Spleen's Freaking PS Characters

Character sheet archiving. Help with characters can be solicited here. This is also the place to talk Philsys or other RPing systems.
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Spleen
I put a BOMB inside EVERY BAD GUY!
 
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Spleen's Freaking PS Characters

Unread postby Spleen » Thu Dec 18, 2003 6:04 pm

I was feeling left out without a topic for this.

Background:

name: Seryntas - age: 22 - eyes: brown - hair: short, black -
height: 5’10” – weight: 240 lbs.


Seryntas was born, thanks to the rather badly thought-out meddling of the Elemaeran God of Fire, Krad, on a farm in central Doma. Krad was – or at least he tried – fulfilling the mysterious Seventh Prophecy, which speaks of a warrior who will rise on another world to bring forth a new golden age for the humans of Elemaer. Krad decided that he should make sure the warrior was fit for the task, so the god decided to create the warrior himself, using a template he’d created based on Elemaeran DNA. This caused problems. The DNA makeup of no two species is exactly alike, especially when they evolve in parallel realities. Plus, Krad had never thought of one situation.

Twins.

Seryntas and his brother, Sarakir, had a relatively pleasant early life in their rural home. Their amazing ability to build muscle mass at twice the speed of the average man helped them do hard farm work with ease. However, Sarakir began to shirk his chores, leaving Seryntas to pick up the burden. He also began to gamble, steal, torture animals, get in fights (where he didn’t fight fair), and constantly harass Seryntas for being the perfect little angel of the family.

Seryntas himself was hardly angelic in any way. Before his twelfth birthday, Seryntas began to hear voices in his head, terrible voices that commanded him to commit unspeakable acts. He began to slowly lose his grip on reality, becoming more and more introverted as he fought a silent, invisible battle against the demons of schizophrenia in his own head. He eventually developed the ability to ignore, to a degree, the voices in his head, which still to this day cajole him constantly. His constant and unceasing internal harassment make him almost always irritable, and give him a rather wide nasty streak. However, this pales in comparison to the utter and willful blackness of Sarakir’s soul.

When the twins were 19, Sarakir finally went too far. Consumed by utter hatred for his family and their entire way of life, Sarakir brutally murdered his father and rather craftily framed Seryntas for the crime. Seryntas was banished from his home. He left without turning back until he reached a hill about a half-mile away, on the far edge of the farm. He turned to see the house in flames, and knew almost immediately what had happened. He was an orphan, and it was all Sarakir’s fault.

Seryntas traveled to Doma City, where he became a bounty hunter, working constantly to better his skills in combat so he could one day find Sarakir and defeat him, avenging his family and redeeming his soul.

Further complicating Seryntas’ situation, Krad did not intend to ignore his creation for very long. One day while tracking a rather elusive criminal, Seryntas fell and hit his head on a rock in a forest. He became unconscious. He woke up a scant few minutes later in what appeared to him at first to be the same forest. However, he was completely naked and he noticed before long that the forest he saw around him was quite unlike the one he’d left. It was much warmer, and the tree species around him were different, most suited to the climate. Covering his naked manhood with leaves, he walked until he could find someone and ask them where he was.

Seryntas eventually did find someone in that forest, a beautiful woman who revealed herself to be the Herald of Krad, God of Fire. Seryntas was on Elemaer, a world in a completely different reality. She told Seryntas of the strange circumstances of his birth and of his destiny. She clothed him in a fine robe and took him to the great City of As’nar, where she told Great Burning Master Jadren Aeg-Tir that Seryntas was the Warrior of the Seventh Prophecy and a favorite of Krad. Seryntas was inducted into the Order of Fire at age 21, making him the oldest Initiate in the history of Elemaer. However, Seryntas’ new Elemaeran body proved to have all the magnificent muscle-building powers of his Gaeran body, and more, including enhanced speed and muscle reaction. That wasn’t the only improvement over his Gaeran form, either. Krad had transferred Seryntas’ personality and memory to the brain of his new body, but little else, as the rest of the nervous system had been personally crafted by the god. It didn’t take Seryntas long to realize that not only was his schizophrenia cured, he retained information faster and more completely, his reflexes were much faster than they had been, and his abilities for logic and creativity were greatly enhanced. It took him a mere four years to rise to the rank of Burning Master, making his ascension the fastest in the history of Elemaer, and his age of 25 made him the youngest Burning Master in two hundred years.

Seryntas spent twenty un-aging years on Elemaer, studying battle strategy, Fire magic, and sword techniques before the Herald returned to him, informing him that it was time to return to Gaera. She handed him a golden amulet with a single ruby in it and laid him down on his bed. He drifted off to sleep but woke up soon enough with a throbbing pain in his head. He was back in his old armor, in his old body, on his old planet, with his old brain, nursing a bump caused by hitting a rock twenty years ago. He wondered if Elemaer had only been a dream until he realized that the Herald’s amulet was wound around his gauntleted wrist. Returning to Doma, he found that no time had passed at all since he’d left, and the criminal he was after was still at large (he was caught two days later, but not by Seryntas).

