Reorganized character sheets. Help desired.

Character sheet archiving. Help with characters can be solicited here. This is also the place to talk Philsys or other RPing systems.
Divinegon2130
 

Reorganized character sheets. Help desired.

Unread postby Divinegon2130 » Thu Nov 13, 2003 10:21 pm

Okay, I've got quite a few characters in the works for PhilSys, and since we now have a place for them to be posted in, I am going to use it.

I ask for help and comments on some of the sheets I will present here.

Also, if any sheet has a tech listed in italics, that particular tech cannot be used at the moment due to rank. Not all of the techs that I plan to give characters are listed, but a lot of them are.



--Basics--
Name: Sovarus Bloodclaw-Banetail
RPer: Divinegon2130
Race: Dragon-kin
Age: 153 years
Height: 6 feet 2 inches
Weight: about 230 lbs.

Shortened Backstory: Sovarus is Derill Banetail's nephew and Silvanus Banetail's son. He was taken from his mother by Darrith Redfang, a friend of Derill, before he was hatched, when Derill and Silvanus were sent to another plane. Darrith pursued after them, taking the egg that was to become Sovarus with him.

Darrith wanted to give the egg to Silvanus Banetail, who was the father. However, Silvanus rejected the egg. Darrith thus left Sovarus in Derill Banetail's care, and he was found to be a good lad by Derill. However, he seemed more combat-willing than his uncle had been. Five years before Derill left his seclusion, he let Sovarus go, figuring he'd be able to take care of himself.

Only minutes after he was released, Sovarus decided to test himself out and tried to cast a spell Derill had taught him. Before he could get the spell off, he discovered vines growing out of his body, eventually winding around him like armor. Eventually he came to realize that he had a plant symbiote, which had gone dormant in the cave, within him. Why this is so he is trying to understand.

Level: 2
HP: 78
MP: 54
TP: 26
EXP: 1050/1250
Initiative: 6+2d6
AT/PA (basic): 12/12
AT/PA (modified for skill/armor): 14/12
AT/PA (final): 12/11
Base Dodge: 19
Base MAttack: 7
Base MBlock: 19

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

Weapon Damage: Naginata (11/15/20, -2/-1 AT/PA, req'd STR +1 and AGI +2, two-handed)
Thrusting 14+1d6
Slashing 21+2d4
Chopping 29+2d6
Bonus Actions: 0

--Skills--
Weapon (Polearms) - 4 <str/agi/cou>
Plant Magic - 6 <mag/int/cou>
Sound Magic - 4 <mag/int/wis>
Water Magic - 2 <mag/int/wis>
Dancing - 2 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 10:04 pm
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Divinegon2130
 

.....

Unread postby Divinegon2130 » Thu Nov 13, 2003 10:46 pm

Having issues with this one, so I have moved it to the bottom.

Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A]&nbsp; Image at: 12/9/03 10:39 pm

Divinegon2130
 

Probably my weirdest character yet.

Unread postby Divinegon2130 » Mon Nov 17, 2003 12:13 am

Adjusted thanks to a little help from Brian (regarding the guy's eyesight), as well as some guesswork on my part. Staff damages might still need a little work though.



Name: Abasup Carathorn
Race: Hammerhead Sameyoukai
Age: 211
Eyes: black
Hair: none
Skin color: brown
Height: 6 feet 1 inch
Weight: 244 lbs.
Other details: In human form, Abasup retains his shark tail. Also, his eyes always face opposite directions.

Shortened Backstory: Anthony Carathorn, a cruel fish peddler known for poisoning the fish he sold to hated people, was strangled by someone who survived his poison on the 12th day of Proteara in 1102. He was sent to hell and turned into a humanoid resembling a hammerhead shark. Now known as Abasup, he committed nasty atrocities until a bounty hunter got his hands on the demon.

Thankfully, before Abasup could be killed, a former Doman guard murdered the bounty hunter and placed a spell on Abasup. Eleven years later, during the war in Doma, Abasup wound up meeting the former guard again, and it was then that the spell came to light: Abasup involuntarily took a human form, and the man inscribed a rune on his arm allowing him to go between forms at his discretion.

Near the end of the war, Abasup encountered another demon, Kirio Avanarus, during a day of relaxation on the coast of the Val'ri Sea, near Enchufa. After introductions, Kirio convinced Abasup to join the Razor Shards. Following the war, Abasup met Nezetta Corradino, who showed unusual (or so I think) generosity when she handed him the glasses that were part of her Barian uniform (in an attempt to help hide the oddness of Abasup's eyes). After Nezetta left, Abasup's generosity started to emerge.

---Vitals---
Level: 1
HP: 70
MP: 30
TP: 20
Initiative: 3+2d6
Base AT/PA: 11/11
Exp: 0/1000
Base Dodge: 10
Base MAttack: 4
Base MBlock: 20

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

---Weaponry and Armor---

No actual armor

AT/PA adjusted for skill (staff): 14/12
AT/PA adjusted for weapon/armor (staff): 12/12

AT/PA adjusted for skill (unarmed): 14/11
AT/PA adjusted for armor (unarmed): 14/11

Weapon Damage: Dual-bladed Staff (11/12/15, -2/+0 AT/PA)
Thrusting 17+1d6
Slashing 24+2d4
Chopping 33+2d6
Bonus Actions: 0

Unarmed Damage:
Punch 9+1d6
Kick 15+2d4
Bonus Actions: 0

--Skills--
Dual-Bladed Staff - 4 <cou/str/agi>
Unarmed Combat - 3 <cou/str/agi>
Water Magic - 4 <mag/int/wis>
Fishing - 4 <str/dex/int>
Ambidexterity - 3 <DEX>
[k]Poisons - 4
[k]Aquatic Creature Habits - 4
[s]Observant - 4 <INT>


--Spells/Techs--

[Innate] Demon Traits - Due to Abasup's demon nature, he takes 50% less damage from shadow-based sources (increasing by 25% at level 5 and every fifth level thereafter - anything above 100% is absorption). However, he also suffers 1.5x damage from holy-based sources until level 10, after which he suffers triple damage from holy-based sources. This shadow affinity also prevents him from being healed by holy-based magic.

[Innate] Demon Form (17 TP) - Abasup takes his true form - a humanoid about six feet and nine inches tall, with slightly clawed hands, muscular limbs, flipperlike feet, and the tail, dorsal fin, and head of a hammerhead shark. With the exception of mundane clothing and any weapons carried in the hands at the time, all equipment Abasup has on him melds into his new form (this means armor and most magical items will become nonfunctional, for example). Abasup's Strength and Stamina increase by +2 each, but Dexterity and Agility decrease by -2 each. In addition, Abasup acquires gills (allowing him to breathe underwater), gains a natural AC of 9, and his maximum HP increases by 33%. Reverting back to human form has no cost.

[Innate, demon form only] Peripheral Placement - In his demon form, Abasup's eyes are on opposite sides of his head. As a result, he suffers a -6 penalty to all tasks that occur within the 90 degree arc in front of him.

[Unarmed=2, Innate, demon form only] Side Headbutt (5 TP) - Abasup, while in demon form, has an unusually hard and oddly-shaped skull. Thusly, he can slam the side of his head into a target, dealing unarmed punching damage plus an additional 10 damage, with 1/4 the damage dealt by this attack being dealt to Abasup's head (especially the eye on the side that was used) if he happens to miss (more if the target is wearing a helmet or also has an exceptionally hard skull). After headbutting, if he connects, Abasup can make an unarmed attack (the opponent will be too close for a good weapon attack) at an additional -2 penalty, and his opponent suffers a -4 penalty to parry or dodge the attack. This ability only can be used against humanoid targets.

[Staff=2, Ambidexterity=2] Surprise Lunge (3 TP) - If surrounded, Abasup, after a forward stab, can suddenly whip his staff backward to stab the opponent behind him. This second attack suffers a -3 penalty to hit however.

[Staff=4] Fillet (10 TP) - Abasup lunges his staff into the opponent and rips upward, cutting an enormous gash. Deals 3x Chop damage, but has a -8 penalty to the attack. In addition, Abasup is left wide open and cannot use his PA roll for the remainder of the round; if he had already used it prior to the attack, he instead suffers a -5 PA penalty until his next action.

[Water Magic=3] Create Water (6 MP) - Summons a maximum (rank*2) gallons of water into a container held in the caster's hand. The temperature of the water is roughly the same as that of the surrounding air.

[Water Magic=4] Bubble Bomb (12 MP) - Does 15+rank*4+2d6 water damage to a single target.

[Water Magic=4] Tidal Wave (10 MP) - Does 5+rank*2+1d6 water damage to targets within a 5 foot corrior in front of the caster.


Edit 1: Unarmed damage adjustment.

Edit 2: PS 2.0 upgrade.


Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 10:03 pm

Divinegon2130
 

One I know I'll wind up using quite a bit.

Unread postby Divinegon2130 » Fri Nov 21, 2003 7:09 pm

I'm not as confident with the stats on this one as I have been with others, so bear with me here.



Name: Ghakim Avanarus
Race: Great White Sameyoukai
Age: 503
Eyes: black
Hair: none
Skin Color: light skin tone as human, bluish in demon form
Height: 6'6"
Weight: 251 lbs.
Other Details: In human form, Ghakim retains a shark tail with accompanying tail fin.

Backstory: In the year 810, a man named Gerard Avanarus, suspected of mass animal cruelty, was pushed into a lake and drowned by a bounty hunter. His soul found its way into hell, and Gerard was twisted into a shark-like demon known as a sameyoukai. Raised in the City of Brass after that, Gerard, now known as Ghakim, was eventually brought into the service of a demon lord named Belial. Ghakim served Belial for 150 years as one of his bodyguards, but was thrown from hell when he mourned for a celestial that he had been ordered to kill.

This placed great mental distress on Ghakim, and he wandered the mortal realm, eventually taking an oath that even now forces him to protect the innocent. Ghakim still had trouble with Belial, however. When several artifacts found their way into Ghakim's hands, Belial's agents were sent to retrieve them, but under orders, Belial fired all four of them.

Ghakim and several mortals were left with the task of subduing the four demons; the demons would probably have been killed had the influence of an angel named Enlil, who'd taught several of the mortals that killing was never an option, not come into play. Later, the same four demons, along with Ghakim, formed a mercenary group known as the Razor Shards, and after a long and hard battle, they defeated Belial and the Council of the Seven Flames, their worst enemies. It was during this that Ghakim stumbled upon a katana known as the Dragon Heart, a sword whose element could change depending on the user's emotions. But when Malachias took over Doma, Ghakim believed he and his group had failed to protect the country, and he thought Doma was doomed. Thus, he and his group fled to Nekonia.

With the war now over, Ghakim has returned to Doma, and thanks to the efforts of Paguna, another of the Shards, he has the ability to take a near-human form so that people don't freak out upon his appearance. Just recently, he was able to establish a sort of alliance between Aya and the Razor Shards.

---Vitals---
Level: 2
HP: 77
MP: 71
TP: 25
Init: 3+2d6
AT/PA: 11/11
EXP: 250/1250
Base Dodge: 10
Base MAttack: 8
Base MBlock: 20

--Attributes--
Courage +4
Wisdom +1
Intuition +2
Charisma +1
Agility (-1)
Dexterity +0
Strength +6
Stamina +4
Magic Aptitude: 5

---Weapons and Armor---

No actual armor

AT/PA modified for skill (katana) - 14/12
AT/PA modified for weapon/armor (katana) - 14/11

Weapon Damage: Dragon Heart Katana (12/16/21, +0/-1 AT/PA)
Thrusting - 18+1d6
Slashing - 28+2d4
Chopping - 39+2d6
Bonus Actions: 0

--Skills--
Katana - 4 <cou/str/agi>
Earth Magic - 2 <mag/int/wis>
Water Magic - 4 <mag/int/wis>
Metabolic Acceleration - 2 <mag/int/wis>
Holy Magic - 5 <mag/int/wis>
Diplomacy - 2 <cha/int/cou>
Jumping - 2 <str/agi/dex>
[k]Infernal History - 4
[s]Elemental Melding - 4 <MAG>
[s]Swimmer - 4 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 10:01 pm
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Divinegon2130
 

Howling at the moon.

Unread postby Divinegon2130 » Sat Nov 22, 2003 11:44 am

To regain my confidence, I shall now bring up a character I've been working on for some time.



Name: Akoren Danatrius
Race: Natural-born Werewolf
Age: 18
Eyes: hazel
Hair: black
Skin Color: light skin tone
Height: 6 feet 4 inches
Weight: 180 lbs.
Other Details?:

Backstory: Akoren was born a normal lad in the southern reaches of Cotiego. Normal, of course, except that his father was a natural-born werewolf. His mother, on the other hand, was a normal human. Just days before Akoren's birth, his father left, never to return. He, however, left behind his klaive - a silver, magically-enchanted, long knife.

Two years later, his mother found a human to be with, and when Akoren was four, his younger brother Richard was born. His parents hoped for a normal child... but Richard had been 'selected' by some wereravens living nearby. Richard got bitten by one when he was six, and left home within a month. Akoren gave chase.

When Akoren was fourteen, he started having strange nightmares. In these, he was some sort of bloodthirsty wolf-creature under a full moon. These nightmares became worse and worse until the age of seventeen. Then, one day, Akoren was travelling with a man named Kyle when suddenly a man from the slums approached him, grabbed him, and threatened his life.

At that moment, Akoren's werewolf side burst out. Akoren went into a rage, turned into hybrid form, and proceeded to beat upon the man. When Kyle tried to stop him, Akoren swatted Kyle to the ground. After several moments, Akoren regained mental control of himself... to find that the man was dead. This has deeply disturbed Akoren, and he's faced up to living with his new 'curse' of lycanthropy.


---Vitals---
Level: 2
HP: 79
MP: 50
TP: 25
Initiative: 7+2d6
Base AT/PA: 9/9
EXP: 50/1250
Base Dodge: 16
Base MAttack: 6
Base MBlock: 18

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

---Weaponry and Armor---

Armor: Light Coat (AC 4)

Skill Bonuses: +2 PA on first dodge each round

AT/PA adjusted for skill (rapier): 10/10
AT/PA adjusted for weapon/armor (rapier): 11/9
Weapon Damage: Rapier (8/10/X, +1/-1 AT/PA)
Thrust 10+1d6
Slash 12+2d4
Chop N/A
Bonus Actions: 1
Attack/Parry Distribution: 2/1

AT/PA adjusted for skill (klaive): 12/10
AT/PA adjusted for weapon/armor (klaive): 13/9
Weapon Damage: Silver Klaive (5/7/9, +1/-1 AT/PA)
Thrust 7+1d6
Slash 11+2d4
Chop 15+2d6
Bonus Actions: 1
Attack/Parry Distribution: 2/1

---Skills---
Rapier - 2 <cou/str/agi>
Klaive - 4 <cou/str/agi>
Resist Lycanthropy - 2 <cou/cou/sta>
Lycanthropic Control - 5 <cou/int/sta>
Light Magic - 4 <mag/int/wis>
Healing Magic - 3 <mag/int/wis>
Pickpocketing - 2 <cou/int/dex>
Train Animal - 2 <cha/int/int>
[k]Magical Creature Knowledge - 4
[s]Advanced Parry - 2 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 2/17/05 18:53
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Divinegon2130
 

Something a little more from scratch.

Unread postby Divinegon2130 » Sun Nov 23, 2003 9:05 pm

Okay, unlike most of my characters, most of the stats for this one were thought up on the spot (I.E. about the time I'm posting this). The character's been there a while, just not the stats.

Things will thus probably need to be adjusted with this one.




Name: Thompson Enseforth
Race: Jackal Demon
Age: Unknown (believed to be somewhere around 270)
Eyes: green
Hair (fur): black
Skin Color: red
Height: 6 feet 1 inch
Weight: 180 lbs.
Other Details: In his disguised form, Thompson appears as a jackal-faced, black-furred inujin. In his demonic form, he looks pretty close to this, but all of his fur except the fur on his face, head, and neck burns away, his tail becomes serpentine, and he sprouts demonic wings.

Backstory: Little is known of Thompson. What is known is that he and his brother Jeremiah used to be bodyguards for a crime lord. During a critical job, when the crime lord got ambushed by an adventuring party, Jeremiah was sliced in half by the sword of one of the adventurers. Thompson panicked and tried to flee, but he was struck in the head by a crossbow bolt. Upon his death, his soul wound up in hell, and he became a jackal demon for his cowardice. Jeremiah, interestingly, wound up as the same kind of demon despite showing far more bravery.

Thompson was a guard for several top demons, until he, along with Jeremiah, was asked to guard a demon named Igasayi Janalth. During that job, a small group composed of Enlil, Kamos, Griff, Leothe, and Apollo came to them. After a short fight, Jeremiah nearly got dismembered by Griff, and Thompson had a flashback that caused him to panick. Later, when it was discovered that Igasayi had been possessed, Thompson gave up on the demonic guarding jobs and sought a life of his own.

