Personality:
Edward rarely trusts people and is afraid to become close friends with people, although he will be kind to people who are not his friends. He is willing to kill if it saves his life. He prefers to use magic but will use a weapon if he has to. If somebody is going to die, he will go to great lengths to make sure it’s not him. (Being chased by a huge badass dragon with no chance of anybody surviving? Trip the guy next to you.)
Past:
Edward walker Was born in the year 1290, in the town of grinto. Growing up as the child of a merchant allowed Edward to become fairly good at math, He also learned to use a polearm for protection. His mother died birthing him, so his father is his only family. He learned magic when a local mage was out on his luck. Being interested in magic instruction for a while, he managed to convince his father to trade some of his wares in exchange for magical instruction. At the age of 17, he left his home town to search for bigger and better things.
Appearance:
About 5.4 feet tall, and weighing roughly 140 lb. Dirty blond hair about shoulder length. Green eyes. He dresses in a long hooded cloak, usually with the hood down. He wears plain black boots one with a small crack in the side, He has a matching scar on his foot.
Equipment:
quarterstaff, equipped
leather bracers, equipped
Heavy dagger,
Two potions,
3 throwing stars
Some twine
And a small number of gold coins in a satchel.
courage 2
wisdom 3
intui 3
char 1
agil 3
dext 2
strengh 1
stamina 2
mag apt 4
HP: 65
MP: 70
TP: 20
Initiative: 5+ 2d6
AT/PA: 9/9
skills.
[k]Cooking 2
[k]Potions 1
[k]Mathematics 2
[k]Mechanical Knowledge 1
[k]Metals and Metal Properties 1
[k]Negotiation 2
[s]Remain Unnoticed - <Int> 2
Catch - <dex/Dex/agi> May catch physical projectile weapons in certain cases
(Cannot catch bullets except through a more painful method) 2
Etiquette[Tradesman] - <Cou/Cha/Int> 2
Bartering - <cha/cha/int> 2
Bribe <cha/cha/int> 3
Throwing Weapons - <Str/Dex/Cou> 3
Time Magic - <Mag/Wis/Int> 4
Summoning - <mag/wis/int>2
Polearm - <dex/dex/agi>3
current skills:
[Polearm=1] Guard[7 tp] Increase miss rate of enemies attacking for next 2+rank/5 rounds rounds. only effects those attacking me.
[Polearm=2] Blinder [5 TP]atempt to blind one target While attacking
.
[Polearm=3] Polevault [4 TP] Run and use your polearm to launch yourself over walls, steep hills or cliffs. May be used in battle to create a sort of flying kick or whatnot.
[Summoning=1]Cute bunny (5-rank/10 Mp) - Creates a cute bunny out of whatever materials are available, mud, stone etc. Bunnies can do simple tasks but aren't vary useful in battle.
[Time Magic=1]Slow (6 MP) - Disrupts the flow of time, slowing down a target's
metabolism, aging, and movement. If successful, a target enemy's turn is delayed
until the end of the combat round for 1d2+rank rounds, and they will move as
though they had -rank AGI, as well as suffering a -2/-2 AT/PA penalty.
[Time Magic=2]Transfer (1 Mp) Haste target slow self. Straight up speed transfer. Cannot be used if already slowed.
[Time Magic=3]Haste (10 MP) - Blesses a target with increased speed. The
target's metabolism, aging, and movement rates increase. This character may move
as though he had +rank AGI and gains one extra action per round for rank rounds.
Being under the influence of a Haste spell for more than a few minutes tends to
make one VERY hungry as a result of all the energy they burn.
[Time Magic=4]Metabolic Disruption (16 MP) - This spell deals damage by
increasing a target's metabolism to insane rates. The result is that the target
burns energy/ages extremely quickly for a short duration, leaving them feeling
somewhat spent, like the after-effect of a Haste spell, but on a higher level.
This attack deals 12+rank*4+2d6 points of direct damage and 1d2 points of
temporary STA damage. For each point of STA lost, a creature loses 5 HP. A
creature with less than -5 STA is unconscious, and a creature with less than
-10 STA is dead. This STA is recovered after sleeping or resting for a few
hours.