Seryntas soon realized that not only could he still cast a few of the spells he’d learned on Elemaer (using a technique not unlike normal Gaeran arcane magic), but that the amulet the Herald had given him could bring his consciousness back to Elemaer for short periods at a time. Seryntas continued to look for Sarakir and honed his new-found magic, knowing he would need it in the final confrontation with his brother.


--Basics--
Name: Seryntas
RPer: SpleenInfinity13
Race: Human
Level: 1
XP: 0/1000
Max HP: 80
Max MP: 25
Max TP: 20
Initiative 6+2d6


--Attributes--
Courage +3
Wisdom +1
Intuition 0
Charisma (-2)
Agility +3
Dexterity +3
Strength +6
Stamina +5
Magic Aptitude: 2

Base AT/PA - 12
Modified for skill – 14/14
Modified for equipment - 6/5

Equipment:
Greatsword – T/S/C 13, 19, 25 – -2/-1 – Weight 6 – Strength Requirement +4
Mythril Plate – 60 AC – -5/-5 – Durability 100 – Weight 10 – Strength Requirement +2
Plate Bracers – 30 AC – -1/-2 – Durability 20 – Weight 2.5 – Strength Requirement +2
Pot Helmet – 15 AC – 0/-1 – Durability 10 – Weight 2 – Strength Requirement +1

Weapon Damage - Greatsword
Thrusting - 19 +1d6
Slashing- 31 +2d4
Chopping - 43 +2d6

--Skills--
Weapon (Greatsword) <Cou/Agi/Str>: 4
[s]Two-Handed Weapon Fighting: 4 (cost: 2)
Elemaeran Fire Magic <Int/Wis/Mag>: 4
[k]Agriculture and Farming: 4 (cost: 2)
[s]Drinking <Sta>: 2 (cost: 1)
Intimidation <Cou/Cou/Int>: 3
Wrestling <Str/Sta/Agi>: 3
[k]Combat Strategy: 2 (cost: 1)
[s]Parrying <Cou/Agi/Dex>: 4 (cost: 2)


--Spells/Techs--
(NOTE: All spells with two or more numbers, names, etc. separated by a slash are parts of the same spell group. The numbers do not refer to fractions, but to values for multiple spells of the same group.)
[Wrestling=1]Defense Breaker (2 TP) – Seryntas slams his armored, muscled bulk into an enemy in an attempt to knock them off their balance and decrease their ability to defend against his attacks. An enemy so struck needs a Stamina or Agility roll (whichever stat is higher) to not be knocked down. Not all enemies can be knocked down this way, and the GM determines what can or can’t, and the requisite rolls for what can.
[Intimidation=2]Battle Cry (2 TP) – Seryntas screams the battle cry of the Order of Fire, "Ji'il Krad turye az-darak!" ("By the fiery wrath of Krad!"). Enemies with low COU must make a check or take penalties from fear (of this huge armored man yelling like a maniac), as determined by the GM.
[Wrestling=3]Subdue (4 TP) – Seryntas uses his skill at wrestling to hold an opponent down long enough to, for example, bludgeon them into unconsciousness.
[Elemaeran Fire Magic=1/3]Lesser/Minor Burning Wrath (4/10 MP) – Fiery power awakens in the muscles of the caster, which temporarily increases his or her Strength and Agility. Minor Burning Wrath is more effective than Lesser Burning Wrath.
[Elemaeran Fire Magic=2/4]Lesser/Minor Burning Weapon (6/14 MP) – The caster’s weapon is engulfed in fire, adding flame damage to his or her attack. The weapon need not be flammable, and it is not consumed. It also produces light as though it were a torch. Minor Burning Weapon is more effective than Lesser Burning Weapon.
[Elemaeran Fire Magic=1/3]Lesser/Minor Fire Bolt (6/14MP) – The caster fires an exploding ball of flame from his or her hands. Lesser Fire Bolt has a 4-inch diameter, Minor Fire Bolt has an 8-inch diameter. Minor Fire Bolt is more effective than Lesser Fire Bolt.
[Elemaeran Fire Magic=3]Lesser Flaming Shell (10 MP) – The caster surrounds him or herself with a sphere of flames. This sphere seems almost solid (but not hard) to attacks from the outside, but the caster can still interact (and fight) with the world around him or her at no cost. Visibility is slightly hindered by the flames of the sphere. The flames can be damaging to wooden weapons and to body parts. The caster can create holes in the sphere at will.
[Elemaeran Fire Magic=1/3]Lesser/Minor Ignite (4/10 MP) – The caster channels heat through their body (which does no damage to the caster) in an attempt to light an object (such as a torch) on fire. The object must be flammable and touched by the caster’s hand to be ignited. The ignited object acts as though it had been lit through mundane means (such as coming in contact with a lit torch).