---Vitals---
Level: 1
HP: 65
MP: 0
TP: 20
Init: 4+2d6
Base AT/PA: 11/11
EXP: 0/1000
Base Dodge: 27
Base MBlock: 11

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

---Weaponry and Armor---

Armor: Chain Mail (AC 20, -3/-3 AT/PA)

AT/PA adjusted for skill (polearms): 14/12
AT/PA adjusted for weapon/armor (glaive/chainmail): 10/8
Weapon Damage: Glaive (13/17/22, -1/-1 AT/PA)
Thrusting 15+1d6
Slashing 21+2d4
Chopping 28+2d6
Bonus Actions: 1
Attack/Parry Distribution: 1/2

---Skills---

Polearms - 4 <str/agi/cou>
Power Tactics - 4 <str/agi/cou>
Pickpocketing - 3 <dex/dex/int>
Lockpicking - 4 <dex/dex/int>
Drugging - 2 <int/int/wis>
Disable Trap - 4 <dex/dex/int>
Set Trap - 3 <dex/dex/int>
Stealth - 2 <int/agi/dex>
[s]Find Traps - 4 <int/int/int>
[s]Chink Detection - 4 <int/dex/int>
[k]Poisons - 4
[k]Foreign Languages - 4

---Techniques---

[Innate] Demonic Resistance - Although Thompson is a demon, he doesn't have quite the same resistance that most demons do to shadow magic, nor the same weakness to holy magic. His aura is more porous to shadow magic than usual; thus, he has a +3 to MBlock against shadow magic, but takes normal damage if it does hit. However, resist rolls are also forced against beneficial shadow-based spells. The same goes in reverse for holy magic; his aura is less porous to it, and thus, he has a -3 to MBlock against holy magic and takes normal damage if it hits. These bonuses and penalties increment by 1 every fifth level.

[Innate] Demon Form (8 TP) - Thompson takes his true form, most of his fur melting away and his wings and tail emerging. He gains +2 to Agility but suffers a -2 penalty to Charisma. He may also fly at a speed about 75% that of most birds without effort; he can fly at double that speed with a Stamina check. Returning to inujin form has no cost.

[Power Tactics=1] Glaive Sweep (4 TP) - Thompson sweeps his glaive under the opponent. This deals Slashing damage (subdual) and knocks the opponent to the ground, causing a -3/-3 AT/PA penalty until they get up.

[Power Tactics=4] Trip and Chop (7 TP) - Thompson sweeps his glaive under the opponent and then follows up with a heavy chop. Treat this as a Slash attack and a Chop attack, both with no penalties. After using this attack, however, Thompson is left wide open and cannot parry any attacks for the remainder of the round.

[Polearms=2, demon form only] Diving Cutter (6 TP) - Thompson dives down and slashes at the opponent hard. Treat this as a Chop attack with half the penalty and a damage bonus of (polearm skill+level)*3. Thompson doesn't get a PA roll for the remainder of the round.

[Chink Detection=4] Aimed Slice (3 TP) - Thompson aims his attack carefully for a limb. A successful hit deals Slash damage and bestows a -3/-3 AT/PA penalty upon the target until the injury is healed.

[Set Trap=1] Snare (cost up to GM) - Given some time, and enough materials, Thompson can set up a small snare trap. Usually used for hunting.

[Set Trap=3] Falling Tree (cost up to GM) - Given some time, and the right materials (which must include a fairly heavy and large object; doesn't have to be a tree but it has to be similarly shaped), Thompson can set up this kind of trap. A tripwire, when knocked over, causes the large object (usually a tree) to fall upon the unfortunate trap-tripper. Damage is determined according to the object's weight, but the tripper is pinned to the ground until the object is removed.

[Disable Trap=3, Set Trap=3] Retrieve Trap (cost up to GM) - In some cases, traps can not only be deactivated, but removed from where they were set. The difficulty to remove a trap is 7 higher than the difficulty to simply disable the same trap.


Edit: PS 2.0 again, although this will need more edits later.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:58 pm

Divinegon2130
 

Re: Something a little more from scratch.

Unread postby Divinegon2130 » Sat Nov 29, 2003 5:01 am

Another "from scratch" character.



Name: Fiang "Ferin" Janalth
Race: Plague Naga (disguised as geckojin)
Age: 436
Hair: none
Eyes: golden
Skin Color: blue (normally)
Height: 5'7"
Weight: 170 lbs.
Known Quirks?: Fiang's astral sense is hearing.

Backstory: In the year 877, a man named Aaron Janalth was mauled by a bear. While he was laying injured, a woodcutter came and, rather than try to save him, chopped his limbs off because of claims as to what Aaron had done. After dying of blood loss, Aaron's soul found its way to hell. For his transgressions, he was turned into a naga-like creature, and his name became Fiang.

Very little is known of him between that time and his service to Belial. It was under this service that he acquired the name 'Ferin'. At the end of his service in early 1313, he, along with several other demons, was sent to retrieve stolen artifacts. It was while Fiang was away that Belial fired him and the others in his entourage. Realizing this, Fiang started with random attacks on the residents of Doma City.

Adopting a geckojin whose parents he had killed, and using a physically draining technique to weakly bond elemental spirits to the bodies of several dead creatures, Fiang sought to take out someone he'd heard a lot about by the name of Kyle. This backfired, as his minions (including the geckojin he'd adopted) were slain, and Fiang himself was forced into a coma by End Reshiki.

His repentance started after his awakening from the coma, and since then Fiang sought a somewhat normal life. However, he has become affiliated with the Razor Shards, which probably has hurt his chances at normal living.

---Vitals---
Level: 1
HP: 65
MP: 75
TP: 20
Init: 5+2d6
Base AT/PA: 12/12
EXP: 0/1000
Base Dodge: 17
Base MAttack: 10
Base MBlock: 19

---Attributes---
Courage +3
Wisdom +2
Intuition +3
Charisma +0
Agility +2
Dexterity +0
Strength +4
Stamina +2
Magic Aptitude: 5

---Weaponry and Armor---

AC: 5 (adventurer's jacket)

AT/PA adjusted for skill (axe): 15/12
AT/PA adjusted for weapon/armor (axe): 13/11
Weapon Damage: Sharp Battle Axe (X/15/22, -2/-1 AT/PA, req'd STR +3, two-handed)
Thrust not applicable
Slashing 23+2d4
Chopping 34+2d6
Bonus Actions: 0

---Skills---

Axe - 3 <str/agi/cou>
Firearms - 1 <cou/dex/dex>
Necromancy - 4 <mag/int/wis>
Golemancy - 4 <mag/int/wis>
Dark Magic - 4 <mag/int/wis>
Flute - 4 <dex/int/sta>
Climb - 3 <str/agi/dex>
Stealth - 2 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 2/17/05 19:00
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Divinegon2130
 

Doing some work here.

Unread postby Divinegon2130 » Tue Dec 09, 2003 12:11 am

Okay, the thing I may need some help with is the dual fighting style concept (yes, it was ripped from one of Lorr's characters... I think it was Hope that this was ripped from). That and perhaps the scimitar's damages, as well as the exact specifics for the Disarm tech.


Name: Lorrken Khanagar
Race: Half-celestial/half-kitsunejin
Age: 22
Fur Color: White and Gray mix
Eye Color: Light Brown
Height: 7 feet 2 inches
Weight: 170 lbs.
Known Quirks?: None.

Backstory: Lorrken is the son of Ezoron, a Celestial of Knowledge, and Rosalie Khanagar, a kitsunejin. During his youth, he was always told to have high expectations and reach out to the world... and anyone he could help. Lorrken spent countless hours in study of various creatures, not only because his father made him do it, but also on his own volition. He also came to know a miganka named Prince Tacoria. Ezoron wouldn't let Lorrken meet Tacoria, but even so, the demon made his presence known in Lorrken's life, often being a sort of bully.

Even after Lorrken beat the utter crap out of Tacoria on two occasions, the miganka persisted to trouble the half-celestial's life. The only response Ezoron would have to Lorrken's run-ins with Tacoria was to train the half-celestial in the same style of fighting he used, one that combined the use of a scimitar with kicks and punches.

When Lorrken was twenty, Ezoron left on a journey. Lorrken and Rosalie were about to go with him, but the night before they intended to leave, a reddish lizardman named Kaier Jezeran snuck into their house. Lorrken was awakened by screaming, upon which he went to check on his mother. He caught a small glimpse of Kaier leaving, but he was more horrified to see Rosalie dead.

For two years, Lorrken pursued Kaier. What Lorrken didn't know was that Tacoria was also pursuing him. So when Lorrken learned that Tacoria had been forced into the thrall of a lich, he didn't care. Eventually, Lorrken's efforts led him to a then-rebuilding Doma, where he learned that Tacoria had been forbidden from returning to hell. Tacoria planned to get the queen of Doma to destroy the demon lord that threw him out at a tournament the demon lord was holding.

Lorrken, of course, found out easily through telepathy. And when Tacoria left Doma to go to the tournament, Lorrken pursued, believing his enemy would be at such a big competition. He found Kaier all right, and proceeded to defeat him in a violent struggle. Granted, the very next round he lost to Kamos, but he got what he wanted.

With that tournament over, and his main purpose fulfilled, Lorrken has decided to try and become part of the Doman Guard.

---Vitals---
Level: 1
HP: 60
MP: 80
TP: 20
Initiative: 5+2d6
Base AT/PA: 8/8
EXP: 100/1000
MAttack: 10+1d20+(rank of skill)
MBlock: 14+1d20

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

---Weapons and Armor---

AC: 6 (light leather breastplate)

AT/PA modified for skill (sword; dual fighting style): 12/12
AT/PA modified for armor/weapon (scimitar; dual fighting style): 12/12
Weapon Damage: Thick-bladed Scimitar (6/10/13, -0/-0 AT/PA)
Thrusting 9+1d6
Slashing 16+2d4
Chopping 22+2d6
Normal Bonus Actions: 1

Weapon Damage: Unarmed
Punch 7+1d6
Kick 10+2d4
Normal Bonus Actions: 1

--Skills--
Swords - 4 <str/agi/cou>
Unarmed Combat - 4 <str/agi/cou>
Holy Magic - 4 <mag/int/wis>
Astral Magic - 4 <mag/int/wis>
Telepathy - 4 <mag/int/wis>
[s]Dual Fighting Style - 4 <cou/dex/agi>
[k]Physical Science - 3
[k]Mathematics - 4
[k]Demonology - 2
[k]Monster Abilities - 3

--Spells/Techs--

[Dual Fighting Style=X] Dual Fighting Style - Lorrken has been trained in a special form of combat that combines the power of a one-handed weapon (the scimitar in this case) with the mobility of unarmed fighting. With this merged form of combat, his sword ranks count toward his AT and his Unarmed Combat ranks count towards his PA. Half of Lorrken's Dual Fighting Style ranks are added to his sword and Unarmed Combat ranks to determine bonus actions, as well, but there is a special restriction - if Lorrken would get an extra sword action, it must be an attack, and if he would get an extra unarmed action, it must be a parry. Lorrken's sword ranks and Unarmed Combat ranks must each be either less than or equal to his Dual Fighting Style rank for this to be effective, however.

[Swords=1, Unarmed=3, Dual Fighting Style=3] Disarm (3 TP) - After parrying an attack, Lorrken can attempt to disarm an opponent. If the opponent's weapon is spiked or barbed, Lorrken suffers one-half of the weapon's slashing damage to his left hand.

[Swords=2, Unarmed=4, Dual Fighting Style=4] Skull Bash (4 TP) - Lorrken headbutts the opponent, dealing unarmed punch damage plus an additional 8 damage, taking 1/4th of this if he misses (more if the opponent's wearing a helmet or has an unusually hard skull). If he connects with the headbutt, Lorrken automatically follows up with a slash attack at a -5 penalty (that's the total penalty of the attack, including a slash's standard penalty), and the opponent gets a -4 penalty to evade the slash. Generally only works on humanoid targets.

[Swords=4, Unarmed=4, Dual Fighting Style=4] Ramming Kick (6 TP) - Lorrken drives his blade into the opponent, trips them, then proceeds to ram the sword deeper into the opponent with his foot before pulling it out. Deals 3.5x thrust damage, but generally only usable on humanoid targets (because those are easier to trip) and leaves Lorrken unable to parry for the remainder of the round (because this move takes a while).

[Holy=3] Radiance (3 MP) - Causes Lorrken's blade to glow for rank hours, unless he wills the effect to stop beforehand, providing illumination equivalent to the average torch.

[Holy=4] Searing Light (15 MP) - Deals 14+rank*4+2d6 holy damage to a single target. Also roll a d6, and on a 4 or higher, the attack deals an extra 6+2d6 damage immediately.

[Astral=4] Aura Bolt (16 MP) - Deals 16+rank*4+2d6 damage to a single target.

[Astral=4] Aura Kinesis (16 MP) - By focusing on an object's or person's aura, Lorrken can lift up to rank*20 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.

[Telepathy=1] Telepathy (0 MP out of combat, 2 MP in combat) - Allows Lorrken to speak telepathically "out loud." Anyone may hear this, unless it is directed at a target recipient.

[Telepathy=3] Breach Mind (12 MP) - Lorrken can read a person’s mind, or 'listen' to relayed thoughts, if they fail a spell resist check or a Telepathy check (use whichever check is greater).


Edit: I have an incomplete transfer to PS 2.0.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:56 pm

Divinegon2130
 

Another bizarre character.

Unread postby Divinegon2130 » Tue Dec 09, 2003 12:32 am

Now, a note on this before I begin.

If something here is written in Portugese, it's supposed to represent Dienzoran Common. As with all the languages used here on RPGWW, Dienzoran Common is not an exact copy of Portugese when used ICly; Portugese is merely the language that Dienzoran Common is displayed as when it's used within RPs. Translations for necessary terms are in curly brackets {}.

With that being said, this character may be in for a lot of work. I dunno.



Name: Kemnasoren, AKA Howlsong
Race: Dienzoran Knob Dragon
Age: 56
Hair?: none
Eye Color: hazel
Scale Color: gold
Height: 6 feet 3 inches
Weight: 226 lbs.
Handedness: Left
Other Details: All the details on hair, eye color, etc. described above refer to Howlsong's draconian form (as opposed to his full dragon form), which he spends most of his time in. Also, in either form, Howlsong's tail has a bony club at the end.

Backstory: Kemnasoren used to live in the southern continent of Dienzora, as a member of a clan of dragons worshipped by a reclusive tribe of humans. His clan was different from many dragon clans because its members had bony clubs at the end of their tails. This club was often referred to scornfully as a "knob", and thus the members of his dragon clan were "knob dragons". The humans paid many respects to the dragons, including various gemstones that they found. The dragons, in turn, defended the tribe and occasionally took a smaller 'draconian' form for conversations and religious gatherings.

However, when Kemnasoren was fifteen, the tribe he lived near came under a military attack from what was known as the Magnet Kingdom. The weapons the enemy used had been heard about - the tribal humans described one weapon as 'fire barrels that make loud noise and propel iron balls' (cannons) and the other as 'metal noisemaker rods that project large pellets from their openings' (rifles) - but there was no way the tribe could have gotten their hands on one. Thusly, they were quickly overmatched. The dragons came to help them, but many, including Kemnasoren's father, came under the assault of the 'fire barrels'. Just then, the few remaining shamans of the tribe cast a spell that opened a portal to what both the dragons and the humans knew as "o mundo de espírito" {the Spirit World}, beckoning the dragons to go through and save themselves. Kemnasoren's mother took her child and leaped into the portal, just as her husband was torn apart by the 'fire barrels'.

The Spirit World (which in reality was the Astral Plane) turned out to be a fairly hostile place. Kemnasoren and his mother wandered through the Spirit World for twenty days, until they found a portal leading out. Both of the dragons went through the portal, their senses overloading as soon as they went through.

When they came to, they found themselves in a village. The people there looked very weird - crosses between humans and various animals, including cats, mice, and wolves. To make matters even worse, no one understood their language at all. Luckily the dragons had telepathy.... and they used it to learn that they were west of a mountain chain known as the Shuman Mountains, on a continent named Igala. The two dragons then realized that they were on another world altogether, and decided to stay in the village. Kemnasoren and his mother eventually learned the ways of these strange people, including the language.

One day twenty years later, a young black dragon descended upon the village. The moment it slaughtered a few of the villagers, Kemnasoren came forward to deal with it. The two fought viciously, and in the end, Kemnasoren stood over the black dragon's battered body. But with the black dragon's last breath, it laid a curse upon Kemnasoren that would cause his vision of reality to be distorted. From this point, Kemnasoren has had constant, vivid hallucinations.

