For my ease and convenience!

Character sheet archiving. Help with characters can be solicited here. This is also the place to talk Philsys or other RPing systems.
FlamingDeth
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For my ease and convenience!

Unread postby FlamingDeth » Mon Nov 17, 2003 6:45 pm

In order to be able to access my sheets and update them and stuff easier, they go here. YAY.





Name: Kumiko Misaharu
RPer: FlamingDeth
Hair: Brown
Eyes: Green
Height: 5' 11"

[a story goes here!]


Cou: 2
Int: 4
Wis: 6
Cha: (-2)
Dex: 1
Agi: 2
Sta: 1
Str: 1
Mag: 6

HP: 55
MP: 110
TP: 20
Init: 4+2d6 (6-16)
Base AT/PA: 9

AT/PA modified for weapon/armour/skill: 10/12


Weapon:
Tzedeq Tzuris (Righteous Suffering) - A very decorative enchanted dagger with it's own limited intelligence. It's intelligence extends to the point that it has set morals, and chooses whom shall wield it. If someone who it does not feel is worthy to wield it touches the grip, they recieve 1d4 electrical damage as a deterent. It is also an heirloom of Kumiko's family, and one of the few connections to her past that she keeps with her.
Heavy Dagger 5/8/11 +1/-1

Armour: Shielded Robes AC: 13 0/0



-= Skills =-

Dagger - 4 [Cou/Str/Agi]
Staves - 2 [Cou/Str/Agi]
Unarmed - 4 [Cou/Str/Agi]
Throwing Weapons - 2 [Cou/Str/Dex]
Illusion Magic - 4 [Mag/Int/Wis]
White Magic - 4 [Mag/Int/Wis]
Benediction - 4 [Mag/Int/Wis]
Scrying Magic - 4 [Mag/Int/Wis]
Magical Cantrips - 4 [Mag/Int/Wis]
Stealth - 4 [Dex/Agi/Int]
[k]Languages - 2 (Common, High Elven, Nekonian)
[k]Elven Society - 2
[k]General History - 2
[s]Calligraphy - 2 [Dex]


-= Spells/Techs =-

[Illusion=1]Distraction (5 MP) - The simplest of all illusion spells, this creates a very basic, single dimension illusion (which can be any dimension the caster has access to). This may be used to fool observers or targets as desired, and the actual effects should be left up to common sense.

[Illusion=4]Invisibility (10 MP) - Causes the target to become invisible to the naked eye for rank*4 rounds in a combat situation, or rank*4 minutes in a noncombat situation. Kumiko may only have one invisibility spell in effect at a time, but may extend it to another target at any time for 4 TP per extra target.

[Illusion=2]Mask (6 MP) - Alters the appearance of the target's facial features to the point that they are no longer recognizable as the original person. It cannot be used to make said target look like another specific individual, however.

[White=4]Heal (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).

[White=1]Beam (6 MP) - Deals 6+rank*2+1d6 holy damage to a single target.

[Benediction=3]Uplift (7 MP) - Gives target +2 to PA and immunity to all mind based status effects for (rank/2)+1d6 rounds.

[Benediction=4]Strengthen (8 MP) - Target recieves +1d6 to Str and Sta for (rank/2)+1d6 rounds.

[Scrying=1]Lesser Object Read (5 MP) - Gives the caster vague details about an object, such as approximate age, gender and race of the owner/last person to use it, general type/power of enchantments (if any), and the like, subject to GM discretion. Caster must be in contact with the desired object ot cast spell.

[Dagger=2, Stealth=4]Sneak Attack (12 TP) - Causes a successful attack to inflict normal damage * (Dagger rank + Stealth rank). This attack may only be used with a dagger, and only when Kumiko can use the attack when the target is unaware of her presence, and she must make a stealth check in addition to the normal attack roll for the attack to be a success.

[Cantrips=2]Candle (2 MP initial, 1 MP upkeep) - Creates light equivelent to that of a single candle for [Cantrips rank] number of minutes. Every [Cantrips rank] number of minutes after the initial casting costs 1 MP.

[Cantrips=4]Cleanse (3 MP) - Cleans a load of laundry in a matter of moments.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A] at: 7/22/04 2:59 pm

FlamingDeth
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Re: For my ease and convenience!

Unread postby FlamingDeth » Mon Nov 17, 2003 6:52 pm

Name: Frederick Osbourne
RPer: FlamingDeth
Race: Human
Eyes: Blue
Hair: Dark brown, greying
Height: 5' 10"

Level: 1
Experience: 1500/1000 (level-up pending)

Cou: 2
Int: 3
Wis: 3
Cha: 4
Dex: 1
Agi: 0
Str: 1
Sta: 1
Mag: 6

HP: 55
TP: 20
MP: 90

Base AT/PA: 6
Init: 2+2d6 (4-14)

AT/PA modified for skill/equipment: 1/6

Weapon: Longsword - 10/14/17 -1/0 +1 Str Req.

Armour: Light Half Plate - AC 20 -3/-2 +1 Str Req.


-= Skills =-

Pyrokinesis 4
Telekinesis 4
Telepathy 4
Firearms 2
Swords 2
Cooking 4
Bullshitting 4
[k]Traps 4
[k]Wines 4
[k]Ettiquette: Tradesmen 4
[k]Survival 4


-= Techs =-

[innate, pyrokinesis]Fire resistance/immunity (* MP) - All fire damage is reduced by half. Osbourne can gain immunity to fire at the cost of 3 MP a round.

[Telepathy=1]Telepathy (0 MP) - Mental communication with another willing and sentient being.

[Telepathy=2]Surface Scan (4 MP) - Scans the surface of the target's mind for stray thoughts, usually looking for specific pieces of information.

[Telepathy=4]Mind Block (8 MP) - Prevents all ingoing and outgoing psionics. Lasts rank*1d4 rounds in combat, and rank*1d4 rounds out of combat.

[Telekinesis=2]Manipulate Object (2 MP) - Moves an unsecured object that weighs in under two pounds. Can also be used to push buttons or pull levers, though nothing that requires fine motor skills.

[Telekinesis=4]Levitate (12 MP) - Allows Osbourne to float in the air, ascending and decending at relatively slow speeds.

[Pyrokinesis=1]Flame Bolt (8 MP) - A projectile bolt of heat, inflicting rank*2+1d6 damage.

[Pyrokinesis=2, Telekinesis=2]Fuel Flame (8 MP, 2 TP) - Funneling air into a flame to increase size and damage of a flame, GM's discretion.

[Pyrokinesis=4]Flame Armour (10 MP per round) - Creates an aura of flame around Osbourne which acts as an extra 10 AC of protection, as well as providing immunity to fire and heat. Also, anyone that comes into contact with the flame armour suffers rank+1d4 damage.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A] at: 7/22/04 2:59 pm

FlamingDeth
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Re: For my ease and convenience!

Unread postby FlamingDeth » Mon Nov 17, 2003 6:55 pm

Name: Attaviano Giovenco
RPer: FlamingDeth
Hair: black
Eyes: blue-grey
Height: 5' 11"
Age: 22

Level: 2
Experience: 500/1250

Attaviano had always been interested in the military, since he first saw a military parade in the streets of the City of Storms. He grew up with the thought in his mind that he was going to be a great military commander, how he would lead the army through great victories, daydreaming about the day when he would be declared Grand General of Barius. Unfortunately, things did not go entirely as planned for him. He held an unquenchable desire to "win", even when doing things that weren't competetive in the least, resulting in an aggressive attitude that nearly got him kicked out of school several times. When he was of age, he immediately enlisted himself in the military, taking every opportunity he could to get ahead. However, the commander hewas stationed under was the lazy sort, and soon got fed up with his aggresive attitude and wished him gone. So, when the opportunity came to send one of the troops to spy on and monitor military training procedures of the Rivan Dragoons, the commander sent Attaviano out without a second thought.

This didn't quite serve the intended purpose of causing the young man's death; instead, it merely gave Attaviano the opportunity to expand his skills and strengthen his body, as his attitude meshed quite well with that of the Rivans. When he returned to Barius, he used his Rivan training to advance quickly through the ranks. One thing led to another, and he soon found himself as a new recruit to the Black Soul Knights. It wasn't Grand General, but it was certainly a good stepping stone along the way...

Attaviano is a man of average height with shoulder length black hair and a relatively unimpressive build, which conceals his immense strength. He wears black pants with padded armour on the outside of the thighs and a light armour plate on the knees, boots with strategically placed plate armour, and an armoured breastplate with a reflective black finish on it. Over this he wears a long armoured jacket, standard issue of Vaniyakna's Black Soul Knights.


