circumstances (while drunk, while horseback riding, ect) by 1 for every rank.

[Pick Pocketing = 1] Pick Pocket (Combat cost: 1 TP): To pick someone's pocket, the user rolls 1d20 + Pick Pocket skill vs. opponents 1d20 + Intu.

Equipment

Repeating Crossbow
&nbsp &nbsp &nbsp &nbsp (Acc. 13, Dam. +9)
&nbsp &nbsp &nbsp &nbsp May fire twice per round, both shots at –3. Six shot ‘clip’, clip requires one turn to reload.
Ammunition:
&nbsp &nbsp &nbsp &nbsp 36 rounds prepared for use, 64 unprepared.
&nbsp &nbsp &nbsp &nbsp (Damage = 22+2d4)
Leather Bracers
&nbsp &nbsp &nbsp &nbsp (AC = 10, 0/0, Dur. = 10)
Pen and parchment <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

They keep coming, and coming, and coming...

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:39 pm

Character Level: 1
Character Name: Joshua Durron
Character Race: Human
Character Age: 53
Hair Color: Grey/White
Eye Color: Blue
Height: 5’10”
Weight: #150
Clothes: Long white robe, with a grey travel cloak over it.
Quirks: Blind, and claims he is visited by angels and sees visions of the future from time to time. Exceptionally good hearing.
Exp: 300


Character Sheet

Vitals

HP: 50
MP: 95
TP: 20
Initiative: 4+2d6
AT/PA: 9/11

Stats

Courage 3
Wisdom 6
Intuition 5
Charisma 3
Agility 1
Dexterity 0
Strength 0
Stamina -1
Magical Aptitude 4

Skills

Total points to spend: 42

Weapon (Quarter Staff) [Cou/Agi/Str] lv 2
Holy Magic [Wis/Int/Mag] lv 4
Healing Magic [Wis/Int/Mag] lv 4
Benediction [Wis/Int/Mag] lv 4
Malediction [Wis/Int/Mag] lv 4
Summoning [Wis/Int/Mag] lv 4
[s] Blind Fighting [Cou/Cou/Wis] lv 4
[s] Blind Man’s Hearing [Int x 3] lv 4
[s] Feel Path (Staff) [Int x 3] lv 3
[k] Holy Lore lv 4
[k] Demon Lore lv 4
[k] Undead Creatures lv 4
[k] Religious Doctrine lv 4
[k] Creature Lore lv 4

Techniques

[Holy = 1] Holy Ray (6 MP): A piercing ray of holy magic deals 6+rank*2+1d6 holy damage to a single target.

[Holy = 4] Burning Eye (15 MP): The gaze of heaven burns one target, dealing 14+rank*4+2d6 holy damage and leaving a severe sense of irony over the battlefield.

[Holy = 4] Holy Breath (28 MP): The breath of an angel permeates the battlefield, dealing 10+rank*2+1d6 holy damage to all targets within 10 feet of ground zero.

[Heal = 1] Mend Body (7 MP): Holy power restores 8+rank*2+1d6 HP to a single target. May damage other targets, such as undead.

[Heal = 4] Restore Body (18 MP): Holy power restores 15+rank*4+2d6 HP to a single target. May damage other targets, such as undead.

[Benediction = 4] Fearless Heart (10 MP): Negates the fearful effects of being around a demon or higher-level undead creature for rank/2+1d6 rounds or rank+2d6 minutes.

[Malediction = 2] Holy Bind (12 MP): Restricts one target from moving for rank/2+1d6 rounds or rank+2d6 minutes. Does not effect higher-level shade creatures, or creatures that make a saving throw.

[Malediction = 4, Holy = 2] Holy Scourge (15 MP): Deals 6+2d4 holy damage, gives a -1/-1 AT/PA penalty, and reduces Initiative by 2. Effects one target, penalties last for rank/2+1d6 rounds or rank+2d6 minutes.

[Summon = 1, Holy = 2] Cherubim’s Mantle (9 MP): A guardian angel watches over the safety of a person on the battlefield. Decreases all damage taken by one target by 5 for (rank) rounds, max duration 8 rounds.

[Summon = 2, Heal = 3] Seraph’s Hand (15 MP): A seraph comes and tends to one target. Restores 10+2d6 HP per round for (rank/2) rounds, max duration 5 rounds.

[Summon = 4, Holy =4] Archangel’s Wing (24 MP): Holy judgment is brought to the evil by one of the highest order of celestials, who strikes his target for 18+3d6 holy damage per round. Duration is (rank/2) rounds, max duration 5 rounds.

Equipment

Quarter Staff
&nbsp &nbsp &nbsp &nbsp (3/5/8, -2/+2)
Heavy Robes
&nbsp &nbsp &nbsp &nbsp (AC = 4, 0/0, Dur. 10)
Holy Amulet
&nbsp &nbsp &nbsp &nbsp Decreases Shadow damage by 25%. <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

::witty title here::

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:40 pm

Character Level: 1
Character Name: Koi
Character Race: Dwarf
Character Age: 67 + ?
Hair Color: Brown
Eye Color: Blue
Height: 4’4”
Weight: #212
Clothes: Karate Gi
Quirks: He’s a dwarven ninja. You don’t get much quirkier than that. However, if you insist on knowing more, he’s got amnesia, and doesn’t know much about being a dwarf.
EXP: 0/1000


Character Sheet

Vitals

HP: 70
MP: 40
TP: 20
Initiative: 5+2d6
AT/PA (Unarmed): 14/14
AT/PA (Table): 11/16

Stats

Courage 1
Wisdom 2
Intuition 3
Charisma 0
Agility 4
Dexterity 0
Strength 4
Stamina 3
Magical Aptitude 2

Skills

Total points to spend: 30

Taijutsu (Unarmed Fighting Style) [Cou/Agi/Str] lv 4
Genjutsu (Ninja Illusion Magic) [Wis/Int/Mag] lv 4
Earth Ninjutsu (Ninja Magic) [Wis/Int/Mag] lv 4
Shriuken Throwing [Cou/Agi/Str] lv 4
Table Fu [Cou/Agi/Str] lv 2
Stealth [Agi/Agi/Int] lv 4
[s] Lightning Strike [Agi x 3] lv 4
[k] Heraldry lv 4
[k] Herbology lv 4
[k] Chuushima lv 4

Techniques

[Innate] Noisy: While Koi has had stealth training, he’s not particularly good at it. After all, he is a dwarf. All his stealth rolls are –3.

[Genjutsu = 1, Stealth = 2] Poof! (2 MP): Lets Koi make a flashy entrance in a cloud of smoke, or leave in the same way. You don’t see him coming until the smoke clears and he’s there, nor do you see him leave until the smoke clears and he’s gone.

[Genjutsu = 3] Disguise (8 MP): Allows Koi to change his appearance to mimic that of something (or someone) else. Any something or someone else. This disguise alters his appearance, and voice, but not his feel. Thus, he should avoid being touched at all costs.

[Genjutsu = 4] Cloning (12 MP): Allows Koi to make ‘clones’ of himself. These clones have no substance, and serve only to cause confusion. When targeting Koi, characters must roll 1dX, where X = 1+rank/3, and roll a 1 in order to successfully pick him out from his clones. If they fail, they automatically miss him. This effect lasts for 3 turns. Period.

[Genjutsu = 7] Replacement (15 MP, 4 TP): This is an automatic ninja defense that kicks in when Koi looses a parry/evasion roll by 2 or less. Koi replaces himself with an illusion of himself, and something solid (like a block of wood) at the core. This replacement can take hits from the time it’s made until the time Koi’s next action occurs, at which point the illusion is revealed, and Koi acts. He may do this only once per battle. (Cannot be used yet)

[Ninjutsu = 1] Sand Flail (3 MP): Koi kicks up a bunch of sand, which painfully erodes and blinds at the target. Deals 5+rank+1d6 earth damage to a single target, and lowers AT/PA by -1/-1.

[Ninjutsu = 3] Mud Grip (9 MP): A large part of the ground is made sticky and difficult to move in by Koi’s Ninjutsu. All within a 10ft radius of the target are at PA –4, and cannot move. Obviously, this will not effect flying creatures.

[Ninjutsu = 5] Hand of Earth (10 MP): Koi flings a large gout of mud at one target, dealing 10+rank*2+2d6 earth damage and lowering AT/PA by -2/-2.

[Genjutsu = 8, Ninjutsu = 6] Earth Concealment (18 MP, 8 TP): This technique is an extension of Poof! or Replacement. After using either of these techniques (he may use Poof! and Earth Concealment in the same turn) Koi burrows into the ground unseen. Once there, Koi may only take one of the following actions: 1) Leaving the ground. This counts as an action, so Koi may not act again after having done this. 2) Throw a Shriuken. He makes the roll at –3 due to difficulties aiming from his position. 3) Try to trip someone. Use a normal grappling roll. Koi may remain under the ground for Sta+1d6 turns, after which he will automatically surface.

[Genjutsu = 10, Ninjutsu = 8] Shadow Cloning (50 MP, 20 TP): Koi makes clones of himself, as with the cloning technique, but this time, stones rise from the ground and give them substance. In essence, Koi is joined by Genjutsu rank/5 + Ninjutsu rank/10 NPCs. These NPCs do unarmed damage = 2/3rds of Koi’s unarmed, have the same AT/PA, come with no weapons but may wield those they find on hand, may use all of Koi’s physical skills (but none of his magical ones), lack MP or TP, and are destroyed after being successfully hit once.

[Shriuken = 2] Fire Shriuken (3 TP): Koi wraps one shriuken in rags drenched with oil, then lights and throws it. Adds 2d6 fire damage to one shriuken attack.

[Table = 1] Table Fu: Koi’s no stranger to fights in bars and the like. He’s also not unfamiliar with how to effectively use furniture as a weapon. Tables are a favorite of his, and he’s turned the use of them into a near-art. Table Fu is a normal weapon skill which adds to his AT/PA, and allows him to use any table he can lift as a bludgeon weapon with the stats x/14/20, -3/+4.

[Lightning = 1] Lightning Strike: When rolling for initiative, if Koi rolls a total equal to or higher than (20 – rank) he may take a second action. If he rolls Double Sixes, he may take a third action. The second action is placed in the initiative rankings as if his first Innit roll were –10. If he has a third action, it always comes at the end of the turn. All his rolls are –2 on his second action, and –4 on his third action. He regains his parry, if it was used, after each action, with the necessary penalties. These bonus actions apply on the first round of combat, and every tenth round thereafter.

Equipment

Ninja Gear
&nbsp &nbsp &nbsp &nbsp (AC = 6, Durability = 10)
Shriuken x 24
&nbsp &nbsp &nbsp &nbsp The kind of palm sized shriuken ninjas are most known for using.
&nbsp &nbsp &nbsp &nbsp Accuracy = (Agi+Dex*2+rank+1) = 9, damage = (3+Dex*2+rank+2d4) = 7+1d4
Fuuma x 4
A much larger variant of shriuken, in which the blades are nearly a foot long. Much more difficult to use, and much more deadly.
Accuracy = (Agi+Dex+rank) = 8, damage = (12+Str+rank+2d6) = 20+2d6
Rags
Flask of Oil
Flint and Steel <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

OK so none of these are particularly witty...