Anyway, the villagers saw Kemnasoren and his mother as heroes. As the two dragons roared in victory, their voices seemed music to the villagers' ears, despite its painfully high pitch. This is where Kemnasoren got his name of "Howlsong". Soon after the celebration, Kemnasoren decided to leave the village; his mother would stay behind and guard the villagers from any sort of hostility. The villagers insisted that he stay, but when they realized he would not, they gave him two treasures from the village: a sacred longsword, and a shield with a tether. Thus, Howlsong left the village he spent a good deal of his youth in (youth being relative here).

He spent the next twenty-one years wandering Igala (carrying his hoard with him), known for his skill with the shield, which he on occasion hurled at opponents only to have it come back thanks to the tether, and also known for the vividness of his hallucinations. As a curious note, Howlsong learned through direct experience that his hallucinations had lessened effects while he was near other people, but they were worse when demons, undead, and other shadow creatures were around. Why this is so he does not yet know, and is trying to figure out. Eventually, Howlsong learned of a land devastated by a demon lord and his armies across the Shuman Mountains (this land turns out to be Doma). He ventured there, only to catch rumor of a tournament.

He signed up for the tournament, but lost in the first round to a demon named Zinargos. He then happened upon the queen of Doma, and his purpose was truly clear. He had to find a way to prove himself so that he could be a Doman Guard.

---Vitals---
Level: 2
HP: 57
MP: 118
TP: 24
Initiative: 3+2d6
Base AT/PA: 11/11
EXP: 0/1250
Base Dodge: 18
Base MAttack: 17
Base MBlock: 24

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

---Weapons and Armor---

Body Armor: Specially-made Scale Mail (AC 10, -1/-1 AT/PA)

Shield: Tethered Small Metal Shield (AC 20, -1/-1 AT/PA)
Shield Blocking Roll: 16+1d20

Skill Bonuses: Takes 4 less damage from magical attacks (Improved Magic Resistance skill)

AT/PA adjusted for skill (sword): 14/12
AT/PA adjusted for weapon/armor (Gennamori Blade, scale mail, small shield): 11/10
Weapon Damage: Gennamori Blade (longsword, 10/14/17, -1/-0 AT/PA, req'd STR +1)
Thrusting 12+1d6
Slashing 18+2d4
Chopping 23+2d6
Bonus Actions: 0

Other Equipment: 5 moderate healing potions

--Skills--
Swords - 4 <str/agi/cou>
Special Shield Technique - 6 <str/agi/cou> (counts as Shield Blocking skill)
Fire Magic - 5 <mag/int/wis>
Earth Magic - 6 <mag/int/wis>
Healing Magic - 5 <mag/int/wis>
Astral Magic - 5 <mag/int/wis>
Telepathy - 1 <mag/int/wis>
Hallucinatory Insight - 5 <special, see below>
[k]Dienzoran Religion - 4
[k]Geography - 4
[k]Applied Magical Theory - 4
[s]Elemental Melding - 4 <MAG>
[s]Improved Magic Resistance - 4 <int/mag/cou>
[s]Chink Detection - 2 <int/int/dex>

[NOTE ON HALLUCINATORY INSIGHT: When Howlsong increases in level, his RPer must roll a d6. On a 1 or 2, no skill increases can be spent in Hallucinatory Insight; on a 3 or 4, one skill increase MUST be spent towards increasing Hallucinatory Insight; and on a 5 or 6, two skill increases MUST be spent towards Hallucinatory Insight. Hallucinatory Insight cannot be increased or modified through ANY other means short of a deity's intervention.]

--Spells/Techs--

[Innate, Hallucinatory Insight=4] Vivid Hallucinations - Due to a curse laid upon him, Howlsong suffers from constant hallucinations. He may perceive something that's there as something else, or see something that doesn't even exist - the exact detail of the hallucinations is completely up to the GM. However, (15+rank)% of the time (use percentile dice), the hallucinations must provide some sort of insight into a difficult situation (only roll to check for this percentage in such a situation, and again, the exact insight is up to the GM). The presence of others nearby can lessen the effect of the hallucinations, but creatures of shadow who are nearby will only make the hallucinations worse (exact effect is, again, up to the GM).

[Special Shield Technique=2] Shield Throw (2 TP) - Howlsong can hurl his shield at a target. The shield can go to a maximum of 15 feet, and when it strikes the target, it deals 12+STR*2+1d6 damage to a target [use Dex+Dex+Agi+(Shield Technique rank)+d20 vs. opponent's Agi+Cou+d20 to determine whether it hits]. The shield returns to Howlsong after an attack due to the tethers, but Howlsong may not block with it until his next action.

[Special Shield Technique=5] Shield Bash (4 TP) - Howlsong slams his shield against an opponent, dealing 8+(rank/2)+STR*2+1d6 damage. The opponent must also roll 1d10+STA and beat Howlsong's STR+1d6 or be stunned for 1 round.

[Fire=1] A Chama {Flame} (4 MP) - Does 8+rank*2+1d6 fire damage to a single target.

[Fire=4] Chama Séria {Serious Blaze} (12 MP) - Does 14+rank*4+2d6 fire damage to a single target.

[Fire=8] [Blast Zone] (54 MP) - Deals 16+rank*4+2d6 points of fire damage to all within a 15 foot radius of the target. (Cannot be used yet)

[Fire=12] Queimadura Grandiosa [Grand Burning] (32 MP) - Does 20+rank*6+3d6 fire damage to a single target. (Cannot be used yet, and will replace Chama Séria)

[Fire=16] Flazzard (76 MP) - Deals 22+rank*6+2d6 points of fire damage to all within a 20 foot radius of the target. (Cannot be used yet, and will replace Blast Zone)

[Fire=18] Karoniviam's Desolation (74 MP) - A globe of blistering dry heat envelops the target. Any flesh exposed to this incinerating hellfire will stiffen and crack like old leather and quickly peel away from the body, until all that remains are the creature's bleached and crumbling bones. In other words, a target that fails to resist dies within a single round. The only creatures immune are those completely immune to fire; creatures resistant to fire gain a +1 to save per 5% damage reduction against fire, and those weak against fire suffer a -1 penalty to save per 10% extra damage taken from fire. (Cannot be used yet)

[Earth=4] O Copo {Tumbler} (12 MP) - Does 14+rank*4+2d6 earth damage to a single target.

[Earth=5] Rauglon's Clutch (18 MP) - Conjures a mud sphere aroud a target's head or breathing organs (assuming the caster knows where they ARE). This sphere exists for rank rounds, and it deals suffocation/breath holding damage as applicable.

[Earth=8] [Avalanche] (29 MP) - Does 10+rank*2+3d6 earth damage to targets within a 10 foot radius of the target. (Cannot be used yet)

[Earth=12] [Crusher] (32 MP) - Does 20+rank*6+3d6 earth damage to a single target. (Cannot be used yet, and will replace O Copo)

[Earth=16] Medras Móveis [Sliding Boulders] (68 MP) - Does 16+rank*4+4d6 earth damage to targets within a 20 foot radius of the target. (Cannot be used yet, and will replace Avalanche)

[Fire=4, Earth=4, Melding=4] O Meteoro {Meteor} (33 MP) - Deals 5+(fire rank)+2d6 fire damage and 7+(earth rank)+2d6 earth damage to all within 10 feet of the target.

[Earth=8, Fire=8, Melding=8] A Furadeira de Ira [Drill of Wrath] (72 MP) - Howlsong unleashes an enchanted, barbed spike at the target. If it hits, it deals 10+2d4 earth damage (reduced by AC) and starts to charge up. For one round, the spike lays embedded within the target, who can try to remove it. Removal is incredibly difficult however, and deals 3+1d4 more damage due to the barbed edges of the spike. After one round, the spike explodes, dealing 14+(mean rank)*4+2d6 earth/fire damage (split the damage between both elements here) over a radius of 12 feet. If the spike is still embedded within the victim when it blows up, they save at a -4 penalty. (Cannot be used yet)

[Earth=8, Astral=8] Piercer de Cristal de Terra [Soil Crystal Piercer] (30 MP) - Developed after numerous battles with constructs, the Soil Crystal Piercer is designed specifically for the non-living yet non-undead. By unleashing a spike that disrupts a construct's aura and also penetrates deep into its body, Howlsong can effectively deal massive damage to constructs, particularly golems. This spell deals 22+rank*6+3d6 damage to a single construct, and also has a 75% chance of outright dispelling a lower class construct (the ones that don't have a proper soul, just animating force). (Cannot be used yet)

[Healing=4] Kanima's Blessing (18 MP) - Heals one target, restoring 15+rank*4+2d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).

[Healing=4, Astral=4] Kanima's Cure-all (14 MP) - Cures berserk, confusion, magically induced paralysis and blindness, and cures up to 3 levels of poison and 3 levels of astral drain.

[Healing=4, Astral=4] Kanima's Waking Breath (30 MP, 4 TP) - Revives an unconscious ally to 10% of their total HP (round up). The target suffers no disorientation penalty (besides some penalties for burdening injuries such as crushed bones) and can take actions right away (as in, their next turn in the normal initiative order).

[Healing=5] Kanima's Voice (10 MP) - Cures the "muted" condition, so long as it was caused by a magical effect or spell. This spell cannot allow, for example, a person without a tongue to speak.

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

[Astral=7] O Entrelaçamento de energia [Energy Twist] (28 MP) - This attack deals 12+4*rank+2d6 points of damage in addition to inflicting level 5 Astral Drain and causing the target to lose an amount of MP equal to 1/2 the damage dealt. (Cannot be used yet)

[Astral=8] [Astral Hurricane] (56 MP) - Deals 16+rank*4+2d6 points of damage to any aura-bearing enemies within 20 feet of the target area. (Cannot be used yet)

[Astral=12] [Dragon Blast] (38 MP) - Deals 26+rank*6+3d6 damage to a single target. (Cannot be used yet)

[Astral=16] [Astral Tornado] (82 MP) - Deals 24+rank*6+2d6 points of damage to any aura-bearing enemies within 30 feet of the target area. (Cannot be used yet, and will replace Astral Hurricane)

[Telepathy=1] A Mente Fala {Mind Speak} (0 MP out of combat, 2 MP in combat) - Allows the user to speak telepathically "out loud." Anyone may hear this, unless it is directed at a target recipient.


Edit: PS 2.0 zooms in.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:52 pm

Divinegon2130
 

No references, Shini.

Unread postby Divinegon2130 » Tue Dec 09, 2003 9:56 pm

Name: Marcos Starlor
Race: Kangarujin
Age: 17
Eyes: blue
Hair (fur): tan
Height: 6 feet 4 inches
Weight: 197 lbs.

Shortened Backstory: Hailing from an advanced-technology world known as Dienzora, Marcos, originally human, got into trouble with the unusually strict laws of his home world at a very early age, when he was convicted of murder and imprisoned. After serving a fifth of his prison term, he was given the chance to be set free if he would allow himself to be subjected to experimentation. The experimentation, which wound up happening during his first trip to Gaera (said 'experimentation' was kept out of view of Gaerans) for a mission he was to help with, is what turned him into a kangarujin.

Later, after the mission, he and the other person on that mission, Arnold Warpnight, were asked to help with the creation of a criminal containment unit on their home world. After this, Marcos, Arnold, and two others were sent to Gaera on another mission, but not before Marcos was given a pair of magical strength enhancers. Marcos decided to stay behind, not wanting to be a slave to everything on his home world.

---Vitals---
Level: 1
HP: 65
MP: 35
TP: 20
Init: 6+2d6
Base AT/PA: 10/10
Exp: 0/1000
MAttack: 5+1d20+(rank of skill)
MBlock: 18+1d20

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

---Weaponry and Armor---

AC: Thick Vest (AC 3, no AT/PA adjustment)

Unarmed AT/PA: 11/11
Unarmed AT/PA after armor adjustment: 11/11
Punch damage: 4+1d6
Kick damage: 6+2d4
Bonus Actions: 1
Attack/Parry Distribution: 1/2

Nunchaku AT/PA: 11/10
Nunchaku AT/PA after armor/weapon adjustment: 12/10
Base damage and adjustment: X/11/15, +1 AT, +0 PA
Thrust damage not applicable
Swing damage: 15+2d4
Bash damage: 21+2d6
Bonus Actions: 1
Attack/Parry Distribution: 2/1

Revolver accuracy: 8 (base accuracy 5)
Revolver damage: 2d6+7
Revolver ammunition: six-shot chamber, 18 spare bullets
Maximum shots/round: 1

---Skills---
Unarmed Combat - 2 <cou/str/agi>
Nunchaku - 1 <cou/str/agi>
Firearms - 3 <cou/dex/dex>
Diplomacy - 2 <cha/int/cou>
Jumping - 4 <str/agi/dex>
Equipment Repairing - 3 <int/dex/dex>
Desperation - 2 <cou/cou/sta>
[s]Eavesdropping - 4 <INT>
[k]Dienzoran Law - 3
[k]Torture - 4
[k]Dienzoran Culture - 4
[k]Complex Electronics - 3

---Techs---

[Item Granted] Strength Enhancers - Marcos was given a pair of magical strength enhancers by Dienzoran officials as a means of protecting himself from intruders. Activating them takes a full round of physical manipulation, but for the next five rounds afterward, he gains a temporary +3 to Strength. After those five rounds, Marcos loses the bonus and suffers a -2 penalty to Strength for the next ten minutes, as his muscles recover from the sudden burst. The enhancers can only be activated once a day. The enhancers sometimes go off without warning when power is provided to them though. If Marcos takes damage of any sort from thunder-based effects, roll 1d6. On a 6, if the enhancers have not been activated earlier in the day, they automatically activate. The enhancers can be removed forcefully by someone else with a Strength check against a DC of 21 plus Marcos's Strength; if the check critically succeeds, there is a 60% chance the removed enhancer will actually rip off one of Marcos's arms as it goes. If the enhancers are removed while their enhancing effect is at work, the effect immediately ends and the duration of recovery is tripled.

[Desperation=1] Desperate Strike (Variable cost; see description) - Marcos is a very desperate person, and he can easily use this desperation to his advantage. In combat, Marcos can go 'all out' and gain a +3X damage bonus to one attack by taking a -X penalty on the same attack (X is Marcos's desperation rank); this ability costs 5 HP to use. Outside of combat, while using any physical-based skill (or also while making a check relying solely on Strength or Stamina), Marcos will sometimes 'overexert' himself and gain a +2X to the check at the cost of 4x HP (again, X is Marcos's desperation rank).

[Desperation=1, Nunchaku=1] Fury Smack (6 TP) - Marcos lets loose with three swings of his nunchaku. However, all three swings suffer a -6 penalty rather than the standard -3 penalty.

[Desperation=2, Firearms=2] Pellet Spray (7 TP) - Marcos shoots every bullet left in the revolver at one opponent. All shots get a -(1+remaining ammo) penalty to hit (i.e. if four bullets were left, all four shots would suffer a -5 penalty). The number of shots allowed by this is six shots or however many are left in the currently used gun, whichever is lower.

[Jumping=2, Unarmed=2] Foot Plant (4 TP) - Marcos jumps above his opponent and slams his feet on them. Deals 2x Kick damage, but the attack is at -5 rather than -3.


Edit: In bounds PS 2.0.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:51 pm

Divinegon2130
 

Now comes an ex-demon lord.

Unread postby Divinegon2130 » Sun Dec 14, 2003 1:42 am

Here's a little experiment with turning an old villain into a good guy. With a little nudge from RPs involving the villain of course.



Name: Asnahaiz, AKA Azmodan
Race: Imp (formerly skinshed)
Age: 1436
Hair?: none
Eye Color: Baleful red
Skin Color: Mahogany
Height: 2 feet
Weight: Probably about 35 lbs.
Other Physical Features: Asnahaiz bears a serpentine tail, small bat wings, and a dragon-like face complete with horns.

Backstory: Andrew Zoranine, along with his twin brother Barry, had betrayed their father's rulership by selling the plans of his castle's defense to assassins. But before Andrew and Barry could savor their intended takeover of the kingdom for themselves, they got pushed into a vat of boiling tar that was part of the preparation for defending the castle.

Both of them died as a result of burns from the tar, and later the castle fell. Barry and Andrew, meanwhile, were punished to be skinsheds - serpent-like demons that lacked true skin - as a result of their betrayal and their means of death. They took new names to reflect their demonic life - Belial and Azmodan - and immediately entered the demonic power struggle.

Within a few centuries, they had become powerful, but then they were summoned by a lich named Gizahl. After some debate, they formed a pact with him, and more demons came to be a part of the pact after some time, eventually forming the Council of the Seven Flames. This council came to rule the third layer of hell. When this time came, Azmodan and Belial bickered as to who would rule hell. Belial eventually conceded rulership to his brother, and his tail was cut off to signify his submission. This was the beginning of Azmodan's blade, the "Serpent Tongue".

Years passed with the plans of the Seven Flames being developed. When some of Belial's artifacts got stolen, he decided to send some of the other demons to take care of them. When that failed, he went himself - and wound up getting sealed away in a pendant. This convinced the other members of the council to emerge - each one wound up getting defeated, sent back to the underworld, until only Azmodan was left. Figuring he could take his enemies alone, he smashed Gizahl's phylactery and fought by himself - he eventually conceded to his enemies, but left a curse on them.