Philsys 1.0
Cou: 3
Int: 3
Wis: 1
Cha: 0
Agi: 1
Dex: 0
Sta: 4
Str: 5
Mag: 3

HP: 76
MP: 55
TP: 24
Init: 4+2d6 (6-16)
Base AT/PA: 12

AT/PA adjusted for weapon, armour: 12/5


Weapon:
Grand Daiklave - An extremely large sword, the blade being at least five feet long and a foot wide, resembling a zweihander with a single curved edge.
Str Req. +4, 15/24/34 damage, -3/-4 AT/PA penalty

Knife - A fancy-looking, electrified knife, given to him as a reward by Vaniyakna himself. It has on it the insignia of his home, the City of Storms.
5/9/12, +2 lightning damage, +1/-1 AT/PA, can cast Lightning 2 at rank 6 twice a day

Armour:
Light Halfplate/Armoured Trenchcoat (+magical pin) - AC: 34, -3/-3 AT/PA penalty, Str Req. +2


-= Skills =-

[k]Languages - 2 (Common, Valthi, Barian)
[s]Sense Motive - 2 [Int]
[s]Two-handed Weapons - 4
[s]Equipment Breaking - 4 [Str/Str/Cou]
[s]Whittling - 1 [Dex]
Sword - 6 [Cou/Str/Agi]
Staff - 2 [Cou/Str/Agi]
Knife - 1 [Cou/Str/Agi]
Unarmed - 4 [Cou/Str/Agi]
Intimidate - 4 [Cou/Cha/Int]
Dragoon Training - 4 [Agi/Str/Int]
Telekinesis - 4 [Mag/Int/Wis]


-= Techs =-

[Innate]Telepathy (No cost out of combat, 1 MP in combat) - Telepathy. Duh.

[Telekinesis=2]Minor Telekinesis (1 MP) - Merely moving around a small, unsecured object at speeds insufficient to be used as a weapon.

[Telekinesis=2, [s]Two-handed Weapons=2]Single Handed (2 MP and 1 TP per round) - Uses a two-handed weapon with one hand, the slack taken up by telekinesis.

[Telekinesis=4, Sword=2]Death Hurricane (2 TP, 4 MP) - Allows multiple attacks in one round, the weapon speeded up by telekinesis. The cost of the tech doubles after each extra attack, and only lasts until the first attack to miss.

[Weapon skill=2, Dragoon training=2]Spire (4 TP) - A long range thrusting attack that delivers an automatic critical if it hits.

[Sword=2, [s]Equipment Breaking=4, weapon with a strength requirement of 3 or greater]Crush (7 TP) - Attack as normal. If the target successfully defends, half the damage still goes to target, with the other half going to the opponents weapon. GM's discretion when a weapon is rendered unusable. On a critical failure, attack causes considerable damage to the floor/wall/nearby furniture.



Philsys 2.0
Cou: 3
Int: 3
Wis: 1
Cha: 0
Agi: 1
Dex: 0
Sta: 4
Str: 5
Mag: 3

HP: 76
MP: 55
TP: 24
Init: 4+2d6 (6-16)
Base AT/PA: 12

AT/PA adjusted for weapon, armour: 12/5
Dodge: 15
Base MAttack: 7
MDefense: 19

Weapon:
Grand Daiklave - An extremely large sword, the blade being at least five feet long and a foot wide, resembling a zweihander with a single curved edge.
Str Req. +4, 15/24/34 damage, -3/-4 AT/PA penalty
Attacks: 1
Defenses: 1

Knife - A fancy-looking, electrified knife, given to him as a reward by Vaniyakna himself. It has on it the insignia of his home, the City of Storms.
5/9/12, +2 lightning damage, +1/-1 AT/PA, can cast Lightning 2 at rank 6 twice a day
Attacks: 1
Defenses: 1

Armour:
Light Halfplate/Armoured Trenchcoat (+magical pin) - AC: 34, -3/-3 AT/PA penalty, Str Req. +2


-= Skills =-

[k]Languages - 2 (Common, Valthi, Barian)
[s]Sense Motive - 2 [Int]
[s]Two-handed Weapons - 4
[s]Equipment Breaking - 4 [Str/Str/Cou]
[s]Whittling - 1 [Dex]
Sword - 6 [Cou/Str/Agi]
Staff - 2 [Cou/Str/Agi]
Knife - 1 [Cou/Str/Agi]
Unarmed - 4 [Cou/Str/Agi]
Intimidate - 4 [Cou/Cha/Int]
Dragoon Training - 4 [Agi/Str/Int]
Telekinesis - 4 [Mag/Int/Wis]


-= Techs =-

[Innate]Telepathy (No cost out of combat, 1 MP in combat) - Telepathy. Duh.

[Telekinesis=2]Minor Telekinesis (1 MP) - Merely moving around a small, unsecured object at speeds insufficient to be used as a weapon.

[Telekinesis=2, [s]Two-handed Weapons=2]Single Handed (2 MP and 1 TP per round) - Uses a two-handed weapon with one hand, the slack taken up by telekinesis.

[Telekinesis=4, Sword=2]Death Hurricane (2 TP, 4 MP) - Allows multiple attacks in one round, the weapon speeded up by telekinesis. The cost of the tech doubles after each extra attack, and only lasts until the first attack to miss.

[Weapon skill=2, Dragoon training=2]Spire (4 TP) - A long range thrusting attack that delivers an automatic critical if it hits.

[Sword=2, [s]Equipment Breaking=4, weapon with a strength requirement of 3 or greater]Crush (7 TP) - Attack as normal. If the target successfully defends, half the damage still goes to target, with the other half going to the opponents weapon. GM's discretion when a weapon is rendered unusable. On a critical failure, attack causes considerable damage to the floor/wall/nearby furniture.


Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A] at: 7/26/04 10:39 pm

FlamingDeth
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Re: For my ease and convenience!

Unread postby FlamingDeth » Mon Nov 17, 2003 7:08 pm

Quick Stats:
Pete (FlamingDeth) - Lvl 1 - 70 HP, 50/<font color="purple">80</font>/<font color="blue">80</font> MP, 20 TP<p>Background:<p>name: One-eyed Pete - age: 20 - eyes: brown - hair: green - height: 5'11"<p><font size=-1>PETE >YUO. 'NUFF SAID.
Pete, <font color="purple">Good Pete</font>, <font color="blue">Bad Pete</font>.

Note: In a stressful situation ("stressful" being defined by GM), Pete must make a check vs COU. If he fails, he turns into Good Pete. If he fails by four or more, he turns into Bad Pete. If he's currently Good Pete, failing the roll makes him into True Pete, while a failure of four or more makes him Bad Pete. If he's currently Bad Pete, a failure makes him into True Pete, and a failure of four or more makes him Good Pete. Sleep/unconciousness returns him to True Pete.</font>

<center><table BORDER CELLSPACING=0 CELLPADDING=4 ><caption><center><tbody>
</tbody></center></caption><tr VALIGN=TOP><td WIDTH="210"><center>--Basic--
Name: One-eyed Pete
RPer: FlamingDeth
Race: Human...maybe?
Level:1
XP: 0/1000
Max HP: 70
Max MP: 50/<font color="purple">80</font>/<font color="blue">80</font>
Max TP: 20
Initiative: 5/<font color="purple">1</font>/<font color="blue">3</font>+2d6
(7-17/3-13/5-15) </center></td><td WIDTH="120"><center>--Attributes--
Courage: +4/<font color="purple">0</font>/<font color="blue">+2</font>
Wisdom: 0/<font color="purple">+4</font>/<font color="blue">+2</font>
Intuition: 0/<font color="purple">+2</font>/<font color="blue">+4</font>
Charisma: +4/<font color="purple">+2</font>/<font color="blue">0</font>
Agility: +1
Dexterity: +1
Strength: +3
Stamina: +3
Magic Aptitude: 5</center></td><td WIDTH="612"><center>Base AT/PA - 5/5, <font color="purple">3/3</font>, <font color="blue">7/7</font>
Modified for Skill - 7/7, <font color="purple">4/6</font>, <font color="blue">10/8</font>
<p>Weapon Damage - Quarterstaff (3/5/8, -2/+2)
Thrusting - 6+1d6
Slashing - 11+2d4
Chopping - 17+2d6</center> </td></tr><tr VALIGN=TOP><td WIDTH="220">--Skills--
Earth Magic - 2/<font color="purple">4</font>/<font color="blue">4</font> <Int/Wis/Mag>
Botanical Magic - 4/<font color="purple">4</font>/<font color="blue">4</font> <Int/Wis/Mag>
White Magic - 3/<font color="purple">4</font>/<font color="blue">2</font> <Int/Wis/Mag>
Staff - 4/<font color="purple">4</font>/<font color="blue">4</font> <Cou/Str/Agi>
Unarmed Combat - 3/<font color="purple">4</font>/<font color="blue">4</font> <Cou/Str/Agi>
Trading - 0/<font color="purple">3</font>/<font color="blue">4</font> <Cou/Int/Cha>
[s]Bullshit - 2/<font color="purple">4</font>/<font color="blue">4</font> <Cha/Int/Wis>
[s]Sense Motive - 1/<font color="purple">4</font>/<font color="blue">4</font> <Int>

[k]Torture - 0/<font color="purple">2</font>/<font color="blue">4</font>
[k]Elemental Melding - 3/<font color="purple">4</font>/<font color="blue">4</font>