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:42 pm

Character Level: 2
Character Name: Mri’jal, “Righty”
Character Race: Nekojin
Character Age: 32
Fur Color: Tawny Brown w/ Orange Streaks
Eye Color: Orange
Height: 5’8”
Weight: #207
Clothes: Brownish one-piece. Think a ninja suit, only without the nifty clan patches, or such.
Quirks: Has a speech impediment that makes him roll all his ‘r’s. It sounds like a gentle purring. Carries a Do-dachi, a katana like weapon roughly a foot shorter than it's user. Usually wears a coat over his suit, because he's always complaining of cold.
EXP: 500/1250

Character Sheet

Vitals

HP: 71
TP: 26
Initiative: 4 + 2d6
AT/PA: 12/12

Stats

Courage 1
Wisdom 2
Intuition 5
Charisma 4
Agility 3
Dexterity 1
Strength 4
Stamina 2
Magical Aptitude 0

Skills

Total Skill Points: 37

Weapon (Do-dachi) [Cou/Agi/Str] lv 6
Haggle [Cha/Cha/Int] lv 5
Stealth [Agi/Dex/Int] lv 4
Bluff [Cha/Cha/Int] lv 5
Black Market [Cha/Cha/Int] lv 5
Disguise [Cha/Int/Dex] lv 2
[s] Two-handed Weapon Use [Cou/Agi/Str] lv 4
[k] Cooking lv 4
[k] Market Value lv 4
[k] Gambling Rules lv 4

Techniques

[Do-dachi = 2] Do-dachi Flourish (4 TP): An simple, clover-leaf move that is designed to slash all areas within the blade’s reach. Since it is difficult, and requires a fair degree of fluidity, it does 2/3rds of its normal damage, sacrificing strike power for momentum.

[Do-dachi = 3] Do-dachi Combo (8 TP): A brutal kick to open the target’s defences, followed by a sweeping blow with the flat of the Do-dachi’s blade. Single target, does double normal slash damage, and knocks the target back several feet.

[Stealth = 3] Vanish (4 TP): Upon stepping into a darker area, user seems to ‘vanish’ into the area, causing everyone watching to loose track of him. If a person tries to keep sight of the user, he must roll his Int. vs user’s Skill level.

Equipment

Steel Do-dachi
(15/19/26 -2/-2)
Leather Bracers
(AC = 10, 0/0, Dur. = 10)
Winter Coat
(AC = 6, 0/0, Dur. = 12)
2x Minor Healing potions
3x Restore potoins <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

Forgot an 'M' character. ::facepalms::

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:43 pm

Character Level: 1
Character Name: Meia Sert
Character Race: Human
Character Age: 22
Hair Color: Blond normally, purple due to spirit manifestation, and seal
Eye Color: Normally Blue, purple due to spirit manifestation, and seal
Height: 6’0”
Weight: #155
Clothes: Black bodysuit, covering (for lack of a better word) that comes down to her elbows, and heavy metal left gauntlet and right greave.
Quirks: Extremely loyal, and truthful. Does not respect anyone who does not show or value those two qualities. A ‘dragon shrine maiden’, who is accompanied by the spirit of a long dead black dragon from her home world.
Possessed Personality: Becomes absolutely determined not to admit defeat, even to the point of dying on the battlefield. Also becomes more loyal to her companions, and more set against those who stand in her way, or she does not respect.
EXP: 0/1000

Character Sheet

Vitals

HP: 65
MP: 55
TP: 20
Initiative: 6+2d6
AT/PA: 15/15

Stats

Courage 4
Wisdom 3
Intuition 4
Charisma 1
Agility 2
Dexterity 0
Strength 3
Stamina 2
Magical Aptitude 2

Skills

Total points to spend: 34

Dragon Dance (Unarmed fighting skill) [Cou/Agi/Str] lv 4
Shaman Magic [Wis/Int/Mag] lv 4
Invoke Draconic Spirit [Wis/Int/Mag] lv 4
[s] Willpower [Cou/Wis/Wis] lv 4
[s] Superhuman Jump [Str/Str/Sta] lv 4
[s] Melee Evasion [Agi/Agi/Int] lv 4
[s] Far Vision [Int/Int/Wis] lv 4
[k] Seal Lore lv 4
[k] Dragon Servant lv 4
[k] Shrine Upkeep lv 4

Techniques

[Innate] Possession: Although Meia is not possessed, the black dragon spirit recognizes the importance of protecting his host. Thus, it may attempt to possess Meia and fight for her. It will do this whenever she receives a critical hit, and each combat round when her HP is less than 25% of maximum. Whenever these circumstances appear, Meia may choose to forfeit her saving throw vs. possession. The saving throw is 1d20 + Cou + [s] Willpower vs. 12 + 1d20. If Meia fails, she is possessed, and takes on her ‘possessed personality’. Her stats are also affected, as follows: Cou and Str +2, Int and Cha –2. Meia may use all skills and techs as normal when possessed. She is possessed for 2+1d6 rounds, after which she may attempt to regain control by again making the saving throw. She may do this every round until she regains control, unless she chooses to forfeit his saving throw. If Meia chooses to forfeit her throw, she may attempt to regain control at any time. Make all throws before Meia takes his action for his turn, as if she succeeds in regaining control, that is her action for that turn. If combat ends without Meia regaining control, the spirit will automatically return control to her.

[Innate] Manifestation: Like all spirits, the black dragon spirit causes physical alterations in its user. Primarily, his/her hair turns black, regardless of its former color. If the manifestation is partially blocked, the hair reverts to purple, regardless of former color.

[Shaman = 2] Buffet Spirit (7 MP): This spell is designed with one purpose in mind, and that is simply to blast a spirit away from someone/something. It breaks any effect the spirit is having on the person/thing it is near, and any shaman who is successfully struck with it may not use Invoke Spirit magic until after the spirit returns to it. To succeed, Meia must successfully roll her Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower.

[Shaman = 4] Silence Spirit (15 MP): This spell completely breaks a spirit’s ability to interact with the living for Rank + 1d6 hours. It may not be invoked by shaman, may not speak or possess humans, ect. To succeed, Meia must successfully roll her Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower. This skill may also be used to prevent a character from using Shaman Magic, Druidic Magic, Invoke Spirit, or other magic skills that require communication with spirits.

[Shaman = 8] Exile Spirit (22 MP): This spell seals a spirit away from reality for all eternity. It may not return, nor may it interact with the physical world in any sense. It may return only by having a shaman summon it specifically, or to return with another being, living or spiritual, who has entered the astral plane in one way or another. To succeed, Meia must successfully roll her Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower. (Cannot yet be used)

[Seal = 4, Shaman = 3] Bind Spirit (40 MP, 10 TP): A technique that allows Meia to Bind a spirit to a specific item, location, or person. In order to do this, she must first make the correct seal (whether a roll to choose the correct seal to use is at the GM’s discretion), and then roll her Willpower vs. the spirit’s Cou, Int, or Mag, whichever is highest. The process takes 2-4 hours, depending on the strength of the spirit. The spirit then inhabits that person/place/thing (if it’s a person, they are not possessed, but will have an annoying voice in their head). If it is mobile, the spirit moves with them, and the spirit may communicate with anyone in physical contact with the person/place/thing it is bound to. Otherwise, it may not move. If the spirit has abilities/spells that may be projected, it may confer them to the person/place/thing it is bound to (GM discretion).

[Invoke = 1] Dragon Coils (12 MP): The invisible but omnipresent power of the dragon presses down on the ground around Meia. Deals 5+1d6+rank*2 shadow damage to all in a 10 foot radius of her.

[Invoke = 4] Dragon Descent (28 MP): The power of the dragon hammers the ground about Meia. Deals 10+3d6+rank*4 shadow damage to all in a 15 foot radius of her.

[DragDance = 2, Invoke = 2] Dragon Reach (2 TP): Meia’s spirit acts as an extension of her arm, allowing her to execute an unarmed attack at a range of up to 30ft, which strikes at +2.

[DragDance = 4, Invoke = 4] Dragon Spiral (12 MP, 4 TP): The force of Meia’s spirit raises her off the ground and hurls her, spinning, towards her target. This allows her to unleash a powerful spinning kick that does normal damage, and Mag + 3d8 shadow damage.

[DragDance = 3] Dragon Drive (5 TP): Meia lands a massive elbow thrust to the gut, followed by a backhand blow, and a finishing kick. Does standard punching damage*3.

Equipment

Traveler’s cloak
Clothes
Dragon Armor (Her gauntlet and greave)
&nbsp &nbsp &nbsp &nbsp (AC = 10, Durability = 15, -1/0)
Silver Amulet
Empress Tiara (Seal)
&nbsp &nbsp &nbsp &nbsp Effect: All Willpower rolls –1, but all damage rolls for spells +5. Partially prevents manifestation. <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

Back on track with the 'R's.

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:44 pm

Character Level: 2
Character Name: Rikkard Jordan
Character Race: Human/Quicksilver Dragon hybrid
Character Age: 152
Hair Color: Light Brown
Eye Color: Grey
Height: 6’1”
Weight: #162
Clothes: Sleeveless shirt and loose pants. Doesn’t wear shoes.
Quirks: No family, and doesn’t use his family name. Often reacts violently to the harming of women, and has a great deal of difficulty in doing it himself. Strange tattoos on his arms. Kinda klutzy.
EXP: 990/1250

Character Sheet

Vitals

HP: 77
TP: 25
MP: 65
Initiative: 6+2d6
Base AT/PA: 17/17
Unarmed Skill Modified: 22/18
Evasion Skill Modified: 22/21
Final AT/PA: 22/21
Bonus to evade ranged shots: +4
Punching Damage: 12+1d6
Kicking Damage: 18+2d4
MAttack: 10+Rank+1d20
MDefense: 23+1d20

Stats

Courage 4
Wisdom 3
Intuition 5
Charisma 0
Agility 2
Dexterity -2
Strength 6
Stamina 3
Magical Aptitude 2

Skills

Runic Fist (Unarmed combat skill) [Cou/Agi/Str] lv 6
Holy Magic [Wis/Int/Mag] lv 4
Superhuman Jump [Str/Str/Sta] lv 5
Stealth [Agi/Agi/Int] lv 4
Uncanny Perception [Int/Int/Wis] lv 4
[s] Damage Resistance [Sta/Sta/Wis] lv 6
[s] Melee Evasion [Agi/Agi/Int] lv 6
[s] Missile Evasion [Agi/Agi/Int] lv 4
[s] Gymnastics [Agi x 3] lv 4
[k] Wilderness Survival lv 4
[k] Woodslore lv 4
[k] Holy Lore lv 2

Equipment

Clothes
Natural Armor
(AC = 8, reduces Magic Damage by 4)
Bandages
A large sack, to carry stuff in

Techniques (All Forms)

[Innate] Holy Resistance: Due to his nature, Rikk can resist holy magic with unusual effectiveness. On level One, he resists 10% of all holy damage, and this increases by 5% every level.