Later, he tried again, this time arranging a tournament. However, one of his friends tried to stop him, and Azmodan simply threw that friend out of hell. Enraged, the demon who'd been thrown out called upon Queen Aya and some others of the queen's choosing to participate in that tournament. In the end, it was Griff that defeated Azmodan, made his aura unstable, and caused him to re-think himself. Azmodan gave up on conquering, and told Griff how he could break the curses that had been set.

Going back to the underworld, Azmodan's aura became incredibly unstable, and his power continued waning. In an effort to counteract this and save himself, Azmodan used the last of his energy to turn himself into an imp, stabilizing his aura and losing a great deal of the knowledge he had acquired in the process. Giving up the struggles for power, Azmodan, taking a new name of Asnahaiz, left the underworld and now seeks acceptance.

---Vitals---
Level: 1
HP: 40
MP: 95
TP: 20
Initiative: 7+2d6
Base AT/PA: 8/8
EXP: 0/1000
Base Dodge: 24
Base MAttack: 13
Base MBlock: 18

---Attributes---
Courage +2
Wisdom +3
Intuition +4
Charisma +4
Agility +5
Dexterity +3
Strength (-3)
Stamina (-3)
Magic Aptitude: 6

---Weapons and Armor---

No actual armor

Weapon Information: Serpent Tongue - A blade cut from the tail of Azmodan's twin brother, Belial. Azmodan had originally used his own dark energy to give the blade immense power. Now that Azmodan has weakened severely, the blade's power has diminished, and Asnahaiz will only use the blade in dire emergencies. The damage it deals is based on his skill in Dark Magic (which waned severely upon Azmodan's defeat by Griff).

In sword form, it deals (25% of Dark rank)/(50% of Dark rank)/(75% of Dark rank) damage (not modified by Strength), with a -1/+1 modifier to AT/PA. In whip form, the blade deals X/(75% of Dark rank)/(125% of Dark rank) damage (not modified by Strength), with a +1/-1 modifier to AT/PA. In either form, due to the relative size of the weapon, it is treated as a one-handed weapon for the purposes of bonus actions.

AT/PA adjusted for skill (Serpent Tongue): 10/10
AT/PA adjusted for weapon/armor (Serpent Tongue, sword form): 9/11
AT/PA adjusted for weapon/armor (Serpent Tongue, whip form): 11/9

Weapon Damage - Serpent Tongue (sword form)
Thrusting 1+1d6
Slashing 2+2d4
Chopping 3+2d6

Weapon Damage - Serpent Tongue (whip form)
Thrusting N/A
Slashing 3+2d4
Chopping 5+2d6

Bonus Actions (Serpent Tongue): 1
Attack/Parry Distribution (Serpent Tongue): 1/2

---Skills---
Unique Weapon (Serpent Tongue) - 4 <cou/str/agi>
Fire Magic - 4 <mag/int/wis>
Dark Magic - 4 <mag/int/wis>
Malediction Magic - 4 <mag/int/wis>
Astral Magic - 2 <mag/int/wis>
Intimidate - 3 <cou/int/cha>
Dancing (non-combative) - 4 <dex/agi/cha>
Transmuting Magic - 4 <mag/wis/int>
Stealth - 3 <dex/agi/int>
[k]Demonology - 4

---Techs---

[Innate] Shadow Affinity - Being a demon, Asnahaiz suffers 50% less damage from shadow-based sources (this improves by 25% at level 5 and every fifth level thereafter - anything above 100% is absorption). However, he also suffers 1.5x damage from holy-based sources, but only until level 10, after which he receives triple damage. Holy-based healing magic does full damage as well.

[Innate] Soul Siphon (8 TP) - One of the few abilities Ashanaiz was able to retain from his old self, this allows him to consume the soul of a freshly-slain opponent. Asnahaiz recovers 15% of the max HP and MP of the slain opponent or half his own HP and MP (whichever is less), and because he utilizes the energy of the taken soul to enhance his own abilities, all of his rolls are at +3 for the next thirty minutes. Naturally, any creature whose soul is consumed cannot be revived unless Asnahaiz is slain.

[Fire=1] Ignition (4 MP) - If used in combat, deals 8+rank*2+1d6 damage. More often used for mundane purposes though.

[Fire=4] Fire Bolt (12 MP) - Does 14+rank*4+2d6 fire damage to a single target.

[Dark=4] Shadow Bolt (12 MP) - Deals 12+rank*4+2d6 shadow damage to a single target.

[Fire=4, Dark=4, Innate] Dark Bomb (34 MP) - Deals 12+(mean rank)*2+2d6 damage to all within 10 feet of the target. This damage is split according to Asnahaiz's ranks in Fire and Dark magic (i.e. if the ranks are equal, damage is split 50-50; otherwise, divide one skill's ranks by the total ranks to get the damage percentage for that element, then subtract it from 100 percent to get the damage percentage for the other element).

[Malediction=1] Toxin (11 MP) - Inflicts (rank/2) levels of poisoning.

[Malediction=1, Astral=1] Astral Toxin (11 MP) - Inflicts (mean rank/2) levels of astral drain.

[Malediction=2] Craze (8 MP) - On a sucessful spell check, the target gains 2 temporary points of STR, and temporary AC equal to STA + (The New) STR added together. And last but not least, magical attack ability is decreased by 4. This all lasts for 1d2 rounds.

[Malediction=3, Transmuting=4] Frog (16 MP) - Turns one target into a frog for (mean rank/2)+1d3 rounds.


Edit: Usual PS 2.0 stuff.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:49 pm

Divinegon2130
 

Good old longears.

Unread postby Divinegon2130 » Mon Dec 22, 2003 1:20 pm

I've been debating what to do regarding Mikhais's sheet, but I think I have a rather good idea this time.



Name: Mikhais Darano Blackwell
Race: Usagijin
Age: 17
Fur Color: light brown
Eye Color: Blue
Height: 8 feet
Weight: 235 lbs.

Quirks: Mikhais has pierced ears, for which he wears earrings whenever possible, as well as a nasty scar on his right hand.

Backstory: Mikhais once lived as part of a well-off family in the southern part of Riva. Due to this Rivan exposure, he has a sharp accent - one that has grated at the nerves of some of those who hear it, due to its difficulty to understand.

Anyhow, when Mikhais was fifteen, he and his family were awakened in the middle of the night by a knock at the door. Mikhais was the first one to answer it, and was immediately confronted by two Rivan dragoons. His father, Danforth Blackwell, came then, and, horrified, he shoved Mikhais aside, grabbed his two blades, and tried to defend himself. In the end, however, he was slain. Mikhais then grabbed the blades himself and, in anger, slayed one of the dragoons. The other fled, but Mikhais's mother, Janice Blackwell, became suddenly frightened. Mikhais tried to calm her down, but she insisted Mikhais leave their home.

No sooner did Mikhais get out than a massive fireball ripped through the house. Astonished by this merciless act, Mikhais fled to Doma, bringing the swords with him. During his stay in Doma, he managed to befriend a young kobold, Banlix Glarencite, who had also fled his home. Even after Banlix became a half-dragon, and subsequently learned to control himself, Mikhais still is friendly to him and attempts to be at least remotely to those he comes across - as long as his accent doesn't make them hostile.

---Vitals---
Level: 2
HP: 93
MP: 33
TP: 25
Init: 5+2d6
Base AT/PA: 11/11
EXP: 850/1250
Base Dodge: 15
Base MAttack: 4
Base MBlock: 21

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

---Weapons and Armor---

AC: 3 (leather jacket)

AT/PA adjusted for skill (swords) - 14/12
AT/PA adjusted for armor/weapon (swords) - 13/12
AT for second weapon (sword) - 13
Weapon Damage - Longswords (x2) (10/14/17, -1/-0 AT/PA)
Thrusting 13+1d6
Slashing 20+2d4
Chopping 26+2d6
Bonus Actions: 0

AT/PA adjusted for skill (unarmed) - 13/12
AT/PA adjusted for armor (unarmed) - 13/12
Weapon Damage - Unarmed
Punching 6+1d6
Kicking 9+2d4
Bonus Actions: 0

Other Equipment:
-Three empty vials
-Two heartroots
-Pocket knife
-Stonebane Scarab (provides +10 bonus to checks made to resist petrification [does not help against random-effect spells that just happen to land on petrification])

---Skills---
Swords - 4 <str/agi/cou>
Fisticuffs - 3 <str/agi/cou>
Ambidexterity - 4 <dex/dex/dex>
Time Magic - 3 <mag/int/wis>
Good Fortune - 3 <innate>
Jumping - 3 <str/agi/dex>
Potion Brewing - 2 <int/wis/dex>
[k]Potions - 3
[s]Listen - 3 <int/int/int>
[s]Two Weapon Fighting - 4 <dex/dex/dex>

---Techniques/Spells---

[Innate] Good Fortune - Mikhais has remarkably good fortune. Thus, he is allowed a reroll on a single die (rank/2)+1 times per day (Mikhais takes the second roll even if it is lower), but must pay 3 TP every time the reroll is made. However, luck comes with its costs, as one skill increase (and only one) MUST be spent towards Good Fortune during EVERY level-up. Good Fortune cannot be increased by ANY other means short of a deity's intervention.

[Two Weapons=2, Swords=1, must be wielding two swords] Sword Shield (2 TP) - Mikhais forfeits one of his attacks this round to gain a second PA roll for the round (if Mikhais is attacked twice, he is allowed his PA d20 roll both times).

[Swords=2, Two Weapons=2, Innate, must wield two swords] Fuzzcutter (2 TP, 9 MP) - Mikhais slashes with both swords, releasing a wave of energy at the opponent. This wave deals 12+(level*4)+2d6 damage to one target.

[Swords=3, Jumping=2] Leap Slash (6 TP) - Mikhais leaps into the air and slashes down with one sword. This is rolled as a chop attack and deals 2*slash damage if it hits.

[Swords=4, Two Weapons=4] Cross Block (5 TP) - Mikhais forfeits all actions this round to double any bonuses for PA and dodge rolls. May be used in conjunction with "Sword Shield".

[Swords=4, Jumping=3, Two Weapons=4, Innate] Two-Fisted Bunny Slash (9 TP) - Mikhais leaps into the air and slashes with both of his swords at once. This is rolled as a single slash attack, and deals a critical hit with each sword (for a total of 4x slash damage) if he hits. However, after using this technique, Mikhais is left wide open, and cannot use his PA roll for the remainder of the round.

[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=1] Time Sense (5 MP) - Tells the caster the day and time in his own calendar. This spell is only as accurate as the average timekeeping device in the caster's culture.

[Time Magic=2] Hustle (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.

[Potion Brewing=2] Healing Draught - Given a few hours, one part heartroot, one part water, and an empty bottle, Mikhais can create a potion that restores 12+1d6 HP when drunk. After the necessary time period, Mikhais must make a Potion Brewing check against DC 13 or the potion is a dud.


Edit: PS 2.0 bounds in. Still, I don't know how AGI applies to dual-wielding.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:47 pm

Divinegon2130
 

An experiment into the unknown.

Unread postby Divinegon2130 » Tue Dec 23, 2003 3:03 pm

Tried to use a variant of Lorr's ole spirit shaman rules here, because I decided that was the best method of dealing with this character. A dragonhalf with completely normal parents.



Name: Banlix Glarencite
Race: Kobold technically, though he will always claim he is half dragon
Age: 22
Eye Color: red, dragonlike
Hair?: none
Skin Color: rust brown normally, but reddish-orange when spirit is manifested fully
Height: 2 feet 9 inches
Weight: 30 lbs.
Other Details: Banlix has draconic wings, tail, and horns. These are bizarre and extreme manifestations of his draconic spirit, partially a result of him being born with the spirit in him (though as a note, they weren't on him when he was born).

Clothing: Red shirt, torn in several places, particularly in the back so that his wings aren't restrained; as well as bright orange pants.

Quirks: Very reclusive and reasonably greedy. Unlike most spirits, the spirit possessing Banlix has truly taken over part of his mind as a result of Banlix being born with the spirit close by. Thus, there are cases where Banlix will depend on it for some things.

Possessed Personality: When Banlix winds up having reddish-orange skin, look out, because his spirit has taken over for the time being. His biggest change is in his attitude, as he becomes extremely defiant and very hostile. He will ignore any former allies besides those with draconic blood (or their own draconic spirit, if they too are possessed by it), and attack those who act hostile toward him ruthlessly. He is merciless towards people he does not consider familiar, but will not kill his friends even if they act hostile toward him.

Shortened History: Banlix had normal kobold parents, but just before Banlix's birth, the spirit of a then-recently-dead fire dragon found its way into him. Thus, when Banlix hatched, the dragon's spirit became part of his mind. This has caused many problems for him. For example, he was constantly teased, ostracized, ridiculed - you name something negative, and the other kobolds living near his birthplace just south of Centennia Lake probably did it to him. They even went so far as to try and torture him to death when he was fifteen. Thankfully, a lizardman summoner (not like the summoners of Mist, but still a summoner) managed to save him from this torture.

Later, Banlix bought a book about past lives, interested in the subject.... and was shocked to find that he was mentioned. From then, the draconic spirit within him has manifested. Because of the power of the draconic spirit, Banlix wound up looking very much like a dragonhalf, and even acting as such. He's even learned how to assume full dragon form, which is technically very unusual for a possessed-spirit dragonhalf - however, Banlix had to draw his draconic spirit, which had knowledge of shapechanging, out of hiding to use it, which allowed the dragon spirit to integrate itself further into his mind.


--Vitals--
Level: 1
HP: 50
MP: 60
TP: 20
Initiative: 8+2d6
Base AT/PA: 10/10
EXP: 0/1000
Base Dodge: 25
Base MAttack: 8
Base MBlock: 17

--Attributes--
Courage +2
Wisdom +1
Intuition +3
Charisma +2
Agility +6
Dexterity +5
Strength (-1)
Stamina (-1)
Magic Aptitude: 4

---Armor and Weapons---

AC: 6 (light leather breastplate)

Skill Bonuses:
=+2 PA on first dodge
=+2 to evasion rolls against non-firearm ranged attacks

PA while using throwing knife: 10
Weapon Accuracy (throwing knife): 14 (18 with skill)
Weapon Damage: 7+2d4
Knives carried: 15
Maximum throws/round: 3 (2 from AGI, one standard)

Other Equipment: quill pen, ink, 2 pages of magical-grade parchment, 3 empty bottles, bag of various herbs

--Skills--
Throwing Weapons (aerodynamic) - 4 <dex/str/int>
Shaman Magic - 4 <int/wis/mag>
Invoke Dragon Spirit - 4 <int/wis/mag>
Potion Brewing - 4 <int/wis/dex>
Scribe Scroll - 2 <int/wis/wis>
Telepathy - 1 <int/wis/mag>
[k]Past Lives - 2
[k]Potions - 3
[k]Herb Knowledge - 3
[k]Draconic Lore - 4 (only usable during possession)
[s]Evade Melee - 2 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:44 pm
[/i]

Divinegon2130
 

More along the demonic line.

Unread postby Divinegon2130 » Thu Jan 01, 2004 2:07 am

What I'd need help with here is the little bit on the third eye. Maybe the Kinetic Shock Wave as well.



True Name: Dialo Weiss
Nickname: Paguna
True Race: Miganka
Race of "Disguise": Moogle
Age: 313
Eyes: green (infernal red middle eye)
Hair (fur): light reddish as moogle, none as miganka
Skin Color: faint red as moogle, bright red as miganka
Height: 2 feet 10 inches as moogle, 7 feet 1 inch as miganka
Weight: 43 lbs. as moogle, probably 221 lbs. as miganka
Special details?: As mentioned, in either form Paguna has an infernal third eye in the middle of her forehead.

Backstory: In the year 1000, a vain dancer, Deborah Weiss, got involved in the activities of a crime ring. Exactly what she did while involved in the crime ring was unclear, but what's known is that this criminal involvement didn't sit well with a rival dancer, Kerrigan Dmalith, who insisted that criminal activities would taint the image of dancing. Ironically, what Kerrigan did in reaction was criminal in nature.

While Deborah was preparing on the seventeenth day of Tunara for one of her dances, Kerrigan snuck into the room she was using. The moment Deborah was about to exit, Kerrigan lashed out with a knife and then hurriedly left. When Deborah didn't come out of the room for an extended time, a group of three people went to look for her. Opening the door to her room, two of the three people fainted when they saw Deborah's body fall in front of them, with a knife dug deep in the back of her head.

Meanwhile, Deborah's soul wound up in hell. After immense torture for her vanity and criminal activity, she became a miganka named Dialo. Between then and her service to Belial, little is known. When she was summoned by Belial to serve, he gave her the name of "Paguna". After many years of service, Belial sent her and other demons out on a mission, secretly cutting off connections to them.