[k]Herb Knowledge - 2/<font color="purple">4</font>/<font color="blue">4</font> </td><td COLSPAN="2">--Spells/Techs-- <ul><li>[White=1]Cure (7 MP) - Heals one target, restoring 8+rank*2+1d6 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). </li><li>[White=4]Cure 2 (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). </li>
<li>[White=1]Purify (5 MP) - Cures poisoning. The maximum amount of levels of poison that this can cure is equal to Healing Rank/2, with a minimum of 1. </li>
<li>[Earth=1]Quake 1 (5 MP) - Does 10+rank*2+1d6 earth damage to a single target. </li><li>[Earth=4]Avalanche 1 (10 MP) - Does 5+rank*2+1d6 earth damage to targets within a 5 foot radius of the target. </li><li>[Botanical=2]Living Armor (6 MP) - Vines and leaves encompass Pete, providing armor that is equivalent to Ring Mail (AC=17, -3/-2). </li><li>[Botanical=1]Telepath Plant (0 MP) - Pete can speak with any plant, with little effort, via telepathy. </li><li>[Botanical=1]Choking Brambles (7 MP) - Causes a web of thorny vines to erupt from the ground, entangling opponents. Deals 8+2*rank+1d6 damage, and roll a d6. On a 5 or 6, target cannot take action this round. </li><li>[Botanical=1]Growth Spike (5 MP) - Vines run down Pete's arm, suddenly jutting out a remarkable distance, and forms into a point stabbing an enemy for 10+rank*2+1d6 damage. </li><li>[Botanical=2, Earth=2, Elemental Melding=3]Impalement (2 TP, 5 MP) - A thorny vine emerges from the ground underneath a target, inflicting (sum of involved ranks)+1D6 damage. </li><li>[Botanical=4, Earth=4, Elemental Melding=4]Cross Impalement (5 TP, 14 MP) - Same as above, except more vines are involved, coming from different directions, thus causing 1d3+1 times more damage. </li><li>[Botanical=2, White=2, Elemental Melding=3]Grow! (1 TP, 4 MP) - Pete uses his magic to help a damaged plant repair itself, and at the same time reform it into a different, and quite possibly practical, structure. </li></ul></td></tr></table></center>

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A] at: 7/22/04 3:00 pm

FlamingDeth
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Re: For my ease and convenience!

Unread postby FlamingDeth » Tue Nov 18, 2003 12:20 am

Name: Mae Odelia
Race: Succubus
RPer: FlamingDeth


Cou: 1
Int: 4
Wis: 3
Cha: 6
Dex: 1
Agi: 1
Str: -1
Sta: 0
Mag: 6

HP: 55
MP: 95
TP: 20

Init: 4+2d6 (6-16)
Base AT/PA: 9
Accounting for weapon/armour/skill: 10/14

Weapon: Heavy Dagger
5/8/11 +1/-1

Armour: Shielded Robes
AC: 13 0/0


-= Skills =-
White Magic - 4 <Mag/Int/Wis>
Astral Magic - 4 <Mag/Int/Wis>
Dark Magic - 4 <Mag/Int/Wis>
Seduction - 4 <Cou/Int/Cha>
Staff - 4 <Cou/Agi/Str>
Unarmed - 4 <Cou/Agi/Str>
Knife - 4 <Cou/Agi/Str>
[s]Elemental Melding - 4 <Mag>
[s]Drinking - 4 <Sta>
[k]Human Anatomy - 4


-= Techs =-

[innate]Demonic Weakness - As a succubus, Mae takes damage equal tot he total skill ranks required to cast the spell when using white/holy magic.

[White=4]Light (15 MP) - Deals 14+rank*4+2d6 holy damage to a single target.

[White=1]Heal (7 MP) - Heals one target, restoring 8+rank*2+1d6 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).

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

[Dark=4]Blackout (22 MP) - Deals 10+rank*2+1d6 shadow damage to all targets within a 10 foot radius of the caster's target.

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

[Astral=4]Astral Throw (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.

[Dark=4, White=4, [s]Elemental Melding=4]Reversal (25 MP, 2 TP) - A quick switcheroo, deals 22+(mean rank)*5+3d6 shadow and holy damage to a single target. Physical contact with the target is necessary.

[White=3, Astral=3, [s]Elemental Melding=3]Diffusion (10 MP initially, 8 MP per round afterwards) - Mae serves as a direct path for the energies of one person to flow into another by means of direct physical contact. As such, 8+rank*3+2d6 MP per round flow from the person with higher MP to the person of lower MP. The spell is broken if the amount of MP evens off, if Mae cancels the spell, or if physical contact is broken.

[Knife=1]Twist (1 TP) - Twisting a knife before pulling it out. Adds 1d4 to thrust damage.

[Weapon=1, Unarmed=3]Unexpected (3 TP) - Mae makes an attack. If the target defends against the attack, Mae makes a kick attack to the knees, which the target gets to make another defense roll against. If not, the original attack deals it's damage, and no kick is made.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A] at: 8/24/04 3:16 pm

PopoSujo
 

Re: For my ease and convenience!

Unread postby PopoSujo » Tue Nov 18, 2003 9:01 am

I know that this is your thread, but the idea for Pete completely owns me and all my forefathers. <p>

When angry, count to ten; when very angry, swear.
-- Mark Twain

I am The Incompetent Boo, Prime Minister to the Ice Cream spitting Llamas, and the being whose Indian name is "One Who Dances While Not Wearing Pants."</p>

Teal Musing
 

Re: For my ease and convenience!

Unread postby Teal Musing » Tue Nov 18, 2003 1:37 pm

I have to ask...

Did the concept for Pete arise during game play, or did you just create him that way?


<p>Zemyla: May the forces of good protect you from the forces of stupidity.</p>

Mechanisto
 
Posts: 327
Joined: Fri Apr 11, 2003 9:42 pm

Re: For my ease and convenience!

Unread postby Mechanisto » Tue Nov 18, 2003 2:12 pm

When Good Pete turns into True Pete, is he missing 30 HP? <p>---
These powerful ships have a tremendous range of fire. Their cannons do enormous amounts of damage to other naval units.</p>

FlamingDeth
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Re: For my ease and convenience!

Unread postby FlamingDeth » Wed Nov 19, 2003 12:53 am

In order of appearance:

Popo: He does!

Teal: I created him that way, though it was originally freestyle. Look in the shrine for "Rum White Magic, and Cabbits" for his first appearance.

Mechanisto: No, but he might be missing MP!

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A] at: 7/22/04 3:00 pm

Raishilliah
 

Re: For my ease and convenience!

Unread postby Raishilliah » Mon Dec 29, 2003 11:28 pm

Oh, and if my eyes aren't deceiving me, the levels have been left off some of them. Might want to fix that. <p>

l33tPenguinePimp: I'm going to try to make a bread bowl.
KnightsofSquare: Good luck.
KnightsofSquare: I can't even make a bread play ping pong.</p>

FlamingDeth
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Re: For my ease and convenience!

Unread postby FlamingDeth » Mon Dec 29, 2003 11:58 pm

I figure that if there are no skills higher that 4 that people will be able to tell it's level 1.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A] at: 7/22/04 3:01 pm

Raishilliah
 

Re: For my ease and convenience!

Unread postby Raishilliah » Tue Dec 30, 2003 5:04 pm

Ah....
Well, you never know... *shuts up* <p>

l33tPenguinePimp: I'm going to try to make a bread bowl.
KnightsofSquare: Good luck.
KnightsofSquare: I can't even make a bread play ping pong.</p>

FlamingDeth
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Re: For my ease and convenience!

Unread postby FlamingDeth » Sat Jan 17, 2004 4:53 am

I am going to start updating my characters for Philsys 2.0, and seeing as I consider this particular sheet to be my masterpiece in the Philsys area, it gets to be first. I will keep the 1.0 version on here, and advance them in experience at the same time, and try to keep their techs equivelent, unless someone can figure out a good reason not to.

Also: Feel free to tell me if I've missed anything in the conversion.

-------------------------------------------------


Name: Valentia Simona Elena Marietta di Mosca
RPer: FlamingDeth
Race: Human
Age: 29
Height: 5' 5"
Hair: dark red
Eye: pale blue-grey.

Born and raised by a noble family in Turin, Italy, Valentia Simona Elena Marietta di Mosca was interested in the art of the blade from day one. In a day when women duelists were nearly unheard of, it was surprising to see that her father allowed her, nay, encouraged her to learn. She read the swordsmanship classics from Marozzo and Capo Ferro to Giganti and Agrippa. Tutors were hired not only to teach her the dueling from these, but the practical alleyway defense applications as well. She took it all in stride, eventually having a very impressive form, near perfect in the eyes of all, though little practical experience with it.

Her life continued nearly perfectly even with her odd hobby of the worthy and noble science of defense up until she was near the age of twenty, when her parents began to question why she had not yet been married off to some stunning suitor. As such, a fervous and stressful quest began to find such a man. After all, Valentia's parents had determined it to be in the girl's best interests, and parents do know best...