Skills for later.
[Polearm= 4] Parry skewer [5 TP] Will Attempt to skewer Rapidly approaching characters in following turns, effect lasts rank/5 +1d2 turns. (Think brave heart) higher critical roll if it hits, failure results in receiving damage*1.2 from attacks.
[polearm=6] Thwack [12] A vigorous whack upside the head, Has increased critical and damage rolls. May stun in rare cases, may cure confusion.
[Summoning=3] Ant Swarm [30 mp] - Summons A swarm of ants to attack all characters who are not the caster. Ants are harder to hit with weapons (How many ants can you hit with a sword???) and one ant killed is no big deal, also if attacked ant(s) are on a person that person will be hit as well. Magic effects fully. For use against non magical enemies.
[Summoning=4]Summon Lesser Golem (40-rank MP) - Creates a golem from the strongest, most abundant material available. If outdoors, this is likely to be clay or mud. Inside stone fortresses and the like, this is most likely to be stone, and in certain places, such as volcanoes or alternate planes, it is likely to be an elemental golem of the appropriate element. This summon, unlike others, does not have a fixed duration--it lasts until killed. If the creator of the golem is killed or disabled, then the golem goes berserk, attacking targets indiscriminately, or follows the last command given to it before going crazy. A golem can only follow simple commands, and is not intelligent enough to remember a sequence of them, only one at a time. Such commands might include "attack that creature," "defend this room," "protect me from harm," or "carry that over there." An average golem has 70 HP, an AC of 45, an initiative of 4+2d6, an AT/PA of 12, and deals 20+2d6 punching or 30+1d6 slamming at a -3 to hit penalty. A golem made from stone or iron will have higher damages and a higher AC. Elemental golems will deal appropriate damage bonuses.
[Summoning=5]Drop [10 mp] Summons a nearby rock/heavy object to fall on one target.
[Summoning=6]Wasp swarm [60 mp] - Summons a swarm of wasps, stronger than ant swarm.
[Summoning=7]Re-unite [15 mp-rank/6]brings nearby ally/allies to your location. Can be used up to rank yards.
[Summoning=8]Summon Golem (68-rank MP) - Creates a golem from the strongest, most abundant material available. If outdoors, this is likely to be clay or mud. Inside stone fortresses and the like, this is most likely to be stone, and in certain places, such as volcanoes or alternate planes, it is likely to be an elemental golem of the appropriate element. This summon, unlike others, does not have a fixed duration--it lasts until killed. If the creator of the golem is killed or disabled, then the golem goes berserk, attacking targets indiscriminately, or follows the last command given to it before going crazy. A golem can only follow simple commands, and is not intelligent enough to remember a sequence of them, only one at a time. Such commands might include "attack that creature," "defend this room," "protect me from harm," or "carry that over there." An average golem has 150 HP, an AC of 60, an initiative of 4+2d6, an AT/PA of 16, and deals 30+2d6 punching or 42+1d6 slamming at a -3 to hit penalty. A golem made from stone or iron will have higher damages and a higher AC. Elemental golems will deal appropriate damage bonuses.
[Time Magic=5] Time Warp (10 mp) Attempt to Randomly haste or slow all nearby characters.
[Time Magic=6] Reverse transfer[3 mp] Slow ally haste self.
[Time Magic=7] slow motion[15 mp] slow all nearby characters.
[Time Magic=8] Stop (20 MP) - Attempts to freeze a target in time for 2+1d4
rounds. This target's aging and metabolism stop completely, and the target will
exist permanently within the moment they were stopped. Therefore, they will not
observe or have any knowledge of anything that happened after they were stopped,
or even know they WERE stopped. If circumstances are dramatically different (the
target was stopped indoors, then carried outdoors and left there), the target
may realize what has happened, or at least realize that they were affected by a
spell. A stopped character or monster cannot move or act, and suffers a -10/-10
helplessness AT/PA penalty. Casting a Haste spell on an affected target
nullifies Stop.
Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=ziratha@rpgww60462>ziratha</A] at: 8/27/04 12:19 pm