Paguna had acquired a mirror that could turn the creature it reflected into what the holder of the mirror desired before she realized Belial had betrayed her. She thus turned to rampant use of the mirror, and this got the attention of a group of mortals (and a few immortals, as well), who beat her into submission and seized the mirror from her. But not before she used the mirror on one of them. Unfortunately for Paguna, the victim of the mirror, Enlil Purvis, was able to partially resist its effects, but couldn't fully resist, resulting in her being turned into a dragon.

Later, after the effects of the mirror were reversed, Paguna and Enlil met again, agreeing to seal Belial for his trouble. Paguna went with a group of mortals, some of them the very ones that beat her into submission (but not Enlil), and locked her former master away in the pendant Enlil had used to reverse the mirror's effect. Ever since that moment Paguna has fought to stop hostile demons and make them 'see the truth'.

---Vitals---
Level: 1
HP: 45
MP: 105
TP: 20
Initiative: 6+2d6
Base AT/PA: 11/11
EXP: 150/1000
Base Dodge: 24
Base MAttack: 15
Base MBlock: 20

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

---Weapons and Armor---

AC: 20 (custom-made drakeskin armor) (-3/-2 AT/PA)

AT/PA adjusted for skill (sai): 11/13
AT/PA adjusted for weapon/armor (sai): 9/10
Weapon Damage - Sai (4/5/X, +1/-1 AT/PA)
Thrusting 3+1d6
Slashing 3+2d4
Chopping not applicable
Bonus Actions: 2
Attack/Parry Distribution: 1/3

Other Equipment: White headband (used for concealing third eye)

--Skills--
Sai - 2 <str/agi/cou>
Fire Magic - 4 <mag/int/wis>
Thunder Magic - 4 <mag/int/wis>
Earth Magic - 4 <mag/int/wis>
Astral Magic - 4 <mag/int/wis>
Enchanting Magic - 4 <mag/int/wis>
Benediction Magic - 2 <mag/int/wis>
Stone Sculpting - 4 <dex/dex/int>
Weaponsmithing - 4 <str/dex/int>
[s]Miganka Special Techniques - 4 <int/cou/mag>
[k]Demonology - 4
[k]Foreign Languages - 4 (Common, Demonic, Nekonian, Inustani)

--Spells/Techs--

[Miganka Special=1, Innate] Third Eye - Paguna's third eye, usually hidden under her headband, functions as her view into the Astral Plane. It also serves to help her use magic. If Paguna is affected by a blindness spell, make a separate save for her third eye. If her third eye is blinded, Paguna cannot see into the Astral Plane and all of her magic rolls are at -4. If it is not blinded, but her normal eyes ARE blinded, Paguna only suffers half the normal penalties for blindness (at least when others are near her).

[Fire=4] Torch (12 MP) - Does 14+rank*4+2d6 fire damage to a single target, and 6+2d6 extra if a roll of 4 or higher is achieved on a separate d6 roll.

[Thunder=4, Astral=4] Kinetic Shock Wave (18 MP) - Deals 14+rank*4+2d6 electric damage. Also, roll 2d6, and if the result is 10 or higher, the target is shocked so hard that they are rendered completely helpless for one round (a -10/-10 penalty) and remain stunned for (rank/2)-1 rounds (suffering a -4/-4 AT/PA penalty). The maximum number of rounds for the stun/helplessness combination is 5 rounds (helplessness for one round, stunning for 4 rounds).

[Earth=4] Collapse (10 MP) - Does 5+rank*2+1d6 earth damage to anyone within a 5 foot radius of the target.

[Astral=4, Miganka Special=4] Astral Arm (10 MP) - This ability allows the caster to forcefully move people and enchanted objects (anything with an aura), flinging them or levitating them. No more than 20*rank pounds of mass may be moved in this manner at once (the average humanoid, with gear, weighs roughly 160 pounds). Being thrown laterally deals 1/2 falling damage if the target collides with an object.

[Astral=14, Miganka Special=14] Devil Hatred Serpent (70 MP) - The strongest spell known popularly amongst the miganka, this unleashes a devastating astral serpent at the target. It deals 31+(rank*12)+2d20 damage when it hits. Unleashing this much energy, mainly from hatred, upon a single target has its consequences, however. The caster will fall unconscious for the remainder of the battle and for at least 20 minutes afterward. If the MP loss from this spell was enough to give the caster astral poisoning (a loss of HP due to excessive MP use), the effects are far worse: The caster falls unconscious and cannot be revived for (rank/3) days. (Cannot be used yet)

[Earth=4, Sculpting=4] Stone Shape (10 MP) - Allows the caster to make a small statuette from a single type of material. This figurine is created by changing the material, not carving, so it may be larger then the caster expects. Rank determines level of apparent skill, GM's discretion.

[Enchanting=1] Enchant Item (X MP/round, X*5 MP/day or X*10 MP) - Imbues a nonmagical item with a magical property. This property can be any Benediction, Malediction, or similar spell known by the caster. These enchantments can be removed by means of a Dispel Magic spell or similar effect. This spell's chance of success is based on the strength of the spell to be placed on the item. Multiply the required skill ranks of the spell to enchant the item with by 3--this is the target difficulty rating. Make a spell check vs. this difficulty to determine success or failure. Enchantments can also be temporary, and the cost will be paid per round of effect or per day of effect. X is the cost of the spell being used to enchant the item. Permanent enchanting does not have to be done all at one time, but using the item in between enchanting sessions will undo all magical work put into it.

[Enchanting=2] Extended Aura (5 MP) - This enchants any item with a magical aura that has no immediate functional benefit (no combat bonuses or other improvements). However, this aura responds to magic and astral scanning as an ordinary aura would, and thusly, can be used to fool less skilled mages, creatures who are attracted to magical items, etc. Items enchanted with this spell can be moved with the Astral spell "Astral Throw."

[Benediction=1, Any Element=1] Increase (10 MP) - Increases a weapon's damage by +(element rank) for (bendiction rank) rounds. This cannot exceed +10 damage or 5 rounds. The damage increase is elemental damage of the appropriate type.

[Benediction=2] Empower (25 MP) - Increases a single target's MAtk by Rank/2 for Rank rounds.


Edit: PS 2.0 says hi, though I'm not certain I have the right actions for the sai.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:42 pm

Divinegon2130
 

Something more isolated in the darkness.

Unread postby Divinegon2130 » Fri Jan 02, 2004 4:28 am

So here goes with a recent character I've developed, a demon by the name of Devast. Only a few of you will have seen him before.




Name: Devast Bancora
Race: Pteroyokai (a breed of demon)
Age: about 630-ish years
Eye Color: wicked red
Skin Color: obsidian
Hair?: none
Height: 6 feet 10 inches
Weight: 150 lbs.

Physical Description: Devast looks like a black-skinned and skeletally gaunt human, with a few differences. He has a long, toothed beak, and a long crest like that of a pteronadon's extending from the back of his head. On his beak, he has a characteristic scar - a set of claw marks running diagonally across the beak. His fingers and toes have wicked claws, and he has membranes of red skin stretching from his waist to halfway up his forearm. The extra skin gets thinner there and extends out for some ways, following the lengthened pinky finger. This pinky finger is quite oddly structured, so that Devast can either keep it bent and have his hands look pretty close to normal, or extend it and be able to fly by using his arms.

Backstory: Devast is a demon from the sixth layer of hell. How he wound up a demon is uncertain, but what's important is that when he was about 75, he was part of a revolt against the ruler of that layer of hell, Kazekumoza. The revolt was crushed swiftly, and Devast, along with two of his friends named Catac Vanolis and Detri Zevamaro, was forced under that ruler's mind control. For about two centuries, he and his friends were unwilling slaves of Kazekumoza's, until another uprising succeeded in destroying the aging demon lord. The trio, now with their free will restored, vowed never again to be enslaved, and escaped hell to make keeping their vow easier.

Devast, Catac, and Detri started calling themselves the Triad of Reborn Will, and sought to eliminate by force all forms of mind control they discovered. They came across a large threat in 1209, when they ran across the Cult of the Thirsting Drakes. In their first skirmish with its leader, Alaean von Soulvring, Detri succumbed to Alaean's mind control ability. Catac and Devast, knowing they could not beat the vampire lord, immediately fled.

In late 1313, Catac was ambushed by the Thirsting Drakes in their attempt to take over Doma, and fell victim to mind control as well. Devast, recently made aware of this latest development by Kamos, fought hard to regain them, and eventually did with some outside help, particularly from Idran, Ferran, and Kyra. There are rumors that he, Catac, and Detri have since split, and also rumors that the Thirsting Drakes have been officially destroyed by Devast as an act of revenge. These later rumors spread due to a scar Devast incurred recently - claw marks on his face, believed to be dealt in the final battle against the Thirsting Drakes. But Devast doesn't bother to mention it. He has just been trying to find an honest place in society.

---Vitals---
Level: 1
HP: 60
MP: 50
TP: 20
Initiative: 9+2d6
Base AT/PA: 11/11
EXP: 700/1000
Base Dodge: 17
Base MAttack: 6
Base MBlock: 19

---Attributes---
Courage +5
Wisdom +3
Intuition (-1)
Charisma +0
Agility +4
Dexterity +2
Strength +3
Stamina +1
Magic Aptitude: 4

---Weapons and Armor---

No actual armor

Skill Bonuses: +2 PA on first dodge

AT/PA adjusted for skill (unarmed): 13/13
AT/PA adjusted for armor (unarmed): 13/13
Weapon Damage - Unarmed
Punching 7+1d6
Kicking 10+2d4
Bonus Actions: 2
Attack/Parry Distribution: 3/1

---Skills---
Unarmed Combat - 4 <str/agi/cou>
Spirit Enhancement - 4 <mag/int/wis>
Metabolic Acceleration - 2 <mag/int/wis>
Transfer Magic - 2 <mag/int/wis>
Treat Wounds - 3 <dex/dex/int>
Cooking - 3 <int/wis/dex>
[k]Vampire Habits - 3
[k]Navigation - 3
[s]Acrobatics - 4 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 2/16/05 20:02
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Divinegon2130
 

And here's the kicker.

Unread postby Divinegon2130 » Fri Jan 30, 2004 11:13 pm

I've been trying for ages to convert this one to PhilSys, but with no luck. BUT NOW, I have FINALLY gotten this idea to work (with help from Lorr, admittedly) and I fully intend to use this character as much as I can.


Name: Araguchi Razorfist
Race: Lizardman
Age: 19
Hair?: none
Eye Color: golden (natural color is violet)
Skin Color: brown (natural color is green)
Height: 6 feet 6 inches
Weight: 230 lbs.
Other Details?: None yet

Shortened History: Araguchi was born normal for a lizardman. He lived a rather pleasurable life with the elders of his village. However, at the age of five, a band of humans came to the swamp. They demanded that a "portal mage" be turned over. The elder lizardmen did not know what they meant, and refused to give over the mage. When the humans killed one of the elders with a crossbow bolt to the head, Araguchi demanded that he go with them. To his surprise, he was the one they sought.

After several days of travel, Araguchi's captors reached their destination. There they sought to hold Araguchi for ransom, as the victim of an ongoing struggle between his tribe and them. After a few days, Araguchi started getting hungry. He tried to get to the food supply of the humans, but they discovered him. As he tried to defend against their blows, he uttered a string of curses at them. A portal suddenly opened behind Araguchi, and several animals came pouring out. This caused the humans to draw weapons and try to slay the animals. After a bloody battle, the humans had been dispatched, and the animals returned through the portal which then closed.

It wasn't until then that Araguchi realized why he was so sought-after - he'd been born with an inherent summoning ability passed down by certain members of his tribe. That ability meant he had spirit creatures bonded to his soul, and it was them that saved him from the humans. He left his captivity and his tribe behind from that day onward, carrying a book that he had stolen from the humans... a book on alchemy. He tried it out for some time, interested in turning iron to silver, but one day he accidentally mixed the wrong set of chemicals and got caught in the ensuing explosion. Rather than scars, however, Araguchi was left with golden eyes and brown scales, which puzzled him.

In the year 1303, Araguchi thought he would take a vacation near Centennia Lake. However, his vacation was rudely disturbed by a ceremony occurring nearby. Araguchi decided to check out what was the deal and tell them to keep their noise down, but he wound up barging in on a sacrifice in progress. The kobolds were about to kill one of their own kind for the sacrifice, and Araguchi, horrified by the thought, yelled at them to get them to stop. The shock of being interrupted combined with Araguchi's size proved too much for the kobolds, and many of them simply fled. Araguchi then released the one that would have been the sacrifice - Banlix Glarencite - and ran. Ever since the two have been business companions. Although Banlix won't admit it, Araguchi is the brains behind their shop, the Bladed Scale.


---Vitals---
Level: 2
HP: 64
MP: 79
TP: 25
Initiative: 3+2d6
Base AT/PA: 6/6
EXP: 800/1250
Base Dodge: 11
Base MAttack: 10
Base MBlock: 17

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

---Weapons and Armor---

AC: 8 (light leather armor)

AT/PA adjusted for skill (spear): 6/8
AT/PA adjusted for armor/weapon (spear): 5/9
Weapon Damage: Simple Spear (13/X/X, -1/+1 AT/PA)
Thrusting 15+1d6
Slashing not applicable
Chopping not applicable
Bonus Actions: 0

Other Equipment:
=Traveller's backpack (carries twenty-four spare potion bottles, about 200 gold, six "fire starters", and enough dry food to last two days typically; can carry up to 50 lbs. safely in all)
=Alchemist's belt (room for 8 potion bottles; typically carries 2 lesser healing draughts, 2 lesser antidotes, 1 healing potion, 1 weak mana potion, 1 weak restoration potion)
=Alchemist's bomb bag (typically carries 2 fire bottles)
=Alchemist's ingredient pouches
=Grappling hook, sans rope
=Enchanted Wristband (allows easier use of summon techniques; without it, Araguchi pays double the cost for summon spells. Also allows completely free telepathy with his summons in combat.)

---Skills---
Spear - 2 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:39 pm
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Divinegon2130
 

I made these rules. Time to use them.

Unread postby Divinegon2130 » Sun Mar 07, 2004 10:01 pm

That's right, we have a blood mage in the house.


Name: Daryl Sparkfist
Race: Nezujin
Age: 20
Eye Color: green
Hair Color: swirled brown/white/gray mix
Height: 5'10"
Weight: 160 lbs.
Other Quirks: Daryl emits a low-level aura of static electricity, partially due to his inherent blood magic. Also, while Daryl's blood magic is in effect, he seems like a psycho, but he is calm once the blood-gained mana is expended.

Backstory: Daryl has lived in Doma all his life. Nothing that hasn't gone wrong for the whole nation (by this I mean stuff like the Malachian takeover) has gone wrong with Daryl. No bullies, no problems with his education, nothing extreme in his early years.

Well, okay, he had one problem.

He was an inborn blood mage. Daryl used to hightail it out of areas where fights were occurring early in his life, before he came to terms with his power at the age of fifteen. He had been studying magic for several years, finding lightning to be the easiest element for him to control. After some training, he tested out one of his stronger spells. It backfired, and when he awoke, he realized his body was emitting static electricity. After some time, he learned to divert mana from blood into this aura. Though he's still learning to hone that ability, he's sought to keep his life relatively normal.

---Vitals---
Level: 1
HP: 65
MP: 63
Max Blood MP: 32
TP: 20
Initiative: 5+2d6
Base AT/PA: 9/9
EXP: 0/1000
Base MAttack: 13
Base MBlock: 22
Missile Dodge: 20

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

---Weapons and Armor---

AC: 3 (street clothing)

Magical AC: 4 (Improved Magic Resistance skill)

AT/PA adjusted for skill: 12/10
AT/PA adjusted for weapon/armor: 12/10
Weapon Damage: Unarmed
Punch 4+1d6
Kick 4+2d4

PS 2.0 Only
Bonus Melee Actions (unarmed): 1
Attack/Parry Distribution (unarmed): 1 attack, 2 parries

Bonus Melee Actions (Thunder Sword): 1
Attack/Parry Distribution (Thunder Sword): 2 attacks, 1 parry


--Skills--
Swords - 4 <cou/str/agi>
Unarmed - 4 <cou/str/agi>
Thunder Magic - 4 <mag/int/wis>
Blood Magic Control - 4 <mag/int/sta>
Benediction Magic - 4 <mag/int/wis>
Stealth - 4 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 7/25/04 9:54 am
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Divinegon2130
 

Next.

Unread postby Divinegon2130 » Sun Mar 07, 2004 10:20 pm

The repentants just keep on coming.


Name: Kaier Jezeran
Race: Spine Lizard (demon breed)
Age: 1230 years
'Birth' Date: 17th of Tunara
Eye Color: violet
Hair Color: none
Skin Color: red
Height: 6 feet 3 inches
Weight: 200 lbs.
Other Quirks: Kaier has bony spines wrapped around various body parts, including his head and parts of his arms and legs.