However, before long, her parents woke up one day to find their daughter and her dueling equipment gone, running away in the middle of the night, fed up with them and their fretting over her. Valentia's parents searched for her night and day, eventually finding that her trail led to the ocean and stopped. Apparently, she had went away on a merchant ship through dangerous waters. They found no trace of her after that.

What had happened was that in her flight from parental oppression, Valentia had gotten attacked by a small group of men with ill intent in the port city. Some sailors from the merchant vessel saw the attack and went to assist, yet found that in the time it took them to cross the street, this seemingly helpless woman had bested all her attackers. After learning of the dangerous route taken by this ship, she decided that it would be an excellent way to lose her parents, and the sailors were all too happy to allow someone of such skill onto their ship.

Somewhere along the way, in various port cities, Valentia began to hear of the exploits of a rising Spanish naval officer by the name of Martinique. She payed little attention to this, however. That is, until the ship she was crewing happened to be leaving a Spanish port at about the time that Martinique's ship was arriving...after actually sighting the man and seeing the charisma he was capable of just standing there, she began suspecting that her parents' pursuits may have been correct, but oriented in the wrong place. From that day on, Valentia was determined to woo Admiral Pedro Alvarres Martinique de Castilione, much to his distress.

Her own quest led her many places and through many adventures. She seperated from her old crew, having made plenty of money on her own to afford a light, fast, unobtrusive one-person boat with which to follow the admiral. She made further money through the wagers at fights in particularly rowdy ports, one of which happened to cost Valentia her left eye. Eventually, she was so close to the Admiral's ship that she could see him on the deck, distressed that this absolutely insane and obsessed woman was still following him, being able to tell who she was if only from the information brought back from port by his sailors. However, a storm struck, and what was to be the best day of Valentia's life was ruined completely.

It was unkown to Valentia what happened, but something on the admiral's ship had gone terribly wrong during the storm. All she did know was that she woke up on strange shores, completely sapped of all her strength, with the wreckage of her small but faithful boat around her. Valentia figured that she had merely been washed off course to America at first...however, when she finally learned the language of those that had rescued her, she found that she was in a land called "Therney", and that there was no known way to return to her own lands. It took little thought, though, before she began to suspect that her love was also sent somewhere on this strange world.

After a few years, she had regained enough of her strength to begin traveling again. Many pressing months of intense investigation later, she had found that Admiral Pedro Alvarres Martinique de Castilione was commonly known and feared in the seas of this world as the pirate captain Flatbeard. As such, she began resumed her travels and searching once more, recovering more of her strength, and retraining herself in the art of defense, her skills begining to falter after all that time spent unable to lift a blade. Of course, this time she has the element of surprise...Flatbeard doesn't even know she's here!

Personality-wise, Valentia is obviously obsessed. If you are around her at length and don't hear her mention Flatbeard, then there is obviously something wrong with her. Of course, this propensity to mention the name of a dreaded pirate has gotten her in trouble often enough, though she can normaly manage to best the situation. Also, while she is fairly intelligent, she has just about no common sense within her, hence previously mentioned questionable situations.

Level: 2
Experience: 50/1250


Philsys 1.0
Cou: 2
Int: 3
Wis: 5
Cha: 3
Agi: 5
Dex: 2
Str: 1
Sta: 1
Mag: 0

HP: 66
MP: 0
TP: 22
Init: 7+2d6 (9-19)
Base AT/PA: 10

AT/PA modified for weapons/skill/armour: 15/15


Main hand: Rapier +1/-1 9/11/X
A fairly standard, if well constructed and expensive looking, light swept hilt rapier, Italian gripped. The blade, while sharpened, is only sharpened so the opponent does not take hold of the blade, as the weapon does not have enough weight to effectively chop or cut. It can also be used for slashing with the tip, though that naturally isn't near as deadly. Valentia prefers this above all else as a weapon.

Off hand, primary: Parry Dagger -1/+1 4,7,X
A parry dagger styled similarly to the rapier, as they are a matching set. This weapon is, like most parry daggers, only edged on one side, has a thick hand guard, and fairly long quillons, and would be used mostly to deflect and bind incoming attacks, with it's own attacks limited to stabbing and cutting/slashing. This is the prefered secondary weapon, though she will also feel comfortable using a cloak in her offhand.

Off hand, secondary: Cloak +1/+1 AC: 3
This will almost always be a fairly normal traveler's cloak, albeit usually well made and expensive looking, that is loosely draped around the off hand. It will never be used to attack, as that is not it's purpose. The cloak is used to conceal attacks from the opponent's eyes, and also to entagle the opponent's weapon, and deflect attacks away from their intended target.

Armour: Padded robes/leather jerkin 0/0 AC: 6
A simple yet effective traveler's outfit, with the added benefit of being harder to pierce than most normal clothing. Also, while not exactly armour of sorts, Valentia wears a black eyepatch with a stylized flower embroidered on it atop her scarred-over eye.


-= Skills =-
Sword - 5 /Cou/Agi/Str/
Dagger - 5 /Cou/Agi/Str/
Firearm - 2 /Dex/Dex/Cou/
Shield - 5 /Str/Agi/Dex/
Ambidexterity - 5 /Dex/
Dancing - 4 /Agi/Int/Cha/
[s]Dual Wield - 5 /Dex/
[s]Sailing - 4 /Sta/Str/Int/
[s]Advanced Parry - 5 /Agi/
[s]Classical Dueling - 5 /Dex/
[s]Artillery: Ship - 1 /Int/Wis/Dex/
[k]Ettiquette: Nobility - 3
[k]Ettiquette: Sailors - 3
[k]Languages - 4
[k]Ocean Navigation - 1


-= Techs =-
[Sword=2, Dancing=2]Name Pending (2 TP) - A thrust attack. While the attack is finishing, Valentia uses her weapon as a lever and wrenches the opponent around while pulling the blade out, opening up said opponent for further attack. Does no extra damage, but should anyone else attack the same target this round, the attack is automatically critical. Must be done with a rapier.

[[s] Classical Dueling=1]Distraction (2 TP) - A noise is made with the feet (by means of the balastra or patanando) to cause the opponent to flinch, possibly opening a defensive hole. Decreases target PA by 2 for one attack, and counts as a free action.

[[s]Classical Dueling=2, Sword=2]Evade (3 TP) - Attempting to dodge out of the way of an attack and counterattack simultaneously (Passata di soto, inquartata). Adds (rank/2) to the PA roll, with a thrust attack on a successful defense, roll with a -3 penalty to determine if it's a critical. This can either be used at the begining of a turn for 3 TP, or it can be used to react to an attack (as long as Valentia has neither attacked nor defended yet this turn) for 6 TP. Replaces the normal attack and defense for the round, must be done with a rapier.

[[s]Classical Dueling=3, Dagger=3]Dual Slash (3 TP) - Slash attacks are done with both weapons to two spereate areas, while allowing the opponent to only defend against one of them. Must be done with a rapier and dagger.

[[s]Classical Dueling=4, Dagger=4]Joint slash (5 TP) - On a successful parry with her rapier, Valentia can attempt to attack one of the opponent's joints with her dagger. The attack is considered a free action, though executed with half normal AT, deals half damage if successful, and the limb of choice is treated as though it recieved a gunshot wound. This move is reactionary and unlike with "Evade", this cannot be set up in advance. Must be done with a rapier and dagger.

[Shield=2]Obscure (2 TP) - Valentia moves ins such a manner as to obscure her attack from her opponent. Gives her +3 to AT this round, but -1 to PA. Must be done with a cloak.

[Shield=4]Entangle (6 TP) - After a successful defense roll with the cloak, Valentia can entangle the opponent's weapon in said cloak. Until the opponent takes an action to get his/her weapon away, said opponent's AT/PA are halved. This move is reactionary and unlike with "Evade", this cannot be set up in advance. Obviously, must be done with a cloak.


The Noble and Worthy Science of Defense:
Note: To use this, Valentia MUST be using a rapier. However, if she has a cloak she gains an additional +1 to PA, and if she has a parry dagger, she gains +1 to AT and +2 to PA.
To use this, it takes an initial 4 TP, with 2 TP upkeep each additional turn. She may also use other techs while this is in effect. It has the following effects:

- Valentia suffers a -6 penalty to AT, but gains a (Classical Dueling rank/2) bonus to PA.
- On a successful defense against her current target, Valentia ripostes with her own thrust attack for half damage. The opponent CAN attempt to defend against this counterattack.
- On a successful thrust attack, the result is automatically critical.
- On a successful slash attack, the target's PA is reduced by 1 the next round.
- Valentia can defend against an unlimited number of attacks from her current target with a stacking -1 penalty to each additional defense.
- Valentia can also defend against attacks from those other than her target for 2 TP each defense, with a stacking -2 penalty to PA for each additional defense. Penalties from her current target and other opponents stack. When defending against attacks from opponents that are not her current target, no riposte is possible.
- When switching targets for any reason, Valentia forfeits her next attack.
- Enables the following techs:
Disengage (4 TP) - By means of either a feint or a coupe, Valentia attempts to get around a defense. Grants a +(Classical Dueling rank) to AT.
Glissade (8 TP) - An attack during which Valentia attempts to throw the other person's blade with her own. Grants a +(Classical Dueling rank) to AT for the attack, and on a critical, disarms the target.
Bind (5 TP) - Uses two points of contact on her blade and one on her weapon's gaurd to forcefully lever the opponents weapon to the side. As a result, on a successful attack full damage is dealt, on a failed attack normal thrusting damage is dealt, and only on a critical failure does the attack not connect at all.
Perfect Defense (8 TP) - Used as a reaction to attack, Valentia forgoes her riposte and next attack in order to gain a bonus to defense equivelent to the total of sword rank + dagger rank + classical fencing rank.