[Innate] Meditation (Cost: See description): A last ditch healing technique developed by Rikk’s order. He meditates for 1d4 hours, which completely restores HP, MP, and TP. He is normal for 24 hours, after which he is penalized by the amount he was restored. WHAT THIS MEANS, is that his MAX HP, MP, and TP will be reduced by the amount he was restored for 24 hours. He may not regain this HP, MP, and TP in any way, except waiting the 24 hours. It may only be used once per month, otherwise the HP, MP, and TP loss will become permanent.

[DmgRes = 1] Toughness: This skill is born of a monk’s long years of training and practice. They have gained the ability to ignore lesser physical pain, and will it not to effect their body. Also, the body eventually becomes so dense; the astral plane has difficulty affecting it. The result is they take no appreciable damage. This acts as a natural armor, reducing physical damage taken by rank+level*2 points, and magical damage by half that.

[Uncanny = 2] Sense Hostility: This skill is born of careful attunement to the people around you. Rikk has learned to pay attention to his 6th sense, and as a result, he can sense when people are planning him harm if they are focusing their thoughts on him for more than 120 – rank*5 seconds, and within 20 feet of his location.

[Runic = 1, Holy = 1] Burning Aura (5 MP per turn used, MP use begins the turn after it is initiated): A technique created by those who practice the Runic Fist, which allows them to turn astral strength into pure fighting power. This technique boosts AT/PA by +1/+1, and grants the user an extra Mag + 2d4 holy damage to a successful unarmed attack. This technique requires no effort to sustain, only initiate (so continuing its use is a free action.)

Techniques (Human Form)

[Innate] Draconic Form (20 TP): Rikk’s four winged quicksilver dragon form. Due to his diluted bloodline, it’s limited, but he transforms far enough to be clearly recognized as a dragon, albeit a very small one (around 8 ft long, with a 20 ft wingspan). Beyond the role-play difficulties a dragon form presents, it’s very painful, which clouds his thinking. This effects his stats by giving him a +2 to Str, Sta, and Cou, but reducing Wis, Agi, and Dex by the same amount. His unarmed strikes do x2 their normal damage, and his Toughness damage reduction is doubled. He may also fly in this form. He can only hold it for X+1d20 minutes, where X = Character’s Level*10. Returning to human form before time is up has no cost.

[Runic = 2, Holy = 2] Rising Sun (8 MP, 4 TP): A powerful uppercut, which burns with holy fury. Deals double normal unarmed attack damage, plus Mag + 2d6 holy damage. Instantly destroys lesser undead creatures. If Rikk can use multiple attacks, this technique affects all of them.

[Runic = 3, Holy = 3] Soul Burn (15 MP, 6 TP): A focused spiritual blast, which sears out in a straight line from the user, dealing Mag + 8 + 2d8 holy damage to anyone, friend or foe, within a three foot wide, seventy foot long corridor in front of Rikk. This is ‘no miss damage’, meaning resisting it does half damage, and it must critically fail to be withstood.

[Runic = 2] Gattling Kick (4 TP): Rikk unleashes a flurry of kicks, ending with a double kick across the face. The move slightly unbalances him. Rikk receives one more kicking attack than normal, but when coming out of the move, Rikk will be at a AT/PA penalty of 0/-2 until his next action. If Rikk has multiple attacks, this tech is the last in the series of attacks used.

[Runic = 4] Careful Strike (3 TP): A major part of martial arts is getting past the other person’s defenses, be it by feint, unexpected move, or raw force. If Rikk’s opponent is using a passive defensive technique (such as a counter technique or a technique that forfeits action for a PA or similar bonus,) Rikk may strike as if that technique were not in use.

Techniques (Draconic Form)

[Innate – Teeth] Gnaw: If Rikk successfully grapples a target, for every turn he can maintain that grapple, he may gnaw on it for Str+2d6 damage.

[Innate – Teeth, Level 2] Howl of Rage (2 TP): They say the howl of a dragon can strike fear into the hearts of the bravest men. Everyone who can hear Rikk (basically, anyone within 50 feet) must roll 1d20+Cou vs. 1d20+Rikk’s Cha+Rikk’s Level. Anyone who fails either flees in terror, or is immobilized (victim's choice.) If Rikk has the TP, this technique is automatically used when he assumes Draconic Form.

[Innate – Wings] Wind of Heaven (3 TP): Rikk unleashes a powerful blast of air from his wings. Deals 2d10 wind damage. <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>Edited by: [url=http://b3.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 4/12/04 11:26 pm

JoshuaDurron
 

I'm surprised EZboard is still letting me post...

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:45 pm

Character Level: 2
Character Name: Rhet Fackel
Character Race: Human
Character Age: 18
Hair Color: Black
Eye Color: Black
Height: 5’10”
Weight: #150
Clothes: Jeans, grey shirt, tan leather jacket w/ zipper and elbow pads.
Quirks: From a version of modern day Earth, but has been on a number of inter-dimensional ‘jaunts’, in which he has learned a lot, and picked up many nifty skills. Unfortunately, to accompany that, is a very pessimistic view point. Rhet says the universe is no respecter of persons, and that there is no point to trying anyways, as you’ll loose it all at some point. He truly fights like he doesn’t care if he lives or dies.
EXP: 150/1250


Character Sheet

Vitals

HP: 75
MP: 44
TP: 24
Initiative: 6+2d6
Base AT/PA: 13/13
Skill Modified: 16/16
Weapon Modified: 15/14
Bastard Switch Modified: 17/13
Final AT/PA: 17/13
Thrusting Damage: 18 + 1d6
Slashing Damage: 29 + 2d4
Chopping Damage: 40 + 2d6
MAttack: 6 + rank + 1d20
MDefense: 16 + 1d20

Stats

Courage 2
Wisdom 2
Intuition 2
Charisma 0
Agility 4
Dexterity 2
Strength 5
Stamina 3
Magical Aptitude 2

Skills

Total points to spend: 28

Weapon Skill (Bastard Sword) [Cou/Agi/Str] lv 6
Blue Magic [Wis/Int/Mag] lv 4
Mystic Sword [Wis/Int/Mag] lv 6
Alchemy [Wis/Int/Dex] lv 4
Sewing [Dex/Dex/Int] lv 4
[s] Sharp Hearing [Int x 3] lv 4
[s] Apathy [Wis/Wis/Cou] lv 6
[k]Potions lv 4
[k] Inter-dimensional Travel lv 4

Techniques

[Bastard = 1] Bastard Switch: A Bastard Sword can be used with one or two hands, which is why it is also known as the Hand and a Half sword. By constantly switching between an one handed and two handed stance, Rhet makes it harder to predict where his strikes will land. However, it also makes it harder to properly place a parry. Thus, Rhet is at AT/PA +2/-1.

[Bastard = 2] Eternal Raid (3 TP per extra lunge): Rhet makes a lunging attack. If his strike succeeds, he makes another attack, at AT –1. He may continue to do this, with a cumulative AT penalty, until he makes an unsuccessful strike, runs out of TP, or the target reaches 0 HP.

[Bastard = 4] Bastard Backhand (2 TP): If Rhet misses a strike, he pivots on one foot and tries to backhand slash his target. However, this move leaves him very open. Using the move, puts him at -2/-2 until his next action (this penalty affects the strike as well as ensuing parries). This move does not work with other Bastard skills, such as Eternal Raid.

[Bastard = 6] Bastard Beat (4 TP): The Beat Attack is a standard fencing move, in which an attacker strikes his opponents blade with his own, moving it out of parry position enough to make a lunge a more viable attack. Fencing is generally done with a rapier. Rhet uses a Bastard Sword, making his using the technique a much more dangerous thing. He may use this technique to add 1d10/2 (round up) to his AT on a single thrusting attack. If he rolls a 10, the target is also disarmed. This technique may only be used against an armed opponent. (This move may be used with Eternal Raid, but the AT bonus only applies to his first lunge.)

[Bastard = 10] Empress Massacre (5 TP per extra slash, 3 TP per extra lunge): Rhet makes a chopping attack. If his strike succeeds, he may make an additional slashing attack at AT –1. Rhet may continue making slashes, with a cumulative AT penalty, until he misses, runs out of TP, or the target reaches 0 HP. If Rhet misses with a slashing attack, he may continue the combo with a lunging attack, keeping the AT penalty he had previously and adding another –1. He may continue to make lunges, with a cumulative AT penalty, until he misses, runs out of TP, or the target reaches 0 HP. (Cannot yet be used.)

[Mystic = 1] Hyper Blade (8 MP): Makes Rhet’s weapon an enchanted weapon that does 2d6 extra Air damage.

[Mystic = 4] Scream Blade (10 MP): Rhet unleashes a magical slash of Air, which deals Str*2+Rank*3+2d6 damage to a single target. A ranged attack.

[Mystic = 6] Extreme Void (14 MP): Rhet summons a massive stone sword from the ground, which impales his enemies on its point. Deals 12+Rank*4+4d6 earth damage to a single target.

[Mystic = 8] Machina Blade (22 MP): Rhet unleashes a huge slash of Air, which deals Str*2+Rank*4+3d6 damage to a single target. A ranged attack. (Cannot yet be used.)

[Mystic = 10] Nibelung Valesti (30 MP): Rhet attacks with his sword, throwing the target air born, where he is pierced by a number of massive holy javelins. Deals 18+Rank*6+4d8 holy damage to a single target. (Cannot be used yet.)

[Mystic = 12] Deus Ex Machina (42 MP): A sign of Rhet’s bizarre sense of humor. He unleashes a pair of slashes in an X pattern. It deals Str*2+Rank*5+4d6 damage to all within a 60ft corridor in front of Rhet. (Cannot yet be used.)

[Mystic = 8, Apathy = 6] Barren Soul (20 MP): The ultimate incarnation of Rhet’s apathetic outlook on life. It creates a massive, non-elemental sword of a magical nature (or imbues the sword he is holding with these properties.) The weapon may be used with any sword weapon skill, and has the damage rating 14+Mag/20+Mag/26+Mag, and has an AT/PA modifier of 0/0. It adds 5 to the damage rolls of all Mystic Sword spells. It lasts for 2d6+rank/2 turns. (Cannot yet be used)

[Apathy = 5] Take The Hit (3 TP): Also known as ‘meatshielding’. While Rhet may not care about what happens to him, there is a chink in his emotional armor in regards to other people who may have pressing concerns. In combat, if one of his allies is successfully attacked (physically) while they are within ten feet of him, Rhet automatically forfeits his next turn and moves between them and the incoming attack. He is automatically struck, and his AC is ignored in the calculation of damage. He may only do this once per battle, and only if he has the necessary TP on hand. After performing the tech, he is at a -1/-1 penalty until he receives healing.