Backstory (preliminary version): Kaier has, for the most part, lived the vicious life typical of most demons. But Kaier discovered a peculiar ability in his early years - the ability to travel through others' dreams. After an accident with this power caused the death of a girl Kaier had fallen in love with, he vowed never again to use this power for evil.

Kaier himself was still evil though, particularly when he was in Azmodan's service. At that point Kaier was at his worst with soul taking - just that all those killings were done physically, not through dreams. His most notorious killing was that of Rosalie Khanagar in 1311. Kaier suffered a few embarrassing defeats, particularly one at the hands of Jerrin Userui in 1313. Kaier's accomplice, Rax, sent a wave of energy through Jerrin that crippled him and eventually led to his death (actually, Kaier was the accomplice).

Azmodan suffered two devastating losses soon after - one at the hands of a large group who he'd cursed, and the second at a tournament after Griff beat him alone. Kaier lost in that tournament too, to a man named Lorrken Khanagar. He left soon thereafter, but when Rax took over as leader of the Third Hell, Kaier felt drawn back to servitude. He had his doubts about Rax's ability though - and they reached a climax when Rax ordered Kaier to kill people through dreams, in direct conflict with the vow he made centuries before. This led Kaier to leave Rax's service on his own and seek out the Razor Shards, who let him in, but not before putting a scar on his back to prove his repentance.

---Vitals---
Level: 1
HP: 65
MP: 70
TP: 20
Initiative: 4+2d6
Base AT/PA: 8/8
EXP: 0/1000
Base Dodge: 11
Base MAttack: 9
Base MBlock: 19

---Attributes---
Courage +4
Wisdom +3
Intuition +1
Charisma +1
Agility +0
Dexterity +2
Strength +3
Stamina +2
Magic Aptitude: 5

---Weapons and Armor---

AC: 13 (chainmail-studded robe) [-1/-2 AT/PA]

AT/PA adjusted for skill: 11/9
AT/PA adjusted for weapon/armor: 10/7
Weapon Damage: Unarmed
Punch 7+1d6
Kick 10+2d4
Bonus Actions: 0

Other: Thunder Phoenix Scar
Kaier had this tattoo inscribed onto him by the Razor Shards so that he could prove he has repented. If he ever acts counter to his repentance (killing, stealing, etc.), he loses 25 HP and cannot recover them for an entire day. He also suffers a -2 to all rolls for the remainder of the day. The scar will alert him (via a tingling sensation on his back) when he is about to commit an act counter to his repentance.

--Skills--
Unarmed - 4 <str/agi/cou>
Dream Magic - 4 <mag/int/wis>
Malediction Magic - 4 <mag/int/wis>
Time Magic - 4 <mag/int/wis>
Aqua Healing - 4 <mag/int/wis>
[k]Curses - 4
[k]Poisons - 4
[k]History of Shaggai - 4
[k]Applied Magical Theory - 4

--Spells/Techs--

[Dream Magic=1] Dreamwalk - Kaier may attain full awareness while dreaming, and traverse the Plane of Dreams.

[Dream Magic=1] Navigate (10/20/30/50 MP [see description]) - This allows Kaier to navigate through the Plane of Dreams and find a particular goal with a successful dream magic check. People or things he is intimately familiar with cost 10 MP and require a difficulty check of 20. Something fairly familar will require 20 MP and a 30 difficulty roll. Something he has only passing knowledge of will take 30 MP and a 35 difficulty. Something he is unfamiliar with will require 50 MP and a 45 difficulty roll. If what he seeks is outside the dimension he rests within in reality, MP costs are doubled, and +30 difficulty added. For each hour spent searching, the difficulty is reduced by 3 cumulatively.

[Dream Magic=3] Gather (10 MP) - This allows Kaier to call those who fall asleep near him to his location in the Plane of Dreams; be they near his body in reality or near the dreamer whose dreams he happens to be in. Alternately, he may use it to directly enter the dreams of one person whose sleeping form he finds physically, after going to sleep himself. He may gather (Dreamwalking Rank) people per casting.

[Dream Magic=4] Traveler (20 MP) - This allows Kaier to physically enter the Plane of Dreams and leave reality behind fully. It takes him three rounds of casting to do so. He may bring one person per dreamwalking rank with him, at an extra 10 MP per head. This spell is also used to leave the Plane.

[Malediction=1] Cripple (8 MP) - Stuns an opponent for a round. Stunned opponents suffer a -4/-4 penalty and cannot act.

[Malediction=4, Dream Magic=4] Sleep (16 MP) - Causes a target to fall into a dream-filled sleep until hit. Sleeping targets are considered totally defenseless (a -10/-10 penalty).

[Aqua Healing=4] Healing Water (18 MP) - Heals one target, restoring 15+rank*4+2d6 HP. This spell cannot affect fire-based creatures.

[Aqua Healing=4] Revive (30 MP, 4 TP) - Revives an unconscious ally to 10% of their total HP (round up). The target suffers no disorientation penalty (besides some penalties for burdening injuries such as crushed bones) and can take actions right away (as in, their next turn in the normal initiative order). This spell cannot affect fire-based creatures. As a side note, since this is designed to bring the target back to consciousness, the target will feel as if a bucket of water was just splashed into their face (though without being soaked).

[Aqua Healing=4, Poisons=4, Dream Magic=4, Applied Magical Theory=4] Dream Healer (45 MP, 6 TP) - Kaier can place a wounded victim in a sleep full of pleasant dreams in order to make them heal their wounds faster. The target recovers 23+rank*7+3d6 HP, as well as being cured of berserk, confusion, magically induced blindness, paralysis, and mute conditions, and up to 6 levels of poison and astral drain. However, the person this spell is cast upon must sleep for a full hour, during which they cannot be aroused, even by magic.

[Time Magic=2] Accelerate (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 Distortion (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 creauture with less than -10 STA is dead. This STA is recovered after sleeping or resting for a few hours.

[Time Magic=4, Malediction=4] Temporal Wrack (23 MP) - This spell accelerates time for a single target, causing them to age rapidly. Against most mortal targets, particularly humanoids, this will weaken them. All humans and other such species recieve a penalty of -4/-4 AT/PA and their STR and AGI are halved. Against creatures such as dragons, which only strengthen with age, apply bonuses as appropriate. The adjustment lasts for a single combat.


Edit: PS 2.0 invades.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:37 pm

Banjooie
 
Posts: 900
Joined: Fri May 31, 2002 11:20 pm

.

Unread postby Banjooie » Tue Mar 09, 2004 2:19 am

Div: You have 18 philsys sheets. It's time to stop now.


Divinegon2130
 

Re: .

Unread postby Divinegon2130 » Wed Mar 10, 2004 8:56 pm

Banj, I'll put it this way.

What's wrong with having that many?

And if you were going to comment on how I'd have no way to use them all, what forces me to do that?


Banjooie
 
Posts: 900
Joined: Fri May 31, 2002 11:20 pm

...

Unread postby Banjooie » Wed Mar 10, 2004 9:21 pm

Because you have 17 characters.

3 of them have XP in RPs you didn't run.


Divinegon2130
 

Re: ...

Unread postby Divinegon2130 » Wed Mar 10, 2004 9:46 pm

Banj, let me say this.

Whatever point you're trying to make, it's not convincing enough to get me to stop.

Also, you seem to have COMPLETELY missed my other question. What's forcing me to use all these characters in other people's RPs? Some of them could be NPCs that are used strictly by me, but that I don't want to hide the stats for. Or they could be characters I volunteer for rule testing purposes, and that includes tests other people run.

And on that note, be consistent in telling people they have too many character sheets. If you're going to bug me, you also need to bug Lorr about this stuff.


JoshuaDurron
 

Re: ...

Unread postby JoshuaDurron » Thu Mar 11, 2004 10:04 am

Indeed. Mr. 20+ Char sheets, right here. Most of those created for characters I've only tangently used so far (although I do plan on using. Eventually.) <p>

"Crazy is good." - Luffy, One Piece
</p>

Uncle Pervy
 

Re: ...

Unread postby Uncle Pervy » Thu Mar 11, 2004 2:55 pm

I'm the one who bugs Lorr on it. Don't worry ^^

This reminds me.

Lorr: KNOCK IT OFF >:


JoshuaDurron
 

Re: ...

Unread postby JoshuaDurron » Thu Mar 11, 2004 8:06 pm

Dude... I haven't made one since Kaname's. Which, I might remind you, was for your RP. <p>

"Crazy is good." - Luffy, One Piece
</p>

Divinegon2130
 

Just another one, currently with NPC status.

Unread postby Divinegon2130 » Mon Mar 29, 2004 10:51 pm

I am making it clear-cut right now that this one is, at the moment, going to be used as an NPC. I will make note here when he begins to be used as a normal character. And there very well may be others used for this status coming in the very near future.


Name: Tammuz Mawurume
Race: Shaggai Ceratopsian
Age: 87 years (comparable human age is 23 years)
Eye Color: bronze
Hair Color: none
Skin Color: mottled orange
Height: 6 feet 5 inches
Weight: 250 lbs.

Full Physical Description: Tammuz looks humanoid, for the most part. He has a face and head resembling those of a triceratops, however. In addition to those, he has a lizardlike tail and mottled orange skin. His build can best be described as extremely muscular.

Other Quirks: Tammuz is electrophobic. In other words, he fears electricity. Tammuz also gets a bit uneasy when near something that's VERY fast.

Backstory (abridged version): Tammuz comes from Shaggai, a very harsh dimension. Little is known of his past, except that his mother was killed by a direct lightning strike when he was 20. His father took care of him for the next thirty years, vowing to make him stronger than anyone else. This continued until Tammuz got word of a mercenary group. With his hopes up, he signed on with the "Star Slashers" and has been with the group ever since.

His first mission as one of their mercenaries involved investigating some ruins to find a sort of treasure. The mission went without a problem, but the treasure he acquired seemed to be a giant, circular blade of sorts. When Tammuz went to the Star Slashers' leader, Rimmon, to report his success, he was told to keep the blade, which surprised him. Ever since then, his chakram's been his pride and joy, in a sense.

Recently, the whole Star Slashers group was called to the Third Hell by Rax Onetha, who offered them a lot of money for a few assassinations. The Star Slashers went on their duty, only to run across Will Baseton. He first talked with Tammuz and then Rimmon, appealing to what would happen if Shaggai were overrun. The plan worked, eliciting a sellout against Rax. Since then, Tammuz has been on Doma's side, doing their bidding for money.


---Vitals---
Level: 1
HP: 80
MP: 40
TP: 20
Initiative: 3+2d6
Base AT/PA: 10/10
EXP: 0/1000
Base Dodge: 8
Base MAttack: 6
Base MBlock: 26

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


---Weapons and Armor---

AC: 6 (Toughened Skin; inherent armor)

Magical AC: 4 (Improved Magic Resistance skill)

AT/PA adjusted for skill (chakram): 12/12
AT/PA adjusted for weapon/armor (chakram): 11/10
Weapon Damage - Giant Runic Chakram (X/14/20, -1/-2 AT/PA)
Thrust N/A
Slash 26+2d4
Chop 38+2d6
Bonus Actions: 0

Throwing Stats - Giant Runic Chakram
Accuracy = AGI+DEX+(rank/2)-4 = (-3)
Damage = 15+STR*2+3d6 = 27+3d6

AT/PA adjusted for skill (unarmed): 14/10
AT/PA adjusted for armor (unarmed): 14/10
Weapon Damage - Unarmed
Punch 10+1d6
Kick 16+2d4
Bonus Actions: 0

--Skills--

Unique Weapon (Giant Chakram) - 4 <str/cou/agi>
Unarmed - 4 <str/agi/cou>
Superhuman Strength - 4 <STR> (req's STR +6 or higher to acquire)
Space Magic - 4 <int/wis/mag>
Psychokinesis - 4 <int/wis/mag>
Treat Wounds - 2 <int/dex/dex>
[s]Improved Magic Resistance - 4 <cou/int/mag>
[s]Pain Resistance - 4 <STA>
[k]Medicinal Herbs - 4

--Spells/Techs--

[Superhuman Strength=1] Superhuman Strength (2 TP) - Adds a bonus equal to rank to any one strength check Tammuz makes.

[Superhuman Strength=2, Unarmed=2, Pain Resistance=2] Armor Buster (5 TP) - A normal punch attack that reduces the AC of metallic armor by (STR+1d6) points until the armor is repaired. Tammuz takes (AC reduction*2+1d6) points of damage, half of it subdual.

[Superhuman Strength=4, Unarmed=4] Vital Blow (6 TP) - Tammuz slams his knee into the opponent's...... sensitive area. Only works on male humanoid targets, and is at -8 to hit rather than the normal kick penalty, but if successful the target has a (50-Stamina)% chance of being KOed instantly. If they are not KOed, they suffer a -8/-8 penalty to AT/PA for 1d3 rounds. (At the RPer's/GM's discretion, the attack can have a 25% chance of permanently rupturing the opponent's genitals - no offspring allowed if this happens.)

[Superhuman Strength=4, Unarmed=4] Fist of Might (10 TP) - Tammuz makes a 'called shot'. This may target an arm, a leg, the torso, or the skull. If the arm or leg is targeted, the attack is at -4, but it deals (Punch)+2d8 damage and renders the limb unusable until it's healed. If the torso is targeted, the attack is at -6, but it deals (Punch*1.5) damage and bestows a -4/-4 AT/PA penalty until the target is healed. If the skull is targeted, the attack is at -10, but it deals (Punch*2)+2d8 damage and KOs the target (if they're lucky enough to survive). In any of these cases, the target may roll (Stamina*3)+1d20 against Tammuz's STR+(Superhuman Strength rank)+1d10. If the target is successful at their 'save', the attack instead deals standard Punching damage.

[Space=2] Gravity Well (7 MP) - Creates a gravity well over a 4-hex radius. Anyone within the well must succeed in a strength check vs. the casting power in order to resist the effects. Those who fail to resist receive a -3/-3 penalty to AT/PA, and movement is cut in half. Flying creatures who fail to save are grounded by this spell.

[Space=3, Chakram=3] Sideways Well (2 TP, 12 MP; plus 3 TP (see below)) - In a similar vein to the Gravity Well spell, Tammuz creates a well of space energy through his chakram to pull in a specific enemy. The target, if they fail a ([Agility*3]+1d20) check against (MAtk+1d20), is drawn next to Tammuz, who, for an additional 3 TP, can make a kick attack that deals 1.5x damage at an additional -2 to hit. At the GM's discretion, a resist that isn't critical might involve a slight pull, but one insufficient to draw the opponent next to Tammuz.

[Space=4] Aquatic Motion (11 MP) - This spell displaces water molecules around the target, allowing them to move freely in water, as if it was not there. Note that buoyancy is completely eliminated for one who has received this spell. This makes it possible to cause aquatic creatures to sink, or to prevent someone from being able to swim.

[Psychokinesis=4, Chakram=4] Kinetic Shield (10 MP) - Boosts damage reduction, giving Tammuz an additional 3*rank AC for 1d4+1 rounds. Tammuz must have his runic chakram for this to work.

[Psychokinesis=4] Telekinesis (16 MP) - By focusing on an object or area, the Psionicist can lift up to rank*20 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 the user's strength were their Psychokinesis rank.

[Psychokinesis=4] Stun (12 MP) - Freezes target, making them unable to move for 1d4+1 rounds, as if bound by ropes. Can be broken by a (Strength+1d20) check against (rank+1d20).


Edit: PS 2.0 update.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:36 pm

Divinegon2130
 

First of my characters to get into the Guard.

Unread postby Divinegon2130 » Sun Apr 25, 2004 7:45 pm

Well, here we have it. I've been waiting to convert this one for a while, and now it's ready.


Name: Damon Renoult Callisto
Race: Hezrou
Age: 18
Eye Color: magenta
Hair Color: none
Skin Color: dark brown, with blue blotches throughout
Height: 7 feet
Weight: 235 lbs.
Other Quirks: Damon looks more or less like a massive, roughly humanoid toad, with arms rather than forelegs, a wide mouth with blunt yet powerful teeth, and a row of bony spines down his back.

Backstory: Damon was not always a full hezrou. He was born a half-kitsunejin/half-hezrou in 1295. Soon after his birth, his parents, Isaac Callisto and Azxtet, began bickering for reasons still unknown to this day. When Damon was four, their bickering reached a crescendo, and Damon ran away from home. His adopted brother, Garcen, soon followed after him. Damon began hunting demonic creatures at the young age of ten, starting with little creatures such as imps and eventually moving upward. He's had the unusual ability of regenerating from most injuries, which had been the only true manifestation of his demonic heritage for a while.

All of his demon hunting, however, proved to be child's play compared to his first real assignment, which happened in 1313. He was asked to hunt a lich named Storm Eye, and with the help of four other people, he dispatched the lich. Storm Eye, however, had developed a way to force himself into Damon. Attempts by the lich's soul to control the demonhalf led to failure, and this reached a climax when Damon met a white mage in the Doman Guard named Fresca Dantir. Fresca was able to get the lich's soul out, but in the process, the lich awakened Damon's demonic side - which Fresca again held back.