Philsys 2.0
Cou: 2
Int: 3
Wis: 5
Cha: 3
Agi: 5
Dex: 2
Str: 1
Sta: 1
Mag: 0

HP: 66
MP: 0
TP: 22
Init: 7+2d6 (9-19)
Base AT/PA: 10

AT/PA modified for weapons/skill/armour: 15/15
MDefense: 17
Dodge: 23
Attacks with light weapons: 2
Defenses with light weapons: 2


Main hand: Rapier +1/-1 9/11/X
A fairly standard, if well constructed and expensive looking, light swept hilt rapier, Italian gripped. The blade, while sharpened, is only sharpened so the opponent does not take hold of the blade, as the weapon does not have enough weight to effectively chop or cut. It can also be used for slashing with the tip, though that naturally isn't near as deadly. Valentia prefers this above all else as a weapon.

Off hand, primary: Parry Dagger -1/+1 4,7,X
A parry dagger styled similarly to the rapier, as they are a matching set. This weapon is, like most parry daggers, only edged on one side, has a thick hand guard, and fairly long quillons, and would be used mostly to deflect and bind incoming attacks, with it's own attacks limited to stabbing and cutting/slashing. This is the prefered secondary weapon, though she will also feel comfortable using a cloak in her offhand.

Off hand, secondary: Cloak +1/+1 AC: 3
This will almost always be a fairly normal traveler's cloak, albeit usually well made and expensive looking, that is loosely draped around the off hand. It will never be used to attack, as that is not it's purpose. The cloak is used to conceal attacks from the opponent's eyes, and also to entagle the opponent's weapon, and deflect attacks away from their intended target.

Armour: Padded robes/leather jerkin 0/0 AC: 6
A simple yet effective traveler's outfit, with the added benefit of being harder to pierce than most normal clothing. Also, while not exactly armour of sorts, Valentia wears a black eyepatch with a stylized flower embroidered on it atop her scarred-over eye.


-= Skills =-
Sword - 5 /Cou/Agi/Str/
Dagger - 5 /Cou/Agi/Str/
Firearm - 2 /Dex/Dex/Cou/
Shield - 5 /Str/Agi/Dex/
Ambidexterity - 5 /Dex/
Dancing - 4 /Agi/Int/Cha/
[s]Dual Wield - 5 /Dex/
[s]Sailing - 4 /Sta/Str/Int/
[s]Advanced Parry - 5 /Agi/
[s]Classical Dueling - 5 /Dex/
[s]Artillery (Ship) - 1 /Wis/Int/Dex/
[k]Ettiquette: Nobility - 3
[k]Ettiquette: Sailors - 3
[k]Languages - 4
[k]Ocean Navigation - 1


-= Techs =-
[Sword=2, Dancing=2]Name Pending (2 TP) - A thrust attack. While the attack is finishing, Valentia uses her weapon as a lever and wrenches the opponent around while pulling the blade out, opening up said opponent for further attack. Does no extra damage, but should anyone else’s attack connect the same target this round, the attack automatically becomes critical. Must be done with a rapier.

[[s] Classical Dueling=1]Distraction (2 TP) - A noise is made with the feet (by means of the balastra or patanando) to cause the opponent to flinch, possibly opening a defensive hole. Decreases target PA by 2 for one attack, and counts as a free action.

[[s]Classical Dueling=2, Sword=2]Evade (3/6 TP) - Attempting to dodge out of the way of an attack and counterattack simultaneously (Passata di soto, inquartata). Adds (rank/2) to the PA roll, with a thrust attack on a successful defense, roll with a -3 penalty to determine if it's a critical. This can either be used at the beginning of a turn for 3 TP, or it can be used to react to an attack (as long as Valentia has neither attacked nor defended yet this turn) for 6 TP. Replaces a normal attack and defense for the round, must be done with a rapier.

[[s]Classical Dueling=3, Dagger=3]Dual Slash (3 TP) - Slash attacks are done with both weapons to two separate areas, while allowing the opponent to only defend against one of them. Must be done with a rapier and dagger.

[[s]Classical Dueling=4, Dagger=4]Joint slash (5 TP) - On a successful parry with her rapier, Valentia can attempt to attack one of the opponent's joints with her dagger. The attack is considered a free action, though executed with half normal AT, deals half damage if successful, and the limb of choice is treated as though it received a gunshot wound. This move is reactionary and unlike with "Evade", this cannot be set up in advance. Must be done with a rapier and dagger.

[Shield=2]Obscure (2 TP) - Valentia moves in such a manner as to obscure her attack from her opponent. Gives her +3 to AT this round, but -1 to PA. Must be done with a cloak.

[Shield=4]Entangle (6 TP) - After a successful defense roll with the cloak, Valentia can entangle the opponent's weapon in said cloak. Until the opponent takes an action to get his/her weapon away, said opponent's AT/PA are halved. This move is reactionary and unlike with "Evade", this cannot be set up in advance. Obviously, must be done with a cloak.


The Noble and Worthy Science of Defense:
Note: To use this, Valentia MUST be using a rapier. However, if she has a cloak she gains an additional +1 to PA, and if she has a parry dagger, she gains +1 to AT and +2 to PA.
To use this, it takes an initial 4 TP, with 2 TP upkeep each additional turn. She may also use other techs while this is in effect. It has the following effects:

- Valentia’s Attack/Defense ratio changes from 2/2 to 1/3.
- Valentia suffers a -6 penalty to AT, but gains a (Classical Dueling rank/2) bonus to PA.
- On a successful defense against her current target, Valentia ripostes with her own thrust attack for half damage. The opponent CAN attempt to defend against this counterattack.
- On a successful thrust attack, the result is automatically critical.
- On a successful slash attack, the target's PA is reduced by 1 for the next round.
- Valentia can defend against an unlimited number of attacks from her current target with a stacking -1 penalty to each additional defense past the normal amount.
- Valentia can also defend against attacks from those other than her target for 2 TP each defense, with a stacking -2 penalty to PA for each additional defense. Penalties from her current target and other opponents stack. When defending against attacks from opponents that are not her current target, no riposte is possible.
- When switching targets for any reason, Valentia forfeits her next attack.
- Enables the following techs:
Disengage (4 TP) - By means of either a feint or a coupe, Valentia attempts to get around a defense. Grants a +(Classical Dueling rank) to AT.
Glissade (8 TP) - An attack during which Valentia attempts to throw the other person's blade with her own. Grants a +(Classical Dueling rank) to AT for the attack, and on a critical, disarms the target.
Bind (5 TP) - Uses two points of contact on her blade and one on her weapon's gaurd to forcefully lever the opponents weapon to the side. As a result, on a successful attack full damage is dealt, on a failed attack normal thrusting damage is dealt, and only on a critical failure does the attack not connect at all.
Perfect Defense (8 TP) - Used as a reaction to attack, Valentia forgoes her riposte and next attack in order to gain a bonus to defense equivelent to the total of sword rank + dagger rank + classical fencing rank.


Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A] at: 3/25/05 3:56

FlamingDeth
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Posts: 2128
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Re: For my ease and convenience!

Unread postby FlamingDeth » Fri Feb 06, 2004 10:44 pm

Name: Ratch Farrell
Race: Valthi human
Level: 2
Age: 22
Height: 5' 9"
Hair: White
Eyes: Green
Exp: 715/1250


Cou: 3
Int: 1
Wis: 1
Cha: 2
Agi: 4
Dex: 5
Sta: 4
Str: 2
Mag: 0

HP: 83
MP: 0
TP: 24
Base AT/PA: 10
Init: 7+2d6

Dual VWR-CR-P21s (10+3d10 Damage, ACC=7, Weight=21.9, .34 barrel, 5 round cylinder)

Dagger: 4/7/9 +1/-1
AT/PA
Base - 10/10
Skill - 11/12
Total - 12/11


Veiraza (AC=6, AT/PA: -0/-0)


-= Skills (24) =-
Fierarms 5 <Dex/Dex/Cou>
Ambidexterity 5 <Dex>
Unarmed 2 <Cou/Agi/Str>
Knives 3 <Cou/Agi/Str>
Dancing 1 <Int/Agi/Cha>
[k]Linguist 2 (Valthi, Inustani, Common)
[k]Military Ettiquette 4
[k]Survival 4
[s]Quickdraw 5 <Dex>
[s]Swimming 4 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A:] at: 8/24/04 3:42 pm
[/i]

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

Re: For my ease and convenience!