[Blue = 1] Learning (Breath): Allows Rhet to mimic an enemy’s breath attacks. In order to learn the breath attack, Rhet must be successfully struck by it, and survive. The breath attack becomes a blue magic spell, with the Rank necessary to use, and MP cost, decided by the GM. It functions exactly the same as the enemy’s breath attack in all other respects. At the end of the battle Rhet learns the tech in, he has the choice of discarding or keeping the technique. Rhet may not have more than three Blue magic spells of the same element at a time. Blue magic breaks the elements down into Fire, Water/Ice, Wind/Lighting, Earth, Holy, Shadow, Astral, and Exotic. (Exotic encompasses everything that doesn’t fall into one of the other 7.)

[Blue = 1, Bastard = 1] Learning (Swords): Allows Rhet to mimic any sword technique he has seen in battle. In order to learn a sword tech, Rhet must first see it in combat, and then mimic it, in that same combat. In order to do this, he must first declare his intent to attempt the mimic, then roll 2d6 + Weapon Skill vs. 7 + the rank of weapon skill necessary to do that tech. If he wins the roll, he both uses and learns the tech. If he fails, he may try once more. He may only attempt to learn techs twice per combat. Once a tech is learned, the skill necessary to use it changes to Bastard Sword. The rank and TP costs remain the same, as to the mechanics of the tech.

[Blue = 1, Mystic = 1] Learning (Mystic): Allows Rhet to mimic any mystic techs he has experienced. A mystic attack is one that fills any of the following requirements: Combines physical and magical damage OR requires both MP and TP to use (and does not fall into one of the other categories Rhet can Learn) OR uses a non-magic skill (any skill that does not use the base stats Wis/Int/Mag) to achieve an elemental effect, OR a tech based on a skill with Mystic in the title. In order to mimic these attacks, Rhet must both be successfully struck by them, and survive. Once learned, the spell becomes a Mystic tech, with the same rank requirements, MP/TP costs, and execution as the former tech.

[Blue = 4] Aqua Breath (18 MP): Rhet unleashes a storm of foam and water which deluges anything within a 60 degree arc in front of him, extending out 120 feet. It does 15+rank*2+2d6 water damage. WATER ELEMENT.

[Blue = 4] Acid Breath (20 MP): Rhet unleashes a torrent of bubbling acid, which strikes anything within a 60 degree arc in front of him, extending out 120 feet. It does 12+rank*2 poison damage, plus another 3+rank/2 damage each turn for 2d6 turns. EXOTIC ELEMENT.

Equipment

Bastard Sword
        (13/19/25, -1/-2)
Padded Leather Jacket
        (AC = 9, Durability = 12)
Clothes
Minor Healing Potion x2 <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 12/15/03 4:55 pm

JoshuaDurron
 

The last (and weirdest) of 'em

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:46 pm

Character Level: 1
Character Name: The One Who Sees All (the One or TOWSA)
Character Race: Human?
Character Age: ?
Hair Color: Deep blue
Eye Color: Green
Height: 6’4”
Weight: #233
Clothes: A long, flowing orange robe with a padded leather upper body.
Quirks: Believes he is a Chosen Redeemer, sent to rescue Igala from the follies it cannot see. Has a serious messiah complex.
EXP: 0/1000


Character Sheet

Vitals

HP: 55
MP: 75
TP: 20
Initiative: 3+2d6
AT/PA: 11/11

Stats

Courage 3
Wisdom 1
Intuition 5
Charisma 5
Agility 0
Dexterity 0
Strength 3
Stamina 0
Magical Aptitude 4

Skills

Total points to spend: 32

Shield Use [Cou/Agi/Str] lv 4
Mental Magic [Wis/Int/Mag] lv 4
Telepathy [Wis/Int/Mag] lv 4
Shield Magic [Wis/Int/Mag] lv 4
Sight Magic [Wis/Int/Mag] lv 4
[s] Perception [Int x 3] lv 4
[s] Uncanny Perception [Int x 3] lv 4
[s] Charm [Int/Cha/Cha] lv 4

Techniques

[Uncanny = 2] Sense Hostility: This skill is born of careful attunement to the people around you. The One has learned to pay attention to his 6th sense, and as a result, he can sense when people are planning him harm if they are focusing their thoughts on him for more than 120 – rank*5 seconds, and within 20 feet of his location.

[Uncanny = 3] Sense Emotional State: The One can make an educated guess at someone’s emotional state, provided he wins a roll of Rank+Int+1d10 vs. their Cou+Cha+1d10. If the One wins, roll 1d12. A 1-6 indicates only a loose idea, ie happy, sad, angry, ect. A 7-11 indicates a more specific idea, depressed because a girl left you, frustrated at your family, ect. A 12 means the One combines the previous information with a superhuman burst of insight, combining this with something else he might have heard to deduce the exact emotional situation of the target.

[Uncanny = 4, Intuition = 4] Sixth Sense: This is ESP, pure and simple. Some would call it magic, but it is really just an almost superhuman level of attunement to what is going to happen around you, extended to the point where you can predict it and react accordingly, albeit on a subconscious level. If the One makes a roll of Skill+Int+1d20 vs a GM determined Target Number, and wins, he may react to such things as traps and surprise attacks as if he was aware they would take place. If he succeeds critically, or beats the Target Number by 10 or more, he may act as if he has the initiative. This skill applies at the GM’s discretion.

[Mental = 2] Mind Shield (8 MP): Increases resist rolls vs. Mental Magic by Rank for 4+2d6 rounds.

[Mental = 4] Mind Read (12 MP): The One attempts to read the mind of one target. This allows him to perceive what the target is thinking, and lets him ‘second guess’ a person’s upcoming moves. His AT/PA is +4 vs that target for two rounds. Out of combat, his ability to read minds lasts for Rank*2 minutes.

[Sight = 1] Dark Vision (4 MP): The One may cast this on himself, to negate the penalties created by being in the dark.

[Sight = 2] See movement (6 MP): Allows the One to see movement, no matter how slight, or how well it blends into the background. Can cause confusion if used in a crowded area with many people moving about.

[Sight = 3] Piercing Vision (8 MP): Lets the One see through things. This can be used for perverted purposes… not that he would do such a thing.

[Sight = 3] Long Ranged Vision (8 MP): Lets the One see up to Rank miles away, although things like buildings and trees will still obstruct his vision.

[Sight = 4] Greater Dark Vision (9 MP): The effects of the One’s Dark Vision spell spread to all his companions.

[Sight = 6] Bestow Astral Vision (14 MP): Allows the One to make another see the astral plane, regardless of his/her magical aptitude. (Cannot yet be used)

[Sight = 6] Thermal Vision (12 MP): The One may cast this on himself, allowing him to locate sources of heat and cold. (Cannot yet be used)

[Telepathy = 1] Telepathy (Combat Cost, 1 TP): Lets him speak via telepathy, fo shizzle.

NOTE ON SHIELD MAGIC/SKILLS: In order to use these spells, the One must have a shield in his hand, or at least something that is round and can be gripped and blocked with.

[Shield Mag = 1] Magic Shield (9 MP): Increases the One’s Magic Resist rolls by Rank/4. Lasts for Rank+1d4 turns.

[Shield Mag = 2] Magic Block (10 MP): This reduces magic damage by 5+Rank*2 points when cast. Lasts for Rank/2+1d4 turns.

[Shield Mag = 4] Great Shield (16 MP): The crest on the One’s shield appears in the air next to Rank/2 of his allies, adding the PA bonus he gets from his shield to them.

[Shield Use = 2] Shield Bash (4 TP): While the Shield is technically a defensive weapon, the One is fully capable of using it offensively. He smashes it over the head/in the face of one target, dealing Rank+Str+3d8 damage.

Equipment

Large Round Shield
This piece of armor is made of light steel, and has a green, stylized eye painted on the hub. The shade of green matches his eyes.
(AC = 40, Durability = 20, -2/-2 negated by his skill)
Padded Leather Armor/Cloak
        Provides some protection from natural cold.
        (AC = 8, Durability = 20)
Clothes
Belt <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 11/16/03 11:42 pm

JoshuaDurron
 

Amanda take 2

Unread postby JoshuaDurron » Wed Nov 12, 2003 11:58 pm

Character Level: 2
Character Name: Amanda, “The Tower”
Character Age: 22
Character Race: Human
Hair Color: Light Brown (almost blond)
Eye Color: Green
Height: 5’3”
Weight: #130
Clothes: Black mage hat, and long, flowing dark green robes with a blue half cloak.
Quirks: Capable of strength of will casting when angry. Left arm gone from just below the shoulder.
EXP: 500/1250

Character Sheet

Vitals

HP: 66
MP: 85
TP: 26
Initiative: 3 + 2d6
AP/PA: 12/9

Stats

Courage 1
Wisdom 5
Intuition 4
Charisma 1
Agility 2
Dexterity 1
Strength 3
Stamina 1
Magical Aptitude 4

Skills
Total points to spend: 44

Weapon (War Hammer) [Cou/Agi/Str] lv 5
Air Magic [Wis/Int/Mag] lv 6
Poison Magic [Wis/Int/Mag] lv 6
Enchanting [Wis/Int/Mag] lv 4
Summoning [Wis/Int/Mag] lv 6
Alchemy [Wis/Int/Dex] lv 4
Disguise [Int/Int/Cha] lv 3
[s] Perception [Int x 3] lv 3
[k] Potions lv 4
[k] Applied Magic lv 4
[k] Strategy lv 2
[k] General Chemistry lv 2
[k] Traps lv 2

Spells

[Air=1] Corridor of Winds (10 MP): A column of heavy duty air power blasts aside enemies in a 10ft long path in front of the caster. Deals 5+1d6+rank*2 air damage.

[Air=2] Air Bubble (10 MP): Creates a bubble of pure air around the caster, which moves with her wherever she goes. Gives her breathable air for (rank*5) minutes. Works in a normal atmosphere, or under water/other liquid.

[Air=3] Thunderclap (8 MP): A massive thunderclap resounds, the sound moving away from the caster and affecting anyone within 20ft in front of her. Has an 80% (5-20 on a d20) of causing confusion for (rank/2) turns. May render enemies with sensitive hearing unconscious.

[Air=4] Storm March (24 MP): A small (relatively speaking) hurricane forms and proceeds away from the caster, buffeting enemies in a 20ft corridor in front of her. Deals 10+rank*4+3d6 air damage.

[Air=5] Pressurize (20 MP): Air around the target closes in like a fist, dealing 30+rank*4+3d6 damage to targets. However, this damage will only really work against organic targets.

[Poison=2] Toxica (8 MP): A biological magic attack that acts as an acid/poison. No raw force, but rather a lot of pain. Deals 8+rank*2 poison damage when cast, and another 1+rank/2 damage for the next 1d6 turns.

[Poison=6] Toxicaga (18 MP): A biological magical attack that acts as an acid/poison. No raw force, but rather a lot of pain. Deals 14+rank*4 poison damage when cast, and another 2+rank damage for the next 1d8 turns.