Later, Damon discovered a pearl rumored to grant its holder a wish, but a dragon blasted the pearl into bits. Damon spent a few months wandering parts of Doma and, after Malachias took over Doma, Damon continued his search in Riva. What he doesn't know is that his adopted brother Garcen was following him up until he was murdered and turned into a mazoku. After Malachias fell, Damon returned to Doma to finish his search for the pearl shards.

Recently, he put the pearl back together and wished that his half-breed state would be gone. After a couple of hours of pain, and despite the efforts of Fresca and a couple of others, Damon turned into a full hezrou. Once he recovered enough from the transformation to walk, he spent some time in the forest where he learned he would not have to follow the evil side of his nature. Later, he talked to Fresca again, and after what thoughts they exchanged, Damon went and applied for the Doman Guard. He was accepted, and thus a sort of new life for him began.


---Vitals---
Level: 1
HP: 70
MP: 80
TP: 20
Initiative: 6+2d6
Base AT/PA: 10/10
EXP: 0/1000
Base Dodge: 12
Base MAttack: 9
Base MBlock: 24

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

---Weapons and Armor---

AC: 5 (demon skin; innate armor)

Required Strength for Shikomi-Zue: +2
Switching the weapon's form can be done as a free action, but only once per round and only before attacks are resolved.

AT/PA adjusted for skill (shikomi-zue, staff form): 12/12
AT/PA adjusted for weapon/armor (shikomi-zue, staff form): 10/14
Weapon Damage: Shikomi-Zue (staff form) [3/5/8, -2/+2 AT/PA]
Thrust 5+1d6
Swing 9+2d4
Bash 14+2d6

AT/PA adjusted for skill (shikomi-zue, spear form): 12/12
AT/PA adjusted for weapon/armor (shikomi-zue, spear form): 11/13
Weapon Damage: Shikomi-Zue (spear form) [12/x/x, -1/+1 AT/PA]
Thrust 14+1d6
Slash N/A
Chop N/A

Bonus Actions (shikomi-zue, either form): 0

---Skills---
Shikomi-Zue - 4 <str/agi/cou>
Crossbow - 2 <dex/str/cou>
Dark Magic - 4 <mag/int/wis>
Shadow Healing - 4 <mag/int/wis>
Intimidate - 2 <cou/int/cha>
[s]Chink Detection - 4 <int/int/dex>
[k]Guard Tactics - 2
[k]Doman Law - 2
[k]Chain of Command - 2
[k]Castle Defenses - 2
[k]Demonology - 4
[k]Survival - 4


---Spells/Techs---

[Innate] Demon Elemental Adjustment - Damon suffers 75% less damage from shadow-based magic, but suffers 225% damage from holy-based attacks. In addition, holy-based healing magic deals 150% damage to Damon unless he succeeds at a resist roll.

[Shikomi-Zue=2, spear form only] Impale (4 TP) - Self explanatory. Deals 2.5x normal damage as a physical attack, with a 30% chance to damage an enemy's AC by 1.

[Shikomi-Zue=4, staff form only] Stun Bash (6 TP) - A heavy strike with a blunt weapon that deals Bash damage and stuns the target for 1d3 rounds (this second effect can be avoided by a successful COU/STA/STA+d20 check against Damon's attack roll).

[Dark=3] Life Siphon (10 MP) - Deals 6+rank+1d6 points of shadow damage, which is then absorbed by the caster as HP. Using this against undead creatures reverses the effect. In his natural form, Damon makes this look like a tongue lash that wraps around the victim.

[Dark=4] Drain Bolt (16 MP) - Deals 12+rank*4+2d6 shadow damage to a single target. Also, roll d6, and if the result is a 6, the target suffers a -(rank/4, minimum 1 and maximum 5) penalty to Stamina for 1d3 rounds.

[Dark=4] Black Ray (25 MP) - Deals 10+rank*2+1d6 shadow damage to all targets within a 10 foot corridor in front of the caster. This is 'no miss damage' as long as the enemy is near the center of the corridor, meaning resisting this spell does half damage and it must critically fail to be withstood. (Near the edges, resisting means it's withstood, as the target is more able to get away.)

[Healing=4] Dark Hope (17 MP) - Heals one target, restoring 15+rank*4+2d6 HP. Some targets may be damaged for the same amount instead (particularly light-based creatures).

[Healing=4] Dark Revive (28 MP, 4 TP) - Revives an unconscious ally to 10% of their total HP (round up). The target suffers no disorientation penalty (besides some penalties for burdening injuries such as crushed bones) and can take actions right away (as in, their next turn in the normal initiative order). This won't work at all on light-based creatures.



Edit: PS 2.0 says front and center.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:34 pm

Divinegon2130
 

Another Dienzoran, yo.

Unread postby Divinegon2130 » Mon Apr 26, 2004 10:49 pm

With help from Pervy in regards to stats, I bring you Jared.


Name: Jared Kingsley
Race: Half-nekojin/Half-dragon
Age: 17
Eye Color: hazel
Hair Color: reddish
Skin Color: moderate tan
Height: 5 feet 4 inches
Weight: 125 lbs.
Other Quirks: In pure nekojin form, the lowest shirt or vest Jared wears will have a dragonwing design on its back, regardless of what design the shirt or vest originally has. If Jared is not wearing a shirt or vest, the design will be on the fur on his back or, if Jared lacks fur there for some reason, on his bare skin.

Backstory: Jared's considered an oddball by Dienzoran culture. Born and raised in the Northern Dominion of that world, he was known throughout the first six years of his life as a very fussy kid, even by the standards of his father, a red dragon by the name of Balnoric. When he was six, he'd acquired the ability to assume the form of a red dragon, and adults who were friends of Jared's mother, a nekojin called Ellen Kingsley, thought him cute when they first saw him.

They asked Jared to come over, though when he complied, the child of one of those adults started pulling his wings. Jared asked him to stop, but the kid got more malicious and intended to rip Jared's wings off completely. Jared snapped, coming within mere inches of raking his claws across the child's face. At that moment, members of the Magic Security Organization, the North Dominion's organization for identifying and training young mages, came with high-powered dart guns and fired upon Jared. The sleeping poison in each dart worked quickly, causing Jared to lose consciousness.

That was only the first of several peculiar run-ins he had with magic. He was discovered to be a shapechanger - a teal mage by Dienzora's classifications - and he learned he was able to take the form of anything he could form a good mental image of. There were, of course, limitations.... only so many forms (six, to be exact) could be memorized without Jared losing control, and some indication of his true shape had to remain in every form.

Nevertheless, Jared's put this power to use, first scaring away bullies at school (Jared was constantly told not to do it, but he persisted, leading to disciplinary action on MORE than one occasion), then, at the age of thirteen, partnering with one of the younger teachers at his school, Chinrak Culgorim, to form the D.S.O.U. (Draconic Special Operations Unit) as a crime-fighting organization. The organization eventually expanded to five members within a short time. This left Jared working around the clock - schoolwork during the daytime, chatting with friends and dealing with homework in the late afternoon, and fighting crime at night. It's a miracle Jared ever got any sleep during those years.

Three weeks before graduation (the average Dienzoran is fifteen years old when they graduate, as Jared was), aliens landed in Dienzora and began to cause havoc. As usual, Jared and the other members of the D.S.O.U. were sent to deal with them, but this time they lost. Rather than bear the shame of defeat, the D.S.O.U. regrouped, allowing the Dienzoran military to fight the aliens while they recovered, and tried driving them off again. Eventually they won the second time around - this second victory came a week before Jared's scheduled graduation, so it was the talk of the other students. They could not believe Jared was this capable.

Rather than go further on other stories as part of the D.S.O.U., it's simply known that Jared was picked for the excursion to Gaera. It was here that Jared's dragon side got to be more active, and even tried to demand being at the surface before Enlil stepped in and negotiated with both sides before convincing them to start a sort of 'timetable' for being in control. Also, Jared and Chinrak, after severe negotiation with the leaders of the Dienzoran excursion to Gaera, managed to convince them to allow the D.S.O.U. to remain on Gaera. Once the excursion force leaves, Jared intends to travel the world to which he has just moved.


---Vitals---
Level: 1
HP: 70
MP: 66
TP: 25
Initiative: 5+2d6
Base AT/PA: 9/9
EXP: 750/1250
Base Dodge: 20
Base MAttack: 9
Base MBlock: 18

---Attributes---
Courage +2
Wisdom +2
Intuition +4
Charisma +5
Agility +3
Dexterity +1
Strength +0
Stamina +2
Magic Aptitude: 3

---Weapons and Armor---

AC: 4 (padded clothing)

AT/PA adjusted for skill (unarmed): 10/10
AT/PA adjusted for weapon/armor: 10/10
Weapon Damage: Unarmed
Punch 4+1d6
Kick 4+2d4
Bonus Actions: 1
Attack/Parry Distribution: 1/2

--Skills--
Unarmed - 5 <str/agi/cou>
Shapechanging Magic - 6 <mag/int/wis>
Diplomacy - 4 <cou/int/cha>
Intimidation - 3 <cou/int/cha>
Fire Dragon Magic - 2 <mag/int/wis>
[k]Research Methods - 4
[k]Dienzoran Law - 4
[k]Foreign Languages (Dienzoran Common) - 4
[k]Potions - 2
[k]General Monster Knowledge - 4
[s]Shapechanger Stability - 6 <cou/sta/sta; must have shapechanging ability>
[s]Pain Resistance - 2 <STAx3; min. STA = 2>
[s]Heightened Hearing - 4 <INTx3; min. INT = 2>
[s]Blind-Fighting - 4 <INTx3; min. INT = 4>


--Spells/Techs--

-=- Shapechanging -=-

Description: Jared is a shapechanger, capable of assuming different forms. Three of these forms - the pure nekojin, half-dragon, and full dragon forms - are fixed forms that Jared always can assume. Jared can also memorize up to three other forms for other purposes. He is allowed to discard an unused form in order to develop a new form.

Jared's form isn't always completely stable, however, and he is subject to being knocked out of his form. When he takes damage in any form other than his half-dragon form, roll a stability check; ([Shapechanger Stability rank]+[Shapechanging Magic rank]+COU+STA+d20) vs. ([damage/3]+the form's "stability number" [calculated by (MP cost/4)+TP cost].) On a failure, Jared reverts to his half-dragon form without paying its cost, and he is stunned for 1d3+1 rounds. Other things that can knock him out of his form include blinding (use 17+stability number), full-body paralyzation (automatic), unconsciousness (automatic), and other effects that the GM considers sufficient physical shock.

[Innate] Pure Nekojin Form (12 MP, 4 TP) - Jared takes a form that, to the eye, appears to be that of a normal, pure-bred nekojin. The exceptions are the dragonwing design on the lowest shirt or vest he is wearing at the time (or his fur or even his skin, if Jared's not wearing a shirt or vest) and the reddish fur all over his body. (Jared will generally start RPs in this form, unless events determined by the GM state otherwise. This is also the 'base form' that Jared's ability scores are based off of.) [Stability Number = 7]

[Innate] Half-dragon Form (24 MP, 5 TP) - Jared assumes his half-dragon form, which looks much like his nekojin form except for the following: His tail acquires a sort of spade-like shape at its end; the dragonwing design (as described in the Pure Nekojin information) is gone, instead replaced by actual dragon wings that are furry on their outer half; Jared grows claws, and his teeth get a bit longer; and his body in general becomes more stout and muscular. In this form, Jared's Strength and Stamina go up by +1 (granting an additional 5 HP), but his Charisma and Agility are decreased by -1. In addition, Jared gains the ability to fly, and his claws allow for +3 damage on all punch attacks and +5 damage on all kick attacks. Jared also becomes partially Fire-innate, taking 1/3 less damage from fire-based attacks, but 50% more damage from ice-based and water-based attacks, and only acquiring a quarter of the benefit from water-based healing. [No stability number, as this is his natural form]

[Innate (cannot be used normally yet)] Full Dragon Form (32 MP, 10 TP) - Jared morphs into his full dragon form, a red dragon about five feet high at the shoulder and thirteen feet long, not accounting for a tail about four and a half feet long. Jared's equipment and clothing melds into his body, replaced by 'natural' armor. Jared's Strength and Courage go up by +2 in this form, but his Wisdom and Intuition decrease by -2. In addition, Jared can fly, he gains a flat 25 bonus HP (which is lost when he drops out of this form, even if that would kill him), and his sharp claws allow for +6 damage on all punch (forelimb, in this case) attacks and +10 damage on all kick (rear limb) attacks. Jared becomes Fire-innate, taking 80% less damage from Fire-based attacks, but taking double damage from ice-based and water-based attacks, and being harmed by water-based healing. [Stability Number = 18] (Can currently only be used when Nightmare State kicks in; see next tech)

[Innate, Shapechanging Magic < 10] Nightmare State - Jared cannot normally access his full dragon form at the moment. He can only access it if he has a nightmare about his dragon side. When Jared falls asleep on a given night, there is a 5% chance of him having such a nightmare if he sleeps in his half-dragon form, and a 10% chance if he sleeps in his pure nekojin form or any learned form. If Jared spent at least an hour in a given day with a dragon in its true state, and at least one dragon seen in that time was larger than a dog (and I mean the fairly large breeds of dog here), the chance of a nightmare doubles. (In addition, if the GM desires this to happen, they may do so without even rolling percentage.) If Jared suffers such a nightmare, he will wake up the next morning in his full dragon state, and will be stuck in this state for 4 hours (do not make stability rolls during this time). Also, Jared does not get the benefits of natural sleep for that night, and when he reverts to a different form after the four hours has passed, he will suffer a -1 penalty to all ability scores until he gets a full night's rest. (The dragon does know well enough, however, to not disrupt Jared on consecutive nights.)

[Learned] Horse Form (15 MP, 4 TP) - Jared takes the form of a red horse. His Strength increases to +8 and his Stamina increases to +9 (increasing HP by 5 for each point), no matter his stats in other areas. However, Jared suffers penalties of -5 to Dexterity, -4 to Charisma (except regarding other horses), -3 to Agility, and -2 to Magic Aptitude. [Stability Number = 8]

[Innate] Devise Form (MP/TP costs determined by GM) - If Jared takes 5 minutes to study a creature's shape, he may attempt a Shapechanging Magic check (difficulty set by the GM) in order to assume that form. On a success, Jared not only takes the new form, but memorizes it for future use (add it in as a new tech on next level-up, with ability bonuses, penalties, and cost determined by cooperation between the RPer and the GM that witnessed the memorization). Jared cannot take the form of specific members of a given species, only the average members of that species. Also, if learning the new form would put him over his limit of six total forms, Jared must choose a learned form (one without the 'innate' listing) to discard for the new one, and the difficulty of memorizing the new form is increased by 10.

-=- Other Techs -=-

[Unarmed=2] Pincer Punch (3 TP) - A double-handed slam that deals 2xPunch damage, with a -2 penalty to hit.

[Unarmed=4] Scissor Kick (6 TP) - A double-legged slam that deals 2xKick damage, with an additional -3 penalty to hit.

[Unarmed=8 (currently unusable)] Twister Kick (9 TP) - Jared launches himself into an upward twisting kick. Treat this as three kick attacks, with a -3 penalty added onto each kick.

[Fire Dragon Magic=1] Dragon Fire (5 MP) - Does 8+rank*2+1d6 fire damage to a single target.


Edit 1: Levelup from 'Walk in the Dark' RP.

Edit 2: PS 2.0 rears its skull.


Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 9/24/04 9:31 pm

Divinegon2130
 

Magical and mechanical menace.

Unread postby Divinegon2130 » Tue Jul 13, 2004 10:24 pm

Since I haven't posted one of these in a while, I may as well put in a character I've been working on for some time.

I'd have released him sooner except for certain events that I needed handled. And I've already talked to Pervy a little bit about this one - if anyone else cares to discuss, take it up with me in IM rather than in here.

And I know I'm going to have to make clarifications eventually.



Name: Chinrak Culgorim
Race: Dienzoran Draconian Cyborg
Age: 44 years old, as of 1314
Eye Color: Blue (left eye is mechanical)
Hair Color: none
Scale Color: Silver
Height: 6 feet 8 inches
Weight: 270 lbs.
Other Quirks: Chinrak's arms and parts of his face, torso, and legs have been replaced with cybernetic parts. Chinrak also has draconic wings, which are the only thing besides his tail that are completely unhindered by cybernetics. As noted, his left eye looks very mechanical, as well, and his aura seems quite mangled.

Backstory: Chinrak was born normal, if any draconian can be considered that in Dienzora. He had not been determined to be a mage, and his youth was fairly uneventful. After his graduation, Chinrak moved on and, when he was about 34, became a teacher at the very school from where he used to learn.