Unread postby Banjooie » Mon Aug 30, 2004 11:43 am

FD, I demand Valentia's 'Name Pending' attack stay that way. It amuses me. <p><Chat> <Matto says, "What's up?"
<Chat> <Prince_Herb says, "Angst."
<Chat> <Prince_Herb says, "Drama."
<Chat> <Prince_Herb says, "Betrayal."
<Chat> <Prince_Herb says, "Plushies."</p>

FlamingDeth
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Re: For my ease and convenience!

Unread postby FlamingDeth » Wed Sep 01, 2004 5:18 pm

While it won't always be that one, I can assure that she'll always have a tech called "name pending". :O <p>
<hr width="70%"><center>This month's "Transformer of the Month" is Springer! He turns into a car and a helicopter, and his primary function is belittling Rodimus Prime.</center></p>

FlamingDeth
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She's as cold as ice if she's willing to sacrafice our love!

Unread postby FlamingDeth » Thu Feb 17, 2005 2:51 am

Here's a new character. Not sure about balancing on the enchantments at the moment.




Name: Yan Yan Xue
Race: Human
Level: 1
XP: 0/1000

Yan Yan Xue, born 16 Reshtara 1294, was originally the daughter of a somewhat poor family in a small Argovian town. Since they're meager farming income was barely enough to support themselves, her parents decided to try to find work in a bigger city. It didn't work as well as they had hoped, and shortly after learning to speak, Yan Yan was reduced to begging on the street while her parents searched for employment.

One day, her father made the unwise decision to take out a loan from a dangerous gangster, without informing his family. He acted as if he had suddenly had a stroke of successful business. In the short term, he was able to provide his family with luxury that they had never had. However, when he found himself unable to repay the loan, the gangster had him killed. Yan Yan's mother, fearing for her daughter's safety, took no time in giving her all the family's remaining money and stowing the nine year old girl away on a ship headed to Igala. That was the last contact she had with her family.

Once in Igala, Yan Yan was able to survive for a time by using the panhandling skills she had acquired 'back home'. That only got her so far. By the age of twelve, however, she had discovered that she had some amount of musical talent, and began traveling far and wide with a small group of performers, learning their trade, and finding that in addition to singing, she had the ability to pick up languages, very very quickly. When she had enough money from this, Yan Yan decided to cease her travels at the famed Gunnir Academy.

There, she was a fairly standard student. She found that she had a natural affinity for Ice magic, and spent most of her time studying that. Several years, a lot of study, and a couple minor enchanting accidents later, she completed her schooling. After graduation, she gained a tidy sum of money tutoring the children nobles. She tires of that, however, and now plans on putting her varied knowledge to better use in far off lands.

Description: Shortish-medium in height, thin build. Appears to be asian. Neck-length black hair. Deep green eyes. Has black and white tattoos of Chinese characters over the right side of her face (this is actually a memorial to her family 'back home', though almost no one knows that). She's almost never seen without a porcelain mask covering the entirety of her face (bottom of nose open for breathing purposes, as well as holes for eyes). She has several of these, and while it wouldn't be disasterous if one was lost/damaged, she certainly wouldn't be very happy about it. Generally wears expensive looking silk clothing, usually fairly loose and draping, often with some sort of floral or dragon-related embroidery. Has a wonderful melodic singing voice.
Possible concept image doodad
Another one!

Personality: Bitingly sarcastic to most everyone, but she remains polite in situations involving business/education/formality. Not really 'mean', per se, just very, very jaded. Has a very laissez faire approach towards looking at the past, since there's obviously nothing she can do to change it. She can occasionally be something of an attention whore. Suffers from occasional bouts of greed.

Cou: 2
Int: 4
Wis: 5
Cha: 3
Str: -2
Agi: 2
Dex: 1
Sta: -1
Mag: 6

HP: 45
TP: 20
MP: 95

Init: 6-10 (2d6 + 4)
Base AT/PA: 5
Adjusted for skill/armour: 5/9

Armour: Shielded Robes (AC: 13)

-= Skills =-
Unarmed - 4 Cou/Str/Agi
Ice Magic - 4 Int/Wis/Mag
Wind Magic - 4 Int/Wis/Mag
Enchanting - 2 Int/Wis/Mag
Bluff - 3 Int/Cha/Cha
Stealth - 4 Agi/Dex/Int
Singing - 3 Int/Cha/Cha
[k]Magical Theory - 4
[k]Fashion - 4
[k]Linguistic Analysis - 4
[k]Language: Common - 4
[k]Language: Valthi - 4
[k]Language: High Elven - 4

-= Techs/Spells =-

[Ice]Cold Affinity - For a permanent 10 MP loss, gains a permanent +(rank) bonus to save vs ice/cold spells. Also makes her at least twice as resistant to cold climates. Has the side effect of making her somewhat uncomfortable in warmer climates, recieving -1 to *all* rolls when the temperature is above 75 degrees farenheight. As an aesthetic effect, her breathe is visible in temperatures under 65 degrees farenheight.

[Ice=1]Frost (5 MP) - Stream of frost towards target. Deals 8+rank*2+1d6 ice damage to a single target in line of sight, and gives target -1 AT/PA for the next round.

[Ice=3]Mirror Shield (8 MP) - Used in reaction to an attack, before any dice are rolled. Generates a shield made of ice, used to block physical attacks. Grants +rank bonus to PA for a single defense.

[Ice=4, Wind=2]Cold Front (15 MP 4 TP, 8 MP per turn) - Creates a field of cold temperatures around her, impeding friend and foe alike. All within (rank*2) meters, including herself, must either save or suffer -(rank/2) to AT/PA each turn. Spell lasts until dispelled.

[Wind=4, Ice=2]Blizzard (15 MP 4 TP, 8 MP per turn) - Creates an artificial snowstorm in the area, affecting friend or foe alike. Deals 10+rank*3+2d4 ice damage to all within rank*2 meters, and 1d4*rank for each round afterwards that the spell is in effect. Spell lasts until dispelled.

[Ice=4, Wind=1, Stealth=2]Flashfreeze (8 MP, 2 TP) - Freezes an unsuspecting opponent, rendering them unable to act for (ice rank/2)+1d4 rounds. Any attacks or spells against the frozen target cancel the effects of the spell. If target is aware of her presence, he gets +4 to resist the spell.

[Unarmed=2, Stealth=3]Sucker Punch (4 TP) - Unarmed attack that has +5 AT and deals double damage against a target that is currently out of combat.

[Enchanting=1, Wind=2]Minor Quickness (Hourly cost: 8 MP/2 TP, Daily: hourly*5, Permanent: daily*5) - Imbues an item with wind magic, granting the holder +1 to AT or PA. For permanent enchantment, casting can be broken up into several days. Or weeks. Or however long it takes to get that absurd amount of MP.

[Enchanting=2, Ice=3]Minor Frostblade (Hourly cost: 10 MP/3 TP, Daily: hourly*5, Permanent: daily*5) - Imbues a weapon with ice magic, granting an ice rank+1d4 damage bonus to each of that weapon's strikes. For permanent enchantment, casting can be broken up into several days. Or weeks. Or however long it takes to get that absurd amount of MP.

Edited by: FlamingDeth at: 3/13/05 18:18

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Re: She's as cold as ice if she's willing to sacrafice our l

Unread postby FlamingDeth » Sat Feb 19, 2005 5:04 pm

http://pub30.ezboard.com/frpgww60462frm4.showMessageRange?topicID=1693.topic&start=18&stop=18 <p>
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This month's "Transformer of the Month" is Grimlock in a Santa hat! He's quite jolly.</center></p>

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I know, it's about bloody time....

Unread postby FlamingDeth » Thu Mar 03, 2005 7:18 pm

So, this is the sheet for my main avatar character guy! He went missing for a while, and recently came back. Hooray! Anyways, I had lost the original sheet for him, so I remade it, only this time I actually know what I'm doing so it's closer to my "original vision" of him or some crap, which is to say highly skilled/stupidly agile ninja guy. PS 2.0 crap tacked on in here, ignore it if it isn't relevant. And, in theory, there's a description of what I originally intended the improvisational weaponry skill to be.




Name: Yuji Nakamura
RPer: Awesome
Age: I don't even know anymore.
Race: quarter orc / quarter drow / half grey elf
Height: 5' 8"
Hair: Blue!
Eyes: Red!

Level: 2
XP: 300/1250

Blah blah blah orphan, blah blah ninja blah. Blah blah war blah gardener, blah blah, undercover blah blah blah. Story to be revised later.