[Air=4, Poison=3] Poison Squall (20 MP): A wave of poison is blown through an area. Potent enough to affect a 10ft by 10ft area. If inhaled, causes Level 1 Poisoning. Poison accumulates every 30 seconds. Spell lasts for 2d6 minutes.

[Air=5, Poison=6] Poison Bomb (32 MP): Combines Amanda’s poison and air magic into a fearsome whirlwind of harsh, stinging fumes and shrapnel. Deals 10+rank*4+3d6 air damage, and causes Air/3 + Poison/2 levels of poisoning.

[Enchant=1, Air=2] Featherweight (2 MP/round, 10 MP/day, 20 MP for semi-permanence [say about 10 years]): Reduces the weight of one item less than 10 pounds to practically nil.

[Enchant=1, Poison=2] Envenom (12 MP): Makes one weapon incur Level 1 Poisoning on a successful attack. Lasts for 1d4+rank/2 turns.

[Enchant=2] Imbue Aura (5 MP): Imbues an object with some sort of Astral signature.

[Enchant=3, Disguise=2] Alter Appearance (12 MP): Changes a person’s features so they look like someone different, possibly part of an entirely different species. This is entirely cosmetic, and does not effect stats as a transformation spell would.

[Summoning=2, Air=4] Summon Sylph (15 MP): Summons a wind spirit, who attacks her target with a wind blade for 16+2d8 damage per round. Duration is (rank/2) rounds, max duration 5 rounds.

[Summoning=3, Poison=4] Summon Venom Demon (25 MP): Summons a large, grey-green Venom Demon, who unleashes a torrent of poisonous sludge on his target, for 18+3d6 damage, with a 25% chance (a roll of 1 on a d4) of causing a Level 1 Poison. Duration is (rank/2) rounds, max duration 5 rounds.

Equipment

Mithril War Hammer
(x/17/26, -1/-2)
Mage Robes
(AC = 4, 0/0, Dur. 10)
Black Mage’s hat
Half cloak
3x Minor Healing Potions
2x Restoration Potions (restores TP)
2x Mana Potions <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

Re: The last (and weirdest) of 'em

Unread postby JoshuaDurron » Sun Nov 16, 2003 11:48 pm

Character Level: 1
Character Name: Kuriko Kiri
Character Race: Human
Character Age: 18
Hair Color: Brown, and in constant tangles and snarls. It reaches to the bottoms of her shoulder blades.
Eye Color: Clear, piercing blue.
Height: 5’5”
Weight: #164
Clothes: A long, simple brown cloak, very tattered, black pants and a grey shirt, also tattered, and a heavy leather belt.
Quirks: SWORN DEFENDER… of a world that she’s been ripped out of. Very aimless now, and unsure what to do. A typical person lost in the dimensions.
EXP: 0/1000


Character Sheet

Vitals

HP: 55
MP: 80
TP: 20
Initiative: 6+2d6
AT/PA: 8/8

Stats

Courage 1
Wisdom 4
Intuition 2
Charisma 0
Agility 5
Dexterity 4
Strength 0
Stamina 0
Magical Aptitude 5

Skills

Total points to spend: 32


Soil Gunnery [Wis/Int/Mag] lv 4
Firearms [Cou/Agi/Str] lv 4
Fire Magic [Wis/Int/Mag] lv 3
Water Magic [Wis/Int/Mag] lv 3
Lightning Magic [Wis/Int/Mag] lv 3
Astral Magic [Wis/Int/Mag] lv 3
Slight of Hand [Dex/Dex/Int] lv 3
[s] Ambidexterity [Dex x 3] lv 4
[k] Soil Magic lv 4
[k] Gaudium Legends lv 4
[k] Weather Prediction lv 2

Techniques

[Astral = 1] Astral Blast (10 MP): A lance of astral power is projected from Kiri’s Soil Gun and strikes one target dealing 12+rank*2+1d6 damage.

NOTE: In order to use Soil Gunnery, Kiri must not learn more than one spell in any other school of magic. Whenever ‘Rank’ is referred to, it means her rank in Soil Gunnery. Spells use up one Capsule of the appropriate element, the capsule being broken up among the Magun’s three barrels.

[Soil = 1, Firearms = 1] Energy Bullet (1 TP): This allows Kiri to project an energy bullet out of her Soil Gun. It fires like a normal gun, and deals (rank/2, max of 5)d8 damage (ignore AC, since it’s an energy bullet.)

[Soil = 1] Create Soil (10 MP combat cost): Kiri can create ‘soil’ at any time by slowly collecting stray energy and concentrating it into one of her Soil Capsules. ‘Soil’ is a form of solid magic, which will dissipate if not contained, and is used as a catalyst for all of her spells. Normally, this can be done slowly, without much effort. It takes about thirty minutes to fill a capsule this way. However, Kiri may also focus intensely on gathering the power, at a 10 MP cost. This will allow her to rapidly prepare and fire off a spell during combat. It is not, however, a free action.

[Soil = 1, Fire = 1] Phoenix Wind (4 MP): Unleashes a phoenix summon on one target, catching them in the back draft of the bird’s wings. Deals 8+rank*3+2d6 Fire damage to one target.

[Soil = 4, Fire = 2] Ifrit Charge (25 MP): A howling fire spirit blazes through the battlefield, dealing 10+rank*3+4d6 damage to all targets within the Magun’s corridor effect.

[Soil = 6, Fire = 4] Phoenix Burn (24 MP): A mighty phoenix burns through one target, causing 18+rank*5+4d6 fire damage. (Cannot yet be used)

[Soil = 12, Fire = 8] Ifriti Blast (65 MP): A greater fire spirit blazes through the battlefield, dealing 20+rank*5+2d6 fire damage to all in the Magun’s corridor. (Cannot yet be used)

[Soil = 1, Water = 1] Shiva Hand (4 MP): A small ice elemental freezes one target for 8+Rank*3+2d6 water/ice damage.

[Soil = 4, Water = 2] Bismark’s Presence (25 MP): The power of Bismark, lord of the seas, is felt, causing 10+rank*3+4d6 water/ice damage to all in the Magun’s corridor.

[Soil = 6, Water = 4] Shiva Blade (24 MP): A greater ice elemental freezes one target for 18+rank*5+4d6 water/ice damage. (Cannot yet be used)

[Soil = 12, Water = 8] Bismark’s Wave (65 MP): Bismark himself crosses the battlefield, born by the power of his domain. Deals 20+rank*5+2d6 water/ice damage. (Cannot yet be used)

[Soil = 1, Lit = 1] Thunderbird Feather (4 MP): A thunderbird drops lightning from the sky, striking one target. Deals 8+rank*3+2d6 lightning damage to one target.

[Soil = 4, Lit = 2] Ixion Charge (25 MP): The hooves of the unicorn Ixion trample down people all across the battlefield, dealing 10+rank*3+4d6 lightning damage to all targets within the Magun’s corridor effect.

[Soil = 6, Lit = 4] Thunderbird Claw (24 MP): A thunderbird rakes one target with it’s claws, causing 18+rank*5+4d6 lightning damage. (Cannot yet be used)

[Soil = 12, Lit = 8] Ixion Cascade (65 MP): The true fury of the unicorn Ixion is made known, dealing 20+rank*5+2d6 lightning damage to all in the Magun’s corridor. (Cannot yet be used)

[Soil = 8, Astral = 6] Odin Charge (30 MP): Summons a lance wielding knight to deal 16+rank*4+2d6 damage to all within the Magun’s corridor. (Cannot yet be used)

[Soil = 13, Fire = 9, Astral =9] Bahamut Flare (70 MP): Summons a fearsome, twin tailed dragon, who’s breath devastates the battlefield. Deals 22+rank*6+4d6 damage to everything within the Magun’s corridor. Requires both Catalyst and Fire Soil to use. (Cannot yet be used)

[Soil = 15, Astral = 10] Atmos (60 MP): The great Astral beast Atmos appears and consumes one target, resulting in banishment to the astral plane (in Atmos’s belly.) (Cannot yet be used)

Equipment

Magun
This is a simple metal gauntlet (chain mail and metal plates, except for three tubes on the wrist side of it) most of the time, until Kiri activates it in combat, at which point it morphs into a triple barreled Soil using weapon. Fired via Soil Gunnery spells.
A single target shot has a range of 300 feet, ‘Corridor’ shots cover a ten foot wide area that is eighty feet long.
Soil Gun
Fires with the ‘Energy Bullet’ technique, or using Astral Blast. Has a range of 200 feet. A small, red, double-barreled handgun.
(Acc. = 8, currently deals 2d8 damage, ignore AC)
Clothes
15 Soil Capsules
        4 Fire
        4 Water
        4 Lightning
        3 ‘Catalyst’ (Astral)
Belt, which holds the capsules and other ammo
Cloak
Bag <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 12/3/03 3:25 pm

JoshuaDurron
 

Yay, my original avatar!

Unread postby JoshuaDurron » Wed Nov 19, 2003 1:37 am

Character Level: 1
Character Name: Warlord Joshua Durron
Character Race: Human Psionicist
Character Age: 26
Hair Color: Black
Eye Color: Brown
Height: 6’0”
Weight: #175
Clothes: Green trench coat, grey shirt, black pants.
Quirks: Fearsomely powerful psionicist, except for the fact that he’s suffering from mental overload, and is basically back at square one. Remembers everything, but can’t do much of it due to health repercussions. Only really cares about his immediate family, and a few close friends. He has no left arm, but does wear a normal looking construct in its place. The only unusual point about it is the irremovable black leather casing, and the fact that it can take damage without being affected.
Current EXP: 0/1000
Background: Durron has held and retired from almost seven different jobs in his life. He worked as a security man for a small research and development corporation, then a freelance assassin, then go-to guy for a race of demons, then a godling, then godling slayer, and he is currently a Councilman to the Vault. He is a highly experience inter-dimensional traveler, but his most recent god-slaying endeavors have left his brain chemically unbalanced as a result of psionic overworking. Thus, he’s taken a ‘vacation’ to help his mind settle down, a process that could take months, if not years. To avoid backlash from his unorthodox war tactics, employed during his brief stint as a deity/deity slayer, he asked a friend to send him to a random world. He wound up on Gaera.

Character Sheet

Vitals

HP: 60
True MP: 110
Max MP: 90
TP: 20
Initiative: 5+2d6
Base AT/PA: 12/12
Normal AT/PA: 13/13
Levitating AT/PA: 16/16

Stats

Courage 2
Wisdom 5
Intuition 5
Charisma 0
Agility 3
Dexterity -2
Strength 1
Stamina 1
Magical Aptitude 6

Skills
Total points to spend: 40

Blade Mastery [Cou/Agi/Str] lv 4
Double Sword [Cou/Agi/Str] lv 4
Telekinesis [Wis/Int/Mag] lv 4
Telepathy [Wis/Int/Mag] lv 4
Psi-craft [Wis/Int/Mag] lv 4
Direct Psion Manipulation [Wis/Int/Mag] lv 4
[s] Willpower [Cou/Wis/Wis] lv 4
[s] Bastardry [Cou x 3] lv 4
[k] Psionics lv 4
[k] Meta-Physics lv 4
[k] Inter-Dimensional Travel lv 4
[k] Warfare lv 4

[Blade = 1] General Skill: Durron is well trained in the use of sharp things, unfortunately his training was none to specified. He may apply his Blade Mastery to any kind of sword, knife, or dagger in melee combat, but he only receives one half the normal AT/PA bonus points (IE, Rank/2).