Bad things didn't happen to Chinrak until the age of 39. One day, when he was crossing the street to meet a friend, criminals were pulling a getaway and, at the moment Chinrak was crossing, they were coming through. The resulting accident was the disaster that changed Chinrak's life forever. He spent seven months under very close care, since he had shattered bones in many parts of his body and his arms were mangled beyond even the help of the most skilled white magic. During that time, surgeons and cybernetics experts worked around the clock to construct replacements for Chinrak's shattered bones. In the midst of this, the people behind Chinrak's reconstruction sought to make him a battle machine.

After the enhancements, Chinrak learned that the neurons and synapses processing fear and pain were isolated from the rest of his brain. He did not care, however, returning to his teaching job. When he learned it was criminals who had run him over, he sought to create an organization to deal with these. No one caught on to his idea, until a boy named Jared Kingsley volunteered. Thus, Chinrak became the founder of the Draconic Special Operations Unit.

Rather than get into that, after four years of service in that organization, which also meant working around the clock and getting little sleep, Chinrak was picked for the excursion to Gaera. It was here he made his decision to stay behind and explore, as he had dealt enough times with threats in his homeworld. It was also here that his technological bent got him a lot of ridicule and distrust. He thus searched, at first in vain, for someone skilled in runes, so he could turn his technological enhancements into magical ones with little fuss. He finally found someone able to help - a cursed man named Merrivic - and Chinrak now seeks to return to a normal lifestyle.


---Vitals---
Level: 1
HP: 80
MP: 55
TP: 20
Initiative: 5+2d6
Base AT/PA: 11/11
EXP: 0/1000
Base MAttack: 8
Base MBlock: 13 (19 without Astral Interference figured in)
Missile Dodge: 17

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


---Weapons and Armor---

AC: 10 (cybernetic body; see below); 20 (bionic arms; arms only)

AT/PA adjusted for skill: 12/12
AT/PA adjusted for weapon/armor: 12/12
Weapon Damage - unarmed
Punch 5+1d6
Kick 8+2d4

PS 2.0 Only
Number of Extra Actions (unarmed): 1
Attack/Parry Distribution (unarmed): 2 attacks, 1 parry


PA adjusted for weapon/armor (cannons): 11
Weapon Damage - Arm Cannons (basic shot, individual)
Accuracy: 9 (11 with skill)
Damage: 11+2d6 astral
[Note: Regardless of Dexterity, the cannons are currently restricted to one shot each per round (they just don't fire any faster).]

--Skills--
Cyborg Weaponry - 4
Unarmed Combat - 2
Weapon Modification - 4
Cyborg Equipment - 2
Blue Magic - 4
[s]Pain Resistance - 4
[k]Biology - 4
[k]Teaching Methods - 4
[k]General Chemistry - 4
[k]General Physics - 4
[k]Mathematics - 4
[k]High Technology - 4

--Spells/Techs--

[Innate] Astral Interference - When parts of Chinrak's body were replaced with cybernetic equivalents, the surgeons messed around with Chinrak's aura in order to enable the new body parts to act as if they were the original body parts. Chinrak's aura has become unbalanced as a result, and this did not change when Merrivic swapped some of the mechanical parts for magical ones. Thusly, Chinrak makes magic resist rolls at -6.

[Innate] Cyborg Mind - Due to Chinrak's incident, parts of his body had to be replaced. The people who operated on him decided to isolate the neurons and synapses that process fear and pain in his mind. This has made his mind more resilient in some ways, but has removed his sense of some things. As a result, Chinrak is immune to fear and intimidation, whether by normal or magical means, and subdual damage is halved, but Chinrak makes rolls for sensing emotions (and perhaps other Intuition rolls, at the GM's discretion) at -3.

[Innate] Cybermagic Weaknesses - Due to mechanical parts in his arms, Chinrak takes 50% more damage from lightning. Also, since the runes powering his arms are attuned to spirit energy, his arms can easily be possessed. Ghosts and spirits that possess objects or people can target Chinrak's arms separate from his body, and the arms suffer a -6 penalty to resisting possession attempts (in ADDITION to the -6 to magical resistance discussed above).

[Innate] Cybernetic Body - Numerous bones in Chinrak's body have been replaced with cybernetic versions as a result of his accident. Thus, he has some degree of natural armor, resulting in a general AC of 10. His arms, however, were fully replaced, and as a result they have thicker armor, resulting in an arm-specific AC of 20. In addition to these, the cybernetic parts have special runes that allow them to regenerate somewhat (this has no bonus effect, as the regeneration is at about the level of normal humanoid growth and repair).

[Cyborg Equipment=2, at least one free arm] Infrared Scanner (1 TP per 5 minutes) - Chinrak's mechanical eye allows for infrared scanning. Thus, while this is in effect, the penalties for fighting in complete darkness are halved. Activating this requires an arm free (or the help of someone else, perhaps), but is otherwise a free action.

[Cyborg Weaponry=1] Arm Morph (3 TP per morph) - Allows Chinrak to morph either arm back and forth between looking like a normal arm and forming a cannon that can fire various weapons. When morphed, the arm resembles an inverted latticework with a crystal inside (in other words, the crystal and latticework are inside the arm). Chinrak cannot use a morphed arm for anything but firing weapons.

[Cyborg Weaponry=1, at least one arm morphed] Arm Cannons - When an arm is morphed, Chinrak can use the cannon built into that arm. The arm cannon projects a blast of pure astral energy (think Megaman's arm cannon). Firing a basic shot with one arm is free, while firing basic shots with both arms costs 3 TP. The bonus to accuracy for skill is half of Chinrak's Cyborg Weaponry skill. Also, AC resulting from nonmagical, nonpowered armor is ignored (since these are energy blasts).

[Cyborg Weaponry=4, Blue Magic=4, at least one arm morphed] Internal Weapons (varying costs) - Thanks to the idea the people rebuilding Chinrak's body had of making him a battle machine, Chinrak has various weapons within his arms. As a result of Chinrak's visits to Merrivic, these arm weapons run off of a special runic 'battery' in his arms that charges itself from the energy around him, so because of special converters in his arms he does not have to rely on scarce chemicals to power these. He must make one of his arms into a cannon to use them. (Treat attacks with these as magic spells, with the average of Cyborg Weaponry and Blue Magic being the skill rank added to MAttack.) The weapons and their costs, elements, and damages are as follows:
=Napalm (6 MP) 10+rank*2+1d6 fire
=Nitro Gun (8 MP) 8+rank*2+1d6 ice, plus -2/-2 AT/PA penalty for 1 round (3 or higher on 1d6)
=Dynamo Rod (10 MP) 11+rank*2+1d6 thunder, plus stun for 1 round (5 or higher on 1d6)
=Laser (14 MP) 13+rank*4+2d6 light

[Cyborg Weaponry=4, at least one arm morphed] Charged Shots (3 TP and 10 MP per level of charge, plus special) - Chinrak may charge up a weapon to deliver extra damage. The maximum number of levels of charge available is equal to (rank/4, rounded down), with a maximum charge level of 3. If the standard arm cannon(s) is/are charged up, no extra cost is incurred, but if an internal weapon is charged, multiply the cost of the base weapon by (1+charge level) and add that to the overall cost of the attack. Each charge level used adds one multiplier to the damage (so a level 1 charge means the weapon deals 2x damage, level 2 charge means 3x damage, and level 3 charge means 4x damage) and adds +2 to the attack roll Chinrak makes when the weapon is fired. If only the first level of charge is used, Chinrak can fire the weapon in the same round, but he must wait half of a turn (meaning half of the others involved in the battle must take their actions before Chinrak can fire). If the second or third charge level is used, Chinrak must forfeit one turn while waiting for his charge to build up, and in the case of the level 3 charge, he must wait another half of a turn after the lost turn. In any case, during a charge-up, he can only defend at a -5 PA penalty.

[Blue Magic=X] Weapon Acquisition - Chinrak has four spare crystal-lined circuit boards in his arms, capable of memorizing a single spell cast at him. If Chinrak survives a hit from a spell that is not effectively duplicated by his internal weaponry, and he makes a successful Blue Magic check against the MAttack of the spell that hit him, he may put the attack to use. The attack becomes part of his Internal Weaponry tech, with costs, element, and damages determined by the GM. Only four attacks can be absorbed in this way, and Chinrak may not absorb an attack that is very close to one he already has (so no absorbing standard Beam spells, for instance), nor can he absorb a spell that requires a focus or special components. Chinrak may not discard old spells to absorb new ones, at least not within a single RP, unless he happens to have extra circuit boards available.


Divinegon2130
 

The darkness that lurks in the night.

Unread postby Divinegon2130 » Wed Oct 27, 2004 11:02 pm

I figure it's about time I bring in the semi-vampiric draconian some of you may have seen around.


Name: Kajot "Wraith" Aminau
Race: Half-Draconian/Half-Night Hunter
Age: 51 years as of Tunara 1314
Eye Color: red
Hair: none
Skin Color: ivory
Height: 5 feet 7 inches
Weight: 115 lbs.
Physical Quirks: Wraith is quite thin for his size, nearly to the point of being gaunt.

Other Quirks: Even though Wraith tends to cover his unusual skin, he refuses to wear any sort of boots or headgear unless the situation is dire. He's only recently started wearing gloves because of a condition he's developed. He also refuses to cover up his tail. Wraith also tends to be a 'lone wolf' kind of person.

Backstory: Most of Kajot's life in his first fourty-five years is a mystery. His father was a well-known night hunter, the Dienzoran equivalent to a vampire, who came to Dienzora just before Kajot was born to assist in the research of the chemical that was to become veraconin. The chemical was still untested when Kajot was born, and it wasn't until he was two years old that the chemical's first test was conducted - outside of standard testing procedure.

Other than that, little of Kajot's life is known until he turned fourty-five. It was at that age he became a noted criminal, desperate for money to live on - not like his kind needed that to get most of their sustenance. For two years he remained uncaught. But when Chinrak and Jared started working together as the D.S.O.U., Kajot's reign of terror came to an end. When Kajot was brought in, and it was learned why he became a criminal, Chinrak offered to take him in as a member of the D.S.O.U. Kajot accepted, among protests from Jared, and it was at this time that he took up the nickname "Wraith".

Kesshi and Koden, AKA Aura and Spiker, came to the group later, and Wraith found his nights completely filled. Since he slept during the day, unlike the rest of the group, he found his afternoons free. He also learned he was given the supply of blood he needed for sustenance - mainly from criminals.

A four-year stint with the D.S.O.U. ended with an invitation to come to Gaera with a research team. Wraith really had no choice in the matter - it was up to Chinrak to decide, and Chinrak accepted the invitation. Wraith has, so far, not liked Gaera - he claims the blood of the people and creatures there is far too thin for his sustenance, a rather untrue claim. So far, even with the D.S.O.U. deciding to stay on Gaera, Wraith is trying to find his place.


---Vitals---
Level: 1
HP: 70
MP: 60
TP: 20
Initiative: 8+2d6
Base AT/PA: 12/12
EXP: 0/1000
Base MAttack: 8
Base MBlock: 17
Base Dodge: 25

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


---Weapons and Armor---

AC: 2 (Padded Ninja Clothing)

AT/PA adjusted for skill (unarmed): 15/13
AT/PA adjusted for weapon/armor (unarmed): 15/13
Weapon: Martial Arts
Punch 5+1d6
Kick 6+2d4

Bonus Melee Actions (unarmed): 3
Number of Attacks/Parries (unarmed): 3/2

PA while using throwing weapons: 12
Weapon: Shuriken
Accuracy: 9 (11 with skill)
Damage: 5+2d4
Amount Carried: 10

--Skills--
Martial Arts - 4 <str/agi/cou>
Throwing Weapons (aerodynamic) - 2 <str/dex/cou>
Psychokinesis - 4 <int/wis/mag>
Telepathy - 3 <int/wis/mag>
Night Hunter Abilities - 2 <cou/int/int>
Stealth - 3 <int/agi/dex>
Climbing - 2 <str/agi/dex>
Jumping - 2 <str/agi/dex>
[s]Chink Detection - 4 <int/int/dex>
[k]Poisons - 4
[k]Magical History (Dienzoran) - 4

--Spells/Techs--

[Innate] Infravision - Wraith can see about 20 yards out in complete darkness. There are limitations, of course, such as the fact that this vision is only in varying shades of red (other limitations are up to the GM).

[Night Hunter=1] Night Hunter Weaknesses - A night hunter is a Dienzoran creature similar to, but quicker and weaker than, a vampire. Due to being a half-breed of this kind, Wraith shares some of their weaknesses.
==Each night Wraith does not consume the equivalent of 30 HP worth of blood, he suffers a cumulative -1 penalty to all attributes.
==Wraith is allergic to several spices - particularly cinnamon, saffron, oregano, and parsley. He suffers a -6 penalty to all checks made if he can smell any of those four spices, and if he ingests any of those spices, he suffers the effects of level 2 poisoning and is stunned for 2 rounds as he tries to purge the spice from his digestive system (almost always by vomiting).
==Bronze has adverse effects on Wraith - if he holds a bronze object, he suffers 1+1d6 damage per round he remains in contact (even if he's using telekinesis to hold it). Wraith suffers a -4 penalty to AT and PA against someone holding a bronze object prominently, suffers double damage against bronze weapons, and cannot directly attack or target someone fully covered in bronze (he is literally repelled by it).
==Wraith's skin is sensitive to light. While this sensitivity is nowhere near that of a true night hunter (who literally goes into a coma while exposed to sunlight), Wraith does become drowzy while exposed to bright light, suffering a -2 penalty to all checks made. If the light in question is true sunlight, the penalty increases to -4 (due to certain forms of radiation that true sunlight contains).

[Night Hunter=2, Chink Detection=2] Blood Drain (3 TP) - Wraith's teeth are sharp enough that he can bite a creature and drain its blood. In fact, that's the only reason he'd bother to bite someone in the first place. Make a normal unarmed attack roll. To this, Wraith adds his Chink Detection rank, and the opponent adds half his AC to the PA roll. If Wraith succeeds, he deals DEX+AGI+((Night Hunter rank)/2)+2d6 damage and recovers HP equal to the damage he dealt. (At the GM's option, this can be modified if certain chemicals in the target's blood would change its regular consistency compared to humanoid blood.)

[Martial Arts=1] Knife Hand (2 TP) - An attack similar in style to a karate chop. Roll as a punch attack, but it deals Kick damage.

[Martial Arts=2] Side Grab (4 TP) - Wraith can dodge an opponent's attack and grab hold of them. Using this, Wraith forfeits a turn and adds his Intuition, plus a third of his Martial Arts rank (rounded down), to his PA. If an opponent misses an attack against him, Wraith can make a grapple attempt, but his opponent gets a -4 to avoiding the grapple - though if a grapple is successfully made, this technique's benefits to PA no longer apply. (Specifics on grapples: +4 to AT against grabbed target, -4 PA to all attacks except those made by grabbed target, and the grappled target generally cannot use magic)

[Martial Arts=4] Battery Punch (6 TP) - Wraith unleashes a number of fast punches at the opponent. Wraith inflicts (Number of Unarmed attack actions)+1d3+1 punch attacks in the span of a single round. However, Wraith is left winded for the rest of the round, suffering a -6 PA penalty.

[Telepathy=1] Mindlink (0 MP out of combat, 2 MP in combat) - Allows the user to speak telepathically "out loud." Anyone may hear this, unless it is directed at a target recipient.

[Telepathy=3] Brain Waves (11 MP) - Wraith unleashes waves of mental energy that can have one of two effects. They can either agitate the target's mind, resulting in Berserk status, or they can soothe the mind, countering Berserk and Fear effects while calming sentient creatures for rank rounds. However, when Wraith focuses his mind, there is a 25% chance that the actual effect is the one that he did not intend.

[Telepathy=3] Psychic Hacker (12 MP) - The Psionicist can read a person’s mind, or 'listen' to relayed thoughts, if they fail a spell resist check or a Telepathy check (use whichever check is greater).

[Psychokinesis=2, Telepathy=2] Bolster (6 MP) - Target receives a rank+2 bonus against all mind affecting spells/psionics (Berserk, Pacification, etc) for rank hours.

[Psychokinesis=2, Jumping=2] Psych Vault (12 MP, 3 TP) - Wraith concentrates his energy, then jumps and unleashes the energy to boost his jump. Add a +(psychokinesis rank*2) bonus (maximum +30) to any one jumping check.

[Psychokinesis=3, Martial Arts=3] Far Punch (9 MP) - Wraith concentrates a psychokinetic force via his fists. To onlookers, this will look like a normal punch, but the target will feel something akin to a telekinetic shove. Calculate damage as a punch attack, except use Wraith's Intuition in place of his Strength and his Psychokinesis rank instead of his Martial Arts rank.

[Psychokinesis=4] Shield (13 MP) - Boosts damage reduction, adding 3*rank AC to any target for 1d6 rounds.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=divinegon2130>Divinegon2130</A] at: 10/27/04 11:12 pm


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