Personality: Devoted to his work to an unparalleled, obsessive degree. Calm and quiet most of the time, though some of the oddest things make him angry. Tries not to get drunk very often, because he's an angry, violent drunk, and he can't hold his liquor very well at all. He likes apples, plums, and meats of all sorts (with ham obviously being the best), though he shies away from most veggies. In truth, he doesn't much care for the king (a fact that only Yuji knows), but serves him for the sake of the queen. Why he cares about the queen at all is also completely unkown, except to himself. It is an enigma!

Current situation: Seeing as he's been gone for a while and the amount of people that remember him having worked for the crown amount to the King, Queen, and Griff, he is now operating...undercover! To any that aren't the King, Queen, Griff, or possibly some other high-ranking person, he seems to be a normal gardener. To those "in the know", he's totally some sort of elite guard person, protecting the king and queen and related offspring. No one will ever suspect him, until their assassination plot has already been foiled! He's not half bad at the "gardening" thing, either.

Appearance: Pointy ears! Long blue hair! Red eyes! Angled facial features. Slender, yet muscular. Skin is pale, with a very, very, very, almost completely unnoticeable tinge of blue, which you'd only notice if you're intentionally trying to see it, much like vanilla ice cream. In short, he pretty much looks like an elf! Only not quite as skinny. He generally wears "whatever", although likely to be seen in a smock of some sort when doing the gardening thing. Nothing in his wardrobe can really be used as armour, though.

Cou: 2
Int: 3
Wis: 6
Cha: 2
Str: 2
Agi: 5
Dex: 1
Sta: 2
Mag: 0

HP: 71
MP: 0
TP: 25
Init: 9-19 (7+2d6)
Base AT/PA: 12/12
Adjusted for skill(unarmed)/armor/whatever: 14/14
Unarmed attacks/defenses per round: 2/2
For improv weapons (add in weapon modifiers): 13/13
Improv attacks/defenses per round, L-M-H: 2/2 - 2/1 - 2/1

Kougan Anki stats at the bottom.

-= Skills =-
Unarmed 4 - Cou/Str/Agi
Sword 4 - Cou/Str/Agi
Improvisational Weaponry 3 - Cou/Str/Agi
Chain Weapons 3 - Cou/Str/Agi
Daggers 2 - Cou/Str/Agi
Thrown Weapons 3 - Cou/Str/Dex
Archery 2 - Cou/Str/Dex
Gardening 5 - Int/Wis/Dex
Stealth 4 - Dex/Agi/Int
Bluff 2 - Int/Cha/Cou
Climbing 2 - Str/Dex/Agi
Acrobatics 4 - Agi/Int/Dex
[k]Botany 4
[s]Bonsai 4
[s]Unique Weapon: Kougan Anki 4 - Cou/Str/Agi

-= Techs =-
Improvisational Weaponry - This is actually just a description of the skill. This skill allows the person who knows it to pick up random things and use them as weapons, within logical bounds! The way it works is that the object has some similarities to a weapon skill that the guy also knows, but isn't really balanced to be used as such. For instance, a small rock can be a throwing weapon! Or a branch off a tree can be a sword! Or a spade can be some sort of spear! You get the idea. If, for instance, he wanted to use a piece of 2x4 as a sword, you would take the appropriate skills (in this instance, Improvisational Weaponry and Sword), and use whichever one has the lower number and treat that as the skill number. GM gets to come up with stats for the "weapon"! Yay! Keep in mind that they aren't going to be as effective as, say, a real weapon, but hitting someone with a pipe is going to do more damage than punching them.

Kougan Anki - Due to the absurd nature of the weapon, a special skill is needed to use it! Other people can use the weapon, actually. It'll just take several rounds to transform the thing, and the little nuances of the thing might make it dangerous! Ohnoes.

(Stealth = 2) Vanish! (3 TP) - Vanishing from before your very eyes! This can be used in or out of combat. This is only for getting out of sight. After the tech is used, stealth rolls will have to be made normally to avoid getting detected again.

(Stealth = 2, Climb = 2, Acrobatics = 2) Way of the Spider (3 TP) - Allows Yuji free movement over a reasonable surface for climb+1d4 rounds. "Free movement" is defined as full movement speed, and "reasonable surface" is defined as something that he could grab ahold of. A tree, most ceilings, or a cliff face would probably work, but things like flat walls would not. The addition of climbing claws changes the definition of "reasonable surface" to "anything that Yuji can stick the spikes into".

(Acrobatics = 2, [s]Kougan Anki = 2, Gardening = 4) Nine Hands Pruning (3 TP) - A specialized technique for pruning a very large amount of plants in a very small amount of time. (Average of the three base skills) / 2 acres worth of plant life per hour, requires Kougan Anki in Kyoku form or similar giant pair of scissors/pruning shears.

([s]Kougan Anki = 2) Quickswitch (2 TP) - Usually the thing takes a full round to switch to a different mode. This lets Yuji change it to a different form AND perform his regular amount of actions in the same round, with no penalty! Yay.

(Stealth = 2, Unarmed = 2) Sleeper (3 TP) - Well, it's a sleeper hold of some sort. Takes opponent's Sta + 1d2 rounds (minimum of 1) to knock out the target. The target can, each round, make an opposed (Str + Unarmed) skill check to try to break free, with -1 to the check for each round he/she remains in the hold. Target cannot call for help, due to that whole lack of oxygen thing. This tech cannot be used if the opponent is aware of Yuji's presence. Opponent is unconscious for (Unarmed + 2d6 - opponent's Sta) rounds.

(Stealth = 4, Unarmed = 4) Finishing Move (5 TP) - Used at any point during Sleeper. Add target's (Sta +Str) * 2 to their resist roll each round. Should Yuji still beat their resist roll, then at the end of the allotted amount of turns, then the target's neck is snapped, resulting in instant death. If at any point Yuji gets a critical success, then instead of waiting out all the turns, neck snappage is instant. If Yuji does not successfully snap the target's neck, then the target simply goes unconscious. Also, if Yuji succeeds non-critically, and the target breaks free before the allotted rounds are up, then the target's neck remains intact.

(Melee Weapon or Unarmed = 2) The Thousand Fists (2 TP + 1 TP for each additional attack) - Yuji attacks, several times, in one action! 2 TP for the first attack, and an additional TP for each additional attack. There is a stacking -2 AT penalty for each additional attack, and Yuji can only keep attacking until the first miss. Additionally, all the attacks must be against the same target. The target gets a defense roll for each attack, but only the first counts against his total. Yuji may only use this once per round. (most of that only applies to 2.0)

(Ranged Weapon = 2) Trick shot! (3 TP) - Basically, Yuji bounces the ranged attack off something to make it go around a corner! -4 to hit when doing so, and there obviously needs to be something plausible to bounce the attack off of. Except in the case of a boomerang, which goes around corners naturally.


Kougan Anki (the Five Faces):
A golden thingy of mysterious origins. For some reason, it had found it's way to Castle Doma. It was kept in a storage room, because nobody had any clue how to use the thing. Yuji came along and knew how to use it instantly, and so it was given to him. People didn't bother asking about how he knows how to use it, as he tends to clam up when asked about his past.

Form 1: Kiba (Halberd)
Not really all that much of a "halberd", per se. It's more like...a sword with an oversized handle.
Relevant Skill: Sword
10/14/17 (-1/0)
AT/PA: 16/16

Form 2: Ryu (Chain sickle)
A chain sickle. The chain seems to vary in length from time to time! In fact, the chain seems to be retractable.
Relevant Skill: Chain Weapons
x/11/15 (-1/-2)
Capable of striking targets up to 2 hexes away.
AT/PA: 13/12

Form 3: Kyoku (The big scissors)
Hee hee. This form doesn't seem to be very useful, unless you're a gardener. Yuji is in luck!
Relevant Skill: Um. Sword, unless someone suggests something better.
x/x/14 (-2/-2)
AT/PA: 12/12

Form 4: Mikazuki (Boomerang)
This is a large, bladed boomerang! It takes skill to use properly! Don't cut yourself.
Relevant Skill: Throwing Weapons
Damage: 14+Str*2+1d8, -2 to hit
Returns to thrower after attack, unless something interferes with it doing so.

Form 5: An (Bow)
This is a bow. Arrows are needed to make it useful.
Relevant Skill: Archery
Acc: 12 - Damage: +1 <p>
<hr width="70%"><center>
This month's "Transformer of the Month" is Grimlock in a Santa hat! He's quite jolly.</center></p>

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Re: I know, it's about bloody time....

Unread postby pd Rydia » Fri Mar 04, 2005 6:32 pm

YES. He is still part orc! <p>
<center><small>"Pants are bad!!! We should wear pants only on our head you conformist bastard!!! Pants are the devils work!! Run freee!! And pantless!!!" -- Vulture

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Re: I know, it's about bloody time....

Unread postby FlamingDeth » Fri Mar 04, 2005 9:33 pm

What?! Why wasn't I informed?! <p>
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This month's "Transformer of the Month" is Grimlock in a Santa hat! He's quite jolly.</center></p>

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Re: I know, it's about bloody time....