[Telekinesis = 2] Telekinesis (16 MP) - By focusing on an object or area, Durron can lift up to rank*20 + Willpower rank*10 pounds of weight, forcing the amount of matter to move as he chooses. The average human, decked out with equipment, weights 160 lbs. If the target is forcefully thrown into a wall, the damage dealt is half falling damage. This skill can also be used to attack with telekinetic "punches" - for these, calculate punching damage as though Durron’s strength were his Telekinesis rank.

[Telekinesis = 4] Levitate (20 MP): Allows Durron to effectively nullify his own weight and propel himself telekinetically. Durron may levitate Rank*2+Willpower Rank feet into the air, and may move at a rate of (Rank+Willpower rank/2) ft/sec. While airborne, his base AT/PA is Mag+Int+Rank+Skill modifiers. Lasts for ten minutes.

[Telekinesis = 5] Grip (14 MP): A crushing, vise-like grip is exerted on rank/3 targets. They are powerfully compressed, dealing Rank*2+2d6 damage per turn, and AT/PA is at a –2. Lasts for Rank/2 turns.

[Psi-craft = 4] Psi Blade (15 MP, 3 TP): Creates a shimmering, wavy white energy blade. The weapon deals 10/10/10 + Rank physical damage, with no attack penalties for any attack types (thrust/slash/chop) and a modifier of 0/0. Spell may be used to create a permanent weapon that may be phased in and out of existence at will, if the caster takes a Max MP reduction of 20. Otherwise, it lasts for Rank rounds.

[Telepathy = 1] Telepathy (1 TP combat cost): Allows Durron communicate telepathically with one or more people. His thoughts may not be ‘overheard’ by other telepaths unless they first succeed a check of their Mental Magic/Telepathy skill vs. his Telepathy + Willpower/2.

[Telepathy = 1] Upset Stomach (4 MP): More a prank skill than anything. Durron causes one target to feel extremely queasy, and they eventually throw up. After that, the spell has no other affect.

[Telepathy = 4] Mind Read (12 MP): Durron attempts to read the mind of one target. This allows him to perceive what the target is thinking, and lets him ‘second guess’ a person’s upcoming moves. His AT/PA is +4 vs that target for two rounds. Out of combat, his ability to read minds lasts for Rank*2 minutes. After this, he remembers it no better than something he’s heard about once upon a time.

[Telepathy = 5] Mental Disruption (12 MP): Durron randomly ‘bashes’ the mind of one target, with varied results depending on what part of the mind he hit. Roll a d6. If he rolls a…
1, The target falls asleep for 1d4 rounds.
2, They ‘freeze’, AT/PA –4, and they may not take offensive actions for 1d3 rounds.
3, The target’s reactions slow, AT/PA –2, and they loose their next action.
4, Target becomes confused, and cannot distinguish friend or foe.
5, They loose the ability to use higher reason ([k] and magic skills useless.)
6, They ‘discombobulate,’ loosing the ability to speak or communicate in any way.

[Telepathy = 8] Psychosomatic (20 MP): Durron causes one target to believe they have contracted some form of a serious illness. Results in fever, incapacitation, and/or coma, at GM discretion.

[Telepathy = 25] Mind Rip (40 MP, 5 TP): Durron not only reads the mind of one target, but ‘dumps’ some of their knowledge into his own mind. Durron gains Rank/2 of the two highest ranked [k] skills the target possesses. (GM discretion)

[Psion Manipulation = 1] Psion Bolt (X*2 MP): Durron unleashes a bolt of carefully concentrated mental energy on one target. Deals X^2+Rank+(Ranki/2)d6 physical damage (factor in AC when calculating.) X=Rank, with a maximum of 10.

[Psion Manipulation = 8] Blink (55 MP): A simple teleportation ability, which allows Durron to jump a total of Rank feet from point A to point B. He merely blinks out of existence at the starting point, and reappears at the ending point. If Durron is attempting to jump into the center of something solid, he will be ‘pushed’ back along his route until he is back outside of it. This does not mean Durron cannot Blink through walls, just that he cannot materialize inside them. This ability requires a lot of concentration to use, thus if he attempts to do it during combat, it will take a total of 3 rounds to properly cast. If he is successfully attacked during this time, then he must start over. Durron may only teleport himself with this ability

[Psion Manipulation = 12] Jump (70 MP): A much more advanced teleportation technique, which allows Durron to jump as many as Rank*2 miles in any direction. Useful for traveling long distances quickly, but it is not so quiet as Blink. It still requires several seconds to complete the spell, creates a massive astral disruption in the process of being used, and will make a noise much like an oncoming freight train as the localized psion collection that is Durron approaches the ending point. Like Blink, if Durron is attempting to materialize inside something solid, he will be pushed back along his route until he is outside of it. This ability requires five minutes of solid concentration to use, and using it in combat is out of the question.

[Psion Manipulation = 20] Transcend (100 MP, 20 TP): Allows Durron to step from the normal world into any other world or plane of his choosing, in the same or different physical location. Rules governing materialization in other teleportation abilities apply here. Using this more than once a day is fatal. Period.

[Willpower = 4] Iron Will (3 TP per rank applied): A technique born of years of mental exertion. Allows Durron to add his Willpower ranks to the rank of any spell he is casting. This is a free action, simply add the cost of the technique to the cost of the spell.

Equipment

Durron Blade
A knife Durron left with his younger sister, and later had returned to him. It’s been in the hands of psychics so long some of their bizarre, reality twisting nature has rubbed off on it.
(7/11/13, +1/-1, 1 in 4 chance of causing Mute status, preventing spell casting only.)
Psi Blade (Permanent)
&nbsp &nbsp &nbsp &nbsp (14/14/14, 0/0, Reduces max MP by 20.)
False Arm
&nbsp &nbsp &nbsp &nbsp (AC=15, covers torso + arms, heals itself)
Clothes <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 11/21/03 1:21 pm

JoshuaDurron
 

Re: The last (and weirdest) of 'em

Unread postby JoshuaDurron » Sun Nov 23, 2003 2:27 am

Character Level: 1
Character Name: Benjamin Hereti
Character Race: Fell Regenerator
Character Age: ?
Hair Color: Blond
Eye Color: Red
Height: 6’0”
Weight: #220
Clothes: Deep, black Valthi suit.
Snake Form: A long (12 feet long), black snake with deep set red eyes.
Totem Form: A large (3 foot tall), black, stone snake head with ruby eyes.
Quirks: A former dark guard turned regenerator turned wandering rouge. Has great disdain for organized religion, government, or really anything more complex than a game of cards. Helps individuals and causes, not groups.
EXP: 0/1000

Human Stats&nbsp &nbsp &nbsp &nbsp Snake Stats&nbsp &nbsp &nbsp &nbsp Totemic Stats

Courage 5&nbsp &nbsp &nbsp &nbsp Courage 5&nbsp &nbsp &nbsp &nbsp Courage 10
Wisdom 3&nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp Wisdom 3&nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp Wisdom 3
Intuition 1&nbsp &nbsp &nbsp &nbsp Intuition 3&nbsp &nbsp &nbsp &nbsp Intuition 1
Charisma 1&nbsp &nbsp &nbsp &nbsp Charisma (-2)&nbsp &nbsp &nbsp &nbsp Charisma 1
Agility 1&nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp Agility 6&nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp Agility (-4)
Dexterity 0&nbsp &nbsp &nbsp &nbsp Dexterity (-5)&nbsp &nbsp &nbsp &nbsp Dexterity (-5)
Strength 3&nbsp &nbsp &nbsp &nbsp Strength 7&nbsp &nbsp &nbsp &nbsp Strength 3
Stamina 3&nbsp &nbsp &nbsp &nbsp Stamina 3&nbsp &nbsp &nbsp &nbsp Stamina 8
Magical Aptitude 4&nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp Magical Aptitude 0&nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp &nbsp Magical Aptitude 4

Vitals

HP: 70
MP: 60
TP: 20
Human & Totemic Innit: 6+2d6
Snake Innit: 11/2d6
Human & Totemic AT/PA: 10/10
Snake AT/PA: 21/21

Skills
Total Points to Spend: 28

Pole Arms [Cou/Agi/Str] Lv 4
Shadow Magic [Wis/Int/Mag] Lv 3
Regenerator Magic [Wis/Int/Mag] Lv 4
Astral Magic [Wis/Int/Mag] Lv 4
Morph [Sta/Sta/Mag] Lv 4
[s] Irritate [Wis/Int/Cha] Lv 4
[k] Doman lv 4
[k] Street Smarts lv 4
[k] Pie lv 2

Human Techniques

[Innate] Shadow Return: Ben is a regenerator, and a dark one at that. But he does not heal off of dark damage, in fact he takes full force from it. However, the surge in the dark portion of the astral plane does benefit him. If he is at less than max MP, he may ‘absorb’ MP from the astral plane equal to the amount used to cast the spell he was struck with.

[Regenerator = 2] Regenerate (6 MP): Ben is a regenerator capable of rapidly healing himself. He may cast this spell upon himself (and himself only) to regain Rank/2 HP/round. This lasts for Rank rounds, or until the end of combat.

[Regenerator = 2] Focused Regeneration (3 MP per HP): Ben may focus his attention inward for 10-Rank (Minimum of 2) minutes to regain HP. The maximum amount of HP he may regain is equal to Rank*2.

[Regenerator = 15] Regrow Limb (80 MP): If Ben looses a limb in combat, he may focus in and regenerate it. This process takes 12 hours for minor wounds like a lost hand, 24-48 hours for entire limbs. Exact time at the GM’s discretion. (Cannot yet be used.)

[Morph = 1] Morph to Snake (40 MP, 8 TP): Ben assumes his Snake form, looses all his Human techs and his Spells, and assumes his Snake stats and techs. To do this, Ben must roll Sta+Rank+1d20 vs 15 and win. (No cost for failure)

[Morph = 4] Morph to Totem (50 MP, 12 TP): Ben assumes his Totem form, looses all his Human techs (but retains spells) and becomes immobile. He gains all his Totem techniques, Totem stats, ect. To do this, Ben must roll Sta+Rank+1d20 vs 18 and win. (No cost for failure)

Snake Techniques
(All references to ‘Rank’ in these techniques refers to the Morph skill)

[Innate] Bite: Physical attack. Deals (Rank+Str)*2+1d6 damage.

[Innate] Slam: Physical attack. Deals (Rank+Str)*3+1d6 damage, with a –3 to hit penalty.

