this is my character, tell me what you think, this is my fourth attempt at a character.
name: ziratha
background:
Ziratha is from the city of doma, where he grew up.
At the age of 18 he was visiting a novelties shop
where he found his first deck of tarot cards. He
researched the cards and learned first how to read
people through the cards and second how to use magic
through the power of the cards.
Personallity:
Ziratha is an interesting person, he is a scholar not
a fighter. He would rather be performing magic and
reading the future than fighting. He would like
to get married and have children but has never found
the right woman.
skills:
mathamatics
tarot magic
tarot plea
slight of hand
'magic' tricks( performance magic)
escape
hypnotism
Magics:
Ziratha has two types of tarot magic, first is the the
basic tarot magic. This magic has a fixed effect and
a fixed cost. Next there is the tarot plea, The tarot
plea is just that, a plea to the escense of a card.
This is risky and requires a magical item as a sacrifice.
The fool
The fool is a card of a beginning, a man full of energy
setting out on a long and valuable journey.
Normal:Roll a die, if the roll is a one or two, haste an ally.
If the roll is a 3 or a 4 haste an ally and add 1 to all his/her rolls.
If the roll is a 5 or a 6, haste an ally, add 1 to all his/her
rolls and for the next 3 rounds all the chars techs only cost 1 point
Reverse:exact opposite, effects an enemy, slows for 1 and 2, subtracts
1 for all rolls for 3 and 4, and makes all the enemies techs take double
points for 3 turns for 5 and 6.
The magician
The magician is a card of special knowledge, a special wisdom that others are shown.
normal: Reveal the stats of the strongest enemy
reverse: reveal the stats of the weakest enemy
The High priestess
normal:
Heal an ally for 15+2d6
Reverse:
hurt an enemy with unholy pain for 15+2d6
The empress
normal:
infuse an ally with holy energy, add 2d3 damage to targets attack rolls and -2d3 damage to damage rolls.
reverse
do the opposite effect to an enemy
The emperor
Normal
Do 3d6+10 damage to an enemy, do it as the best element to use against the target.
(make it the weakness of the enemy)
Reverse
Infuse an ally with the element that is strongest against the closest enemy
The hierophant
normal
The target is berzerked, acting only on instinct and getting a 5 point bonus on all physical attack/defense rolls.
reverse
The target gains great control of itself, +5 to all magical rolls.
The lovers
normal
The target is enraptured by the opposite sex, even enemies.
Reverse
The target is horrified by the opposite sex, expecially enemies.
The chariot
normal
The target gains the ability to force his will on others, +6 to charisma
reverse
-6 to charisma
strengh
normal
+3 to all physical rolls
reverse
-3 to all physical rolls
The hermit
normal
Draw one card, activate it and double it's effectiveness.
Reverse
Negate all effects in play
Wheel of fortune
normal
Give a random status to every character/enemy
reverse
add every characters hp together and divide them up evenly
justice
normal
Take the character with the highest stats and half the characters hp
Reverse
take the character with the lowest stats and double the characters hp, temporarily increase the
characters max hp until the characters hp drops below the new level.
Hanged man
normal
lower the targets level by 3, add 10 to the targets rolls.
reverse
incrrease the targets level by 3, decrease by ten all his rolls.
death
normal
kill the nearby character with the lowest hp
reverse
Kill the nearby character with the highest hp
Temperence
normal
take characters attack and defense and average them, these new levels stay for one hour
reverse
take characters attack and defense, add them and make attack the sum, def is zero
The devil
normal
infuse a character with the power of the devil, add 3d4 to all physical attacks, half the damage is
inflicted as shadow damage.
reverse
infuse a character with the power of holiness, add 3d4 damage to all physical attacks, half the damage
is inflicted as holy damage.
The tower
normal
A character's ability to think is increased greatly, +5 to int and wis
reverse
-5 to chars int and wis
The star
normal
+5 to all defensive rolls, if a die roll is 5 or higher, add an extra defensive roll per turn.
reverse
-5 to all defensive rolls
The moon
normal
Out comes the moon, giving +4 to all dark creatures rolls
reverse
out comes the eclipse, giving - 4 to all dark creatures rolls
the sun
normal
out comes the sun, giving +4 to all holy creatures rolls
reverse
out comes the eclipse, giving -4 to all holy creatures rolls.
judgement
normal
lower the character who has caused the most damage to 1 hp.
reverse
increase the character who has caused the least damage to full hp.
The world
ziratha's favorite card
normal
cause the target great luck, he will win lotteries, slam when he
hits and find buried treasure.
reverse
Give a character bad luck, he will trip, lose items, get stolen from.
the universe
normal
the universe will take effect to bring about a conclusion, bizzare
unlikely things will happen such as people falling from the sky and
meeting unlikely people. all rollls are +10
reverse
absolutly nothing with any amount of luck will happen All rolls are -10
the eye
normal
the target sees everything as if in slow motion, +7 to all rolls
reverse
the target sees everything as if in fast forward, -7 to all rolls.