Unread postby pd Rydia » Fri Mar 04, 2005 9:41 pm

::parties:: <p>
<center><small>"Pants are bad!!! We should wear pants only on our head you conformist bastard!!! Pants are the devils work!! Run freee!! And pantless!!!" -- Vulture

</p>

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Just some guy.

Unread postby FlamingDeth » Sun Mar 13, 2005 3:39 am

Note: This character is for use in Kiduf's "Islands of Ecestrim" RP. He won't be appearing elsewhere unless something drastic happens.

Name: Ramsus Lycomedes
Race: Human (Agrishillian)
Age: 22

Abilities/weapons/whatever/bacon: Due to his origins, he's quite strong! However, due to his upbringing, he has a habit of at least trying the subtle approach first. As such, his skills generally encompass smooth talkin', sneaking about, and causing people physical trauma when they least expect it. He CAN pick locks and pockets, but not nearly as well as he'd like, given that he's more of a con-man type of rogue. He has rudimentary melee combat skills, passable skills with a sling, and no magic to speak of. He can, however, do several things that look like magic, thanks to some neato sleight-of-hand. The weapons he carries are a dagger, and a sling with a few rocks for it, all concealed on his person.

Physical Description: Slightly tall-ish for an Agrishillian (whatever height that may be), with a medium-light build. Considerably stronger than he looks. Ramsus has neck-length black hair and blue-gray, deepset eyes. His faces looks trustworthy, which is good, because he works hard to look trustworthy. His general attire consists of mostly grays and browns, and is loose-fitting, so as to conceal his weapons and whatever ill-acquired goods he happens to have at the moment.

Backstory!:Agreshillian by birth, to a well to do family. Shortly after his birth, his family decided that it would be an excellent vacation to take a tour of the islands, and so off they went. Before they knew it, though, the ship they were on was taken over by pirates, and all the crew and passengers were marooned on Crooklin.

Bereft of all their valuables, and not wanting to lower themselves to the level of the natives here, his parents lived in poverty for quite some time. After a few years, however, they found that their strength gave them an advantage in the "hired thug" industry, allowing them to make enough money to support Ramsus. At a relatively young age, they began allowing one of their neighbors to teach the boy "the skills of the trade", not once letting him know that he was not, in fact, a native to the island.

By the time he was older, Ramsus had decided he really didn't like the place. He had felt that he was destined for greater things, things that he certainly couldn't take part in while on an island as uncivilized as this one. Without the knowledge of those around him, he stowed away on the first ship he could, and soon found himself on the Gem-Ini islands. There, he did odd jobs to earn his keep, and is now trying to find a way to get into something -- anything -- more interesting than what he's doing.

Personality-wise, Ramsus considers himself of a more noble breed, and tries to keep his actions in line with his ideal self. However, his upbringing keeps getting in the way. As such, he'll try to help out those who need it, but when it gets down to it, it's every man (or dragon, or whatever) for himself. He hates that aspect of himself, and hopes that he can change it somehow. He's also something of an adrenaline junky, and will be all to happy to help out with things that sound exciting. Ramsus does try subterfuge first, but when things get frustrating, he has no problem with kicking the door down instead of picking the lock.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A] at: 4/12/05 15:16

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I love the Twilek.

Unread postby FlamingDeth » Wed Apr 13, 2005 7:16 pm

For some reason I feel like this sheet is...incomplete, somehow. Oh well.




Name: Bassa lar Ulam
Race: Twilek
Age: 16
Level: 1
EXP: 0/1000

Background: Bassa has had a fairly unremarkable life, as far as Jedi go. She was picked up by the Order at a young age, trained, blah blah blah, and eventually found herself as the apprentice of a Cerean by the name of Kel Arres. She had a promising future as a Jedi Consular.

One day, fairly early in her apprenticeship, her master had gone off to negotiate a cease fire between to warring planets on the Outer Rim. During that time, Bassa was assigned...to oversee the relocation of a library full of books that someone had left to the Jedi Oder when they died. Unglamorous, but hey, when you're a young jedi, you take what you can get.

Well, to make a long story short, the ship she was flying was mistaken by pirates to be a merchant vessel. As she was about to enter hyperspace, the pirates began firing at her. The timing was just right (or just wrong) so that the resulting explosions tore a hole in space and time and stuff! Fancy that! Bassa woke up on a dirt road, with no ship. And her lightsaber had fused into a single chunk of metal, with a totally shattered crystal. Oh, and a pile of books in a language that no one else on the planet can read. She plans on using them to learn more about the force, since she now has no contact with her master.

It didn't take too long for Bassa to learn the basics of the local language, and before long, she had discovered that she was in a (primitive) land called "Doma". Here, those that used the Force were slightly more common, only they called it "Magic". Funky. Anyways, she was able to start using her Jedi training as a way to raise funds, and is now working on a way to get home.

Personality: Bassa is aggravated and homesick. She's also not confident in her abilities. After all, she wasn't particularly close to being an actual knight, and now she has no one to instruct her. For now, she'll just try to follow the Jedi code as closely as she can, and hope that she can find a way home, at some point, in a way that doesn't involve appearing in the middle of space somewhere.

Appearance: A slender, pale blue-skinned Twilek with brown eyes. Bassa is of average height. She wears what would be called "comfortable clothes", which most often ends up being her Jedi robes, which end up not actually looking out of place. In addition, she will usually wear a sort of leather hat -- basically, a small contoured piece of leather that goes on the top/back of her head, with leather straps that wrap about half the length of her lekku. Lekku being those head-tail things that Twilek use to communicate. Bassa's lekku are most often brought forward, draping over her shoulders.


Cou: 0
Int: 3
Wis: 5
Cha: 2
Agi: 4
Dex: 1
Str: 1
Sta: -1
Mag: 3 (+1 at levels 3, 6, and 9)

HP: 50
MP: 65
TP: 20

Init: 6-16 (4+2d6)
Base AT/PA: 8
Adjust for skill/weapon: 8/11

Longsword: -1/0, 10/14/17


-= Skills: =-
Force: Sense 4 (Int/Wis/Mag)
Force: Alter 4 (Int/Wis/Mag)
Force: Control 4 (Int/Wis/Mag)
Swords 4 (Cou/Str/Agi)
Unarmed 4 (Cou/Str/Agi)
Diplomacy 4 (Cou/Int/Cha)
[k]Jedi Lore 4
[k]Languages 4 (Doman Common, Correlian Basic, and Lekku-twitch)
[s]Jedi Fighting Technique 4 (Cou/Agi/Dex)
[s]Craft: Lightsaber 4 (Int/Wis/Dex)
[s]Pilot Starship 2 (Cou/Int/Dex)
[s]Bluff 2 (Cou/Int/Cha)
[s]Projectile Deflection 4 (Int/Agi/Dex)

SKill notes: Some of those are completely useless in the setting, such as Pilot Starship, due to not having the resources available to make it useful. It's just there because...well, she knows how to do that! The same with crafting lightsabers. She knows how to make them, and knows how to use them, but the focusing crystals used in lightsabers are found on maybe 2% of all habitable planets. Gaera probably doesn't even have them.


-= Techs: =-
(Force: Sense = 4) Sense (Passive) - Bassa senses the creation and destruction of all life around her, as well as large discharges of mana. Which is to say, she can detect that something happened, not necessarily any specifics or even a general direction. Just that something happened. Really big things, like the destruction of a city, may overwhelm her. She also can't 'turn it off'. GMs are encouraged to be creative with this. (I sense a great disturbance in the force!)

(Force: Sense = 1) Empathy (1 MP) - Bassa gets the general feel of the target's emotions, natch. Generally used to sense motive.

(Force: Sense = 4) Minor Affect Mind (3 MP) - She's using an old Jedi mind trick! Bassa receives a +Sense bonus to her bluff rolls for 1d4+Sense rounds.

(Force: Control = 4) Heal Self (5 MP, 1 TP + 2 MP per hour) - Bassa heals herself! To do this, she enters a meditative state. While in this state, she gains rest as if sleeping, and regenerates HP at three times the normal rate (but no MP or TP.)

(Force: Alter = 2) Move Object (4 MP) - This is telekinesis, sho'nuff. Bassa can remotely move an inanimate object of a size equal to (Alter)^(Alter)kg. This can be used to do things like flip switches and such from a distance, not that there are many of those around. The speed of the objects is inversely proportionate to the size. Which is to say, a pen can just zip across the room, whereas a boat wouldn't go very fast at all (presuming she could lift it). Cannot be used as an attack.

(Force: Alter = 2, Jedi Fighting Technique = 2) Saber Throw (5 MP, 2 TP) - This is just a specific application of Move Object. Bassa uses her melee weapon as a ranged weapon! Which is to say, she throws it, then after it hits or misses the target, returns to her hand.

(Melee Weapon = 4, Projectile Deflection = 4, Force Control = 2) Deflect! (3 MP, 4 TP) - If someone succeeds in a ranged attack against Bassa by no more than 5 (as in, the roll a 19 and she rolls a 16, or something), then she has the option of using this to reroll her defense.



Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=flamingdeth>FlamingDeth</A] at: 4/21/05 13:33


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