[Innate] Coil: Wraps and crushes one target for Str+2d6 damage, for as long as Ben can win an opposed Str Check. (1d20+Ben’s Str vs 1d20+Target’s Str.)

[Innate] Mesmerize (2 TP): Ben gazes at one target and attempts to mesmerize them. Roll opposed Int. If Ben winds, target is stunned for 1d4 rounds.

[Morph = 1] Human Form (10 MP, 4 TP): Ben morphs back to his human shape, returning to his human Stats and Techs. To do this, he must win a roll of Rank+Sta+1d20 vs 10. (No cost for failure)

Totem Techniques
(In this form, all damaging spells do damage +Morph Rank. Ben may cast Osmosis at any time regardless of his magic rank in this form. As noted before, he may not move.)

[Innate] Boost Mark: If someone is touching Ben while he is in his Totem form, he may cast Mark Soul on them with a 100% chance of success.

[Morph = 1] Human Form (10 MP, 4 TP): Ben morphs back to his human shape, returning to his human Stats and Techs. To do this, he must win a roll of Rank+Sta+1d20 vs 10. (No cost for failure)

Spells

[Astral = 1] Mark Soul (15 MP): Ben leaves a mark in the form of a black snake twisted through one target’s aura. The target adds 5 to their resist roll vs this spell. The mark may be seen by anyone who looks astrally, and it lasts for Rank/2 months. When it is put in place, roll 1d20 and add Ben’s Mag and mean magic ranks. Anyone with the Astral Magic or Enchanting skill may remove this mark if they can roll their Rank+1d20 and beat Ben’s total.

[Astral=5] Osmosis (2 MP, 4 TP) - Sucks 8+rank*2+1d6 points of MP away from a target and gives it to the caster.

[Shadow=1] Shadow Fire (8 MP) – Dark flames deal 8+rank*2+1d6 shadow damage to a single target.

[Shadow=4] Shadow Flare (12 MP) – Dark flames deal 12+rank*4+2d6 shadow damage to a single target.

Equipment

Grand Horn (Twin Pointed Spear)
(16/x/x, -1/+1, dark elemental weapon)
Armor Vest
&nbsp &nbsp &nbsp &nbsp (AC = 6, Durability = 8)
Clothes <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>

JoshuaDurron
 

Re: Yay, my original avatar!

Unread postby JoshuaDurron » Sun Nov 23, 2003 2:28 am

Character Level: 1
Character Name: Balzgil D’Arcy
Character Race: Human
Character Age: 22
Hair Color: Red
Eye Color: Green
Height: 5’7”
Weight: #200
Clothes: Green Rider uniform, foshizzle.
Quirks: This man is a tonfa wielding ranger with a close connection to earth and the forest. He enjoys the outdoors, and feels very confined inside buildings. He has attached to his arm what he believes to be a magical rope, but is actually a Rune of Force, which he is only beginning to understand the uses of.
EXP: 0/1000

Character Sheet

Vitals

HP: 70
MP: 60
TP: 20
Initiative: 4+2d6
AT/PA: 11/14

Stats

Courage 2
Wisdom 3
Intuition 5
Charisma 2
Agility 2
Dexterity 0
Strength 2
Stamina 3
Magical Aptitude 2

Skills
Total points to spend: 34

Tonfa Use [Cou/Agi/Str] lv 4
Double Style [Cou/Agi/Str] lv 4
Rune Use [Wis/Int/Mag] lv 4
Hunting [Wis/Int/Agi] lv 4
Fast Talk [Int/Cha/Cha] lv 4
Horsemanship [Sta/Int/Cha] lv 4
[s] Intimidation [Cha x 3] lv 4
[s] Stealth [Agi/Agi/Int] lv 4
[k] Tracking lv 4
[k] Forestry lv 4
[k] Camping lv 4

Techniques

[Item Granted] Shape Stone (10 TP): Balzgil may craft small quantities of stone into useful items. The rolls necessary, and refinement of the item are at GM discretion, but nothing larger than 8 pounds may be crafted, and Balzgil must have the necessary amount of loose stone lying around. He cannot affect large chunks of rock, such as boulders or stone walls, and he cannot 'pull' smaller quantities of rock out of them. He may merely alter the form of small pieces of rock around him.

[Tonfa = 1] Bash (2 TP): Balzgil makes a carefully aimed strike, hoping to disable, not kill. Deals no actual damage, but x2 the normal in subdual damage.

[Tonfa = 3] Gut Buster (3 TP): Balzgil makes a normal thrusting attack, but it deals twice its normal damage. Only works once per target.

[Tonfa = 6] Masher (6 TP): Roll a slashing attack. If it hits, Balzgil cracks both his Tonfa on either side of his target’s head. Roll his Str+1d10 vs target’s Sta+1d10. If Balzgil wins, target is KOed, if the target wins nothing special happens. Either way the target takes normal damage. (Cannot yet be used)

[Tonfa = 15] Deflection (12 TP): Balzgil concentrates mainly on avoiding or deflecting attacks for a time. His AT is –1, but his PA is + 5, and he receives +2 vs ranged attacks for the next Rank/3 turns.

[Rune = 1] Extension Punch (8 MP): The Rune on Balzgil’s arm extends a line of force from him to one target, striking them. Deals Rank*4+1d6 damage.

[Rune = 3] Ranged Grab (10 MP): Balzgil ‘throws’ out a line of force which connects him with something in the distance, then pull it towards him (or him towards it). He may not move more than Rank*5 pounds (beyond himself) with this technique.

[Rune = 4] Ranged Throw (12 MP): Like Ranged Grab, only Balzgil may throw the things he manipulates as many as Rank*2 feet.

[Rune = 6] Extension Blow (16 MP): The Rune on Balzgil’s arm extends a line of force from him to one target, striking them. Deals Rank*6+1d6 damage. (Cannot yet be used)

[Rune = 10] Absent Restraint (26 MP): If target fails a resist roll, they roll Str+Int+1d20 vs Balzgil’s Rank+Mag+1d20. If Balzgil wins, the target is ‘tied up’ and unable to act (unless casting a spell) until Balzgil releases him. (Cannot yet be used)

Equipment

2x Tonfa
        (9/12/18, -1/+2)
Ranger Garb
Drake Skin Vest
        An old suit of armor handed down through the family for generations. Now showing it’s age.
        (AC = 16, Durability = 25, -1/-1)
Ranger Broach
        (Grants the ‘Shape Stone’ ability) <p>

"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"

-Cante per me, Kajiura Yuki</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 11/23/03 11:27 pm

kitznegari
 

Re: A thread for my characters

Unread postby kitznegari » Tue Nov 25, 2003 9:33 pm

i adore this character :)
<p>- k i t z -
"and then the pixies of doom ate her
brain. it was very tragic." -white knight
http://spinning_plates.tripod.com</p>

JoshuaDurron
 

Re: A thread for my characters

Unread postby JoshuaDurron » Sun Jan 11, 2004 10:36 pm

Character Level: 1
Character Name: Kaname Himura
Character Race: Necromantic
Character Age: 17 (First life) 29 (Time dead) 10 (Second life)
Hair Color: Blond
Eye Color: Red
Height: 5’7”
Weight: #142
Clothes: Leotard bodysuit that covers her left leg and right arm, but leaves the other limbs bare, and a ninja vest for holding scrolls and shuriken.
Quirks: Resurrected, and all that. Plus, her left arm had decayed, and had to be replaced when she was resurrected. A Troglodyte’s arm was used, to increase the limb’s strength. She’s left-handed, the Troglodyte was right-handed. As a result, Kaname had to relearn how to handle herself, and became ambidextrous.
EXP: 0/1000

Character Sheet

Vitals

HP: 65
TP: 20
Initiative: 9+2d6
Base AT/PA: 13/13
Evasion Modified: 13/15
Unarmed Modified: 15/15
Skill Modified: 17/15
Weapon (Closed) Modified: 17/14
Weapon (Open) Modified: 16/16
Unarmed AT/PA: 15/15
Closed AT/PA: 17/14
Open AT/PA: 16/16
Punching Damage: 8+1d6
Kicking Damage: 12+2d6
Thrusting Damage: 8+1d6
Slashing Damage (Closed): 14+2d4
Slashing Damage (Open): 22+2d4
Chopping Damage (Closed): 21+2d6
Chopping Damage (Open): 28+2d6
Shuriken Accuracy: 17
Shuriken damage: 11+2d4
MDefense: 18+1d20

Stats

Courage 1
Wisdom 1
Intuition 6
Charisma 1
Agility 4
Dexterity 4
Strength 2
Stamina 2
Magical Aptitude 0

Skills
Total points to spend: 36

Taijutsu [Cou/Agi/Str] lv 2
Warfan Use [Cou/Agi/Str] lv 4
Fan Dance [Int/Agi/Dex] lv 4
Shuriken [Dex/Dex/Agi] lv 4
Smoke and Mirrors [Wis/Int/Dex] lv 4
[s] Intimidation [Wis/Int/Cha] lv 4
[s] Stealth [Agi/Agi/Int] lv 4
[s] Melee Evasion [Agi x 3] lv 4
[s] Gymnastics [Agi x 3] lv 4
[s] Hypnosis [Wis/Int/Dex] lv 4
[s] Superhuman Speed [Agi x 3] lv 4
[k] Kalycan Doctrin lv 2
[k] Astronomy lv 2
[k] Ninja Lore lv 2
[k] Dances lv 2

Techniques

[Innate] Necromantic Arm: Kaname’s left arm, which was grafted onto her body before she was resurrected, is useful in many ways, although also a difficulty in some ways. She had to train a lot with it in order to regain her old affinity for left handed work, and in the mean time her right hand caught up. She wound up extraordinarily ambidextrous (meaning that she automatically has all the necessary ranks in Ambidexterity or Two Handed Weapon use necessary to wield a weapon without penalty.) It also looks quite strange. If it is visible (not hidden under a sleeve/glove/bandages), her intimidation checks are +1, but her Charisma is –1 for all other purposes.

[Skill] Superhuman Speed- In essence, training to move very fast. Adds Rank to her initiative, and Rank/2 to all rolls that factor in Agi.

[Stealth=3, Smoke=3] Vanish! (1 TP): Smoke bomb + mad skills = hidden, provided Kaname makes a Stealth save vs. other’s perception or other similar skills.

[Shuriken=3] Shadow Shuriken (2 TP): A simultaneous attack with two shuriken. The first attacks as normal. The second is hidden in the blind spot created by the first, giving it a +4 to Acc.

[Smoke and Mirrors=4] Doppelganger (3 TP per doppelganger): Kaname can create shadowy, illusionary ‘after images’ of herself, making her harder to hit. (These appear similar to a washed out photo, and if someone takes one round to do nothing but examine them carefully, Kaname will lose the effect vs them.) PA +2+(1 for every doppelganger created.) In addition, each doppelganger created gives her another PA roll. She may create Rank/2 Doppelgangers, with a maximum of 8.

[Taijutsu=2] Gut Buster (2TP): Kaname slams her knee viciously into one target’s gut. Roll this as a kicking attack, but it does punching damage. It also gives the target a -3/-3 penalty due to stunning.

[Warfan=1, Fan Dance=3] Solar Wind (1-5 TP): A powerful gusting attack unleashed by focusing a large amount of Chi into her fan and then unleashing it as she waves it back and forth. Deals TP+TPd6 damage to everything in a TP*10 foot long corridor in front of her.

[Warfan=4, Stealth=3, Smoke=2] Vanishing Moon (4 TP): A ‘fading’ attack, designed to give Kaname a surprise attack. Kaname flourishes her fan, creating a distraction and illusion, disappearing from behind the fan and then attempts to attack her target from the back while he is distracted. Kaname makes a stealth roll vs the target. If she wins, roll 1d10. If Kaname rolls 1, nothing happens. If she rolls 2-6, +2 to AT. If she rolls 7-9, +4 to AT. If she rolls a 10, the hit is instantaneous, AT +8, roll only to see if the attack is critical.

[Fan Dance=2, Evasion=3] Defender’s Dance (3 TP): By flourishing her warfan around her body in a careful pattern, Kaname can achieve a bonus of +4 to PA for Mean Rank/2+1d4 rounds.

[Fan Dance=4, Intimidation=4] Fearsome Wind (5 TP): By flourishing her fan in a way that hypnotizes her enemies, Kaname can kick up a wave of dust and transform it into a towering specter suitable to terrorize all her enemies. Everyone who is not Kaname must save vs intimidation, or they are overawed and cannot act for one round (or take other appropriate action if there is no combat situation.)

Equipment

Great Warfan
        This is a weapon that has multiple uses. It is essentially a three foot tall fan, which has had its frame reinforced with metal plates. The case that protects the cloth has sharpened edges, and, when closed, the fan is mostly a bludgeon. The fan material is actually dragon skin, and the tips of each strut are metal tipped, making it a nasty slashing weapon even if the fan is open. This is a one of a kind weapon, which can be deadly both when closed and when open. (In order to be used to create wind, the weapon must be open, and opening or closing it takes a full round.) This weapon can be locked into the open or closed position.
        (6/10/15, 0/-1 when closed, x/18/22 –1/+2 when open)
Shuriken x 20
Pouch
(Contains smoke bombs and crystals, for Smoke and Mirrors tricks, Kaname must be able to reach this or she cannot use those techniques)
Red ‘Camouflage’ jumpsuit
        (-2 penalty to all Kaname’s stealth checks where she is avoiding being seen [factor in at GM discretion.])
Bar Maid disguise
&nbsp &nbsp &nbsp &nbsp (Can be worn over the jumpsuit, but she’ll need to find some way to cover that left hand.) <p>

Things you learn from working at Burger King-

- "Bum Rush" refers to when the bar next door closes.
- A raw egg will explode if microwaved.
- The local Police Department considers 'Dire need of a Chocolate Shake' an emergency situation.
- Yes, the grease in the frier is hot.
- Always believe a manager when they tell you the grease is hot.
- Do not use your hand to see if the grease in the frier is hot.
- Do not curse in front of customers.</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 1/11/04 11:13 pm

JoshuaDurron
 

He's a pirate. So please don't hurt me, Pervy...

Unread postby JoshuaDurron » Wed May 26, 2004 6:23 pm

Character Level: 1
Character Name: Leeum Kinkade
Character Race: Human
Character Age: 57
Hair Color: Bald, with gray goatee and mustache
Eye Color: Blue
Height: 5’10”
Weight: #221
Description: Kinkade is a huge man. Although he is not tall, he is so broad across the shoulders that, at a distance, he could be mistaken for a dwarf. Leeum dresses a lot like a typical pirate. He wears knickers and a heavy sea vest and belt. Over that, he wears a suit of wooden ring mail (which has proven itself to rust with less ease than iron mail) and, on top of it all, a long tan oilcloth to keep spray and rain off of himself. He also sometimes wears a loose, floppy fisherman’s hat. Perhaps his two most notable features are his huge axe and his wooden leg, both of which have been carved to closely resemble a dragon’s claws (the axe less so than the leg.) Most people won’t see it, but there is also a tattoo of a sea serpent on his chest.
Background: Kinkade grew up in Barius. A lot of the details Kinkade considers quite private, although it seems at one point he was the son of some skilled craftsman. Kinkade himself has a fondness for marionettes and puppetry, which seems to date from this time of his life. Even as he has grown older, he has kept hold of his two prize possessions, Natalie and Mikhail, a pair of well-made puppets.
What it was that caused Leeum to turn from wood carving to shipbuilding he’s never said, but most likely it was poverty. Even artists must eat. After years of working on ships in dry dock, he was taken on as a ship’s carpenter, a position he has continued to fill ever since. Leeum has little in the way of a moral center, and the switch from legitimate work to pirating came when the money from privateers turned out to be more than the money from other vessels.
After almost 20 years as a privateer, Kinkade has changed quite a lot. He’s lost a leg due to gangrene, learned a fair bit about fighting, and gathered a fearsome reputation, despite his hobby, which is considered quite bizarre by his fellow sailors. However, his tendency to turn people who mock it into “dancing men” has greatly decreased that.
In combat, he has become fairly well known as a wily and stubborn fighter, favoring ambushes through walls, and defensive tactics if the ground does not favor him.
Quirks: Leeum is actually quite laid back. He gets irate if his precious wood carvings are damaged, or if his hobby is mocked, but otherwise he gets along quite well with most people. Of course, if he wants something, he’s not afraid to throw his weight around to get it.
EXP: 0/1000


Character Sheet

Vitals

HP: 70
TP: 20
Initiative: 2+2d6
Base AT/PA: 13/13
Skill Modified: 15/14
Weapon Modified: 13/13
Armor Modified: 12/12
Final AT/PA: 12/12
Rope Acc: 11+1d20
Slash Damage: 24+2d4
Chop Damage: 36+2d6
MDefense: 19+1d20

Stats

Courage 3
Wisdom 4
Intuition 3
Charisma 3
Agility -1
Dexterity 2
Strength 4
Stamina 3
Magical Aptitude 0

Equipment:
Heavy Axe “Dewclaw” (-2/-1)
(x/16/24)
(1 attack/1 parry)

60 ft. Rope

Wooden Ring Mail (-1/-1)
AC = 12, Durability = 15
Oilcloth
AC = 6, Durability = 8

Skills

Total points to spend: 34

Axe Wielding [Cou/Agi/Str] lv 3
Rope Tricks [Dex/Dex/Int] lv 4
Ventriloquism [Cha/Cha/Int] lv 4
[s] Seafaring [Cou/Agi/Dex] lv 4
[s] Intimidate [Cou/Cha/Int] lv 3
[s] Fearsome Reputation [See description] lv 4
[s] Puppeteer [Cha/Dex/Dex] lv 4
[s] Throw Voice [Cha/Cha/Int] lv 4
[s] Carpentry [Dex/Dex/Str] lv 4
[s] Wood Carving [Dex*3] lv 4
[s] Crippled Fighting [Sta*3] lv 4
[k] Sea Charts lv 4
[k] Sea Navigation lv 4
[k] Sea Monsters and Legends lv 3

Techniques

[skill] Fearsome Reputation: When you’ve been in the game as long as Kinkade, people know your name and face. While this can help you in some ways, it can also cause the brave (or foolhardy) to come after you. If another character’s Courage is equal or less than his Charisma, Kinkade gains the following bonuses: +Rank/2 to Intimidate checks vs. that person, and he may not be attacked by that person unless they first throw Cou+1d20 > Rank+Cha+5. Every time Kinkade levels up, there is a %50 chance (3 or 4 on 1d4) that this stat will increase by one rank, at the cost of one skill point. Otherwise, this skill may not be raised.

[skill] Crippled Fighting: After fighting crippled for many years, Leeum has learned to compensate for his missing leg, and the difficulties this presents in combat, through sheer toughness. As long as this skill is equal or greater in value than his fighting abilities, substitute Stamina for Agility in the AT/PA formula.

[Crippled = 2] Snapper Stance (2 TP per turn): A highly defensive stance, useful for standing still and letting people come to you. While in the Snapper Stance, Kinkade focuses on two things: Luring his opponent in and smashing him, much like a Snapping Turtle does. While in the Snapper Stance, Kinkade may not move, but he may attack as normal. Furthermore, he is AT +Rank/3. When attacked, Kinkade receives no Parry roll, and is PA –2. HOWEVER, when attacked, Kinkade may make an AT roll vs. his opponent’s AT roll, and, if he wins, Kinkade successfully attacks his opponent before they can land their hit. He may do this once for every Parry roll he would have normally, plus 1.

[Axe = 2, Carpentry=2] In a Single Blow (4 TP): Part of carpentry is cutting down new lumber. Being able to do this fast is a huge plus, so carpenters become accustomed to looking for places in the wood that are not likely to offer much resistance to being cut through. Using this technique, any piece of wood less than a foot thick can be chopped through in a single blow. Alternatively, a weapon may be targeted and, if hit, broken. To see if the weapon breaks, roll it’s slash damage versus Leeum’s slash damage. If Leeum wins, the weapon breaks, otherwise it is unaffected.

[Axe=3, Carpentry=4] All Purpose Entrance Anywhere (5 TP): If you know how to put it up, you know how to take it down. Leeum can open doors in any wooden frame, even if there wasn’t a door there to begin with, using only two well placed chops from his axe. (This can be done in a single combat turn.)

[Rope Trick=1] Rope Throw (1 TP): Leeum attempts to tangle a person up in his rope. Roll the rope’s Accuracy of (Dex+Dex+Int) plus Rank vs. the target’s grapple check. If Leeum wins, the target is entangled, loosing the use of his limbs as if grappled (but still able to cast magic.) The target may attempt to free themselves as they normally would from a grapple.

[Rope Trick=4, Puppeteer=3] Dancing Men (8 TP): If Leeum has successfully ensnared someone with his rope using a Rope Throw, he may use them as a “puppet”, yanking limbs around. He may not cause them to perform melee actions, but he can make them walk, if jerkily, but never away from him, and never to a distance more than twenty five feet away (the limit of his rope.)

[Ventriloquism=4] Mimic Voice (2 TP): Part of Ventriloquism is talking without moving your lips. Another part of it is making up voices for puppets. The easiest way to do that is to just use someone else’s voice (usually when they’re not around.) Kinkade can do this too, able to alter his voice to sound like anyone he has heard in the past half hour. If he wants to “remember” someone’s voice for long-term use, he must make a Wis+1d20 > 15 roll. <p>

"Crazy is good." - Luffy, One Piece
</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 5/26/04 6:26 pm

User avatar
Jak Snide
 
Posts: 5457
Joined: Tue Apr 23, 2002 7:14 am
Location: London

Re: He's a pirate. So please don't hurt me, Pervy...

Unread postby Jak Snide » Wed May 26, 2004 9:38 pm

Approved. Don't have any problems with what I see, despite the oddities.



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