I would really like someone who knows PS to tell me if those are reasonable numbers for the spell costs, based on the descriptions of the spells.

EDIT: Totally redid the description of Battle Cry.
EDIT2: Redid the background in one fell swoop. <p>"Especially when you put them up to your eyes and said, 'Look at me, I have chocobo testicles for eyes!'"
-Nezetta (Shinigori)</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=spleeninfinity13>SpleenInfinity13</A]&nbsp; Image at: 2/15/04 12:56 pm

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Spleen
I put a BOMB inside EVERY BAD GUY!
 
Posts: 2625
Joined: Tue Apr 23, 2002 5:07 pm
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Boris!

Unread postby Spleen » Thu Dec 18, 2003 6:05 pm

(Editted for level 2)
Background:


name: Boris Andreyevitch Yulevski - age: 23 - eyes: blue - hair: bald -
height: 5’8”

Boris was orphaned at birth and raised by a cavalry officer in the Barian army named Andrei Yulevski, who taught him how to use a sword and how to ride a horse. At the age of 18, he was sent to join the army, where his natural grace and ability bought him renown as a swordsman. Vaniyakna recently chose the ambitious young soldier for his Black Soul Knights.


--Basics--
Name: Boris Andreyevitch Yulevski
RPer: SpleenInfinity13
Race: Human
Level: 2
XP: 0/1250
Max HP: 93
Max MP: 18
Max TP: 24
Initiative 7+2d6


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

Base AT/PA - 13/13
Modified for skill - 17/15
Modified for equipment – 12/12

Chain Mail 20 AC -3/-2 Durability 28 Weight 10 Strength Requirement +2
Black Soul Knight Standard Issue Armored Coat 15 AC -1/-1 Durability 20 Weight 30 S.R. +1
Leather Bracers 10 AC 0/0 Durability 10 Weight 1.5


Weapon Damage – Longswords, -1/0 each
Thrusting – 13+1d6
Slashing – 20+2d4
Chopping – 26+2d6


--Skills--
Weapon: Swords – 6 <Cou/Agi/Str>
[s]Ambidexterity – 6 <Dex>
[s]Dual Weapon Fighting – 6 <Dex>
[k]Combat Strategy – 2
[s]Weapon Parrying – 4 <Dex/Agi/Agi>
[s]Chink Detection – 4 <Dex/Int/Int>
[s]Athletics – 4 <Str/Sta/Agi>
[s]Acrobatics – 2 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=spleeninfinity13>SpleenInfinity13</A]&nbsp; Image at: 7/20/04 9:02 pm
[/i]

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Spleen
I put a BOMB inside EVERY BAD GUY!
 
Posts: 2625
Joined: Tue Apr 23, 2002 5:07 pm
Location: Demon Realms of Niu-Jiurzi

Ake!

Unread postby Spleen » Thu Feb 17, 2005 9:14 am

Basics:

Name: Ake Tanner
RPer: SpleenInfinity13
Race: Human
Birthdate: 6th of Proteara, 1287
Height: 5’7”
Eye color: Green
Hair: Black, cut severely short.
Clothing: Padded leather tunic and leggings, wears an iron chain as a belt. Boots have soft, padded soles.


Background:
&nbsp &nbsp &nbsp &nbsp Ake Tanner, the son of Ita and Ralen Tanner, grew up in a lower-middle-class neighborhood in Doma City, where he went to school to become an architect. However, at a martial arts exhibition a friend brought him to, he discovered that his true calling in life was to become a fighter. He soon quit school and joined a dojo as a student. After a rocky start, Ake began to excel at unarmed combat.
&nbsp &nbsp &nbsp &nbsp After some time spent fighting in tournaments and at exhibitions, and a brief stint studying under a champion boxer, Ake was offered a job as a bodyguard for a visiting dignitary. The pay was good, so Ake accepted, and spent two years traveling Igala with his employer. Ake returned to Doma City and opened his own dojo with the money from his job as a bodyguard. He’s led a happy and quiet life since then, but he’s always had an itching in the back of his brain to travel again…
&nbsp &nbsp &nbsp &nbsp Note: It is unknown who taught Ake what little he knows about playing the ukelele, but the general consensus among the people who’ve heard him play it is that this person ought to be lynched.


Stats/Equipment:

Level: 1
XP: 0/1000
Max HP: 75
Max MP: 25
Max TP: 20
Initiative 7 + 2d6

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

Base AT/PA – 11/11
Modified for skill – 12/15
Modified for equipment – 11/14

Armor – Padded Leather
&nbsp &nbsp &nbsp &nbsp AC 8, -1/-1, Durability 12, Weight 3
Armor – Leather Bracers
&nbsp &nbsp &nbsp &nbsp AC 10, 0/0, Durability 10

Weapon Damage – Unarmed
Punching: 14+1d6
Kicking: 21+2d6, -3 penalty to hit


Skills: 24 pts

Barefisted Fighting: 4 <Cou/Agi/Str>
Meditation: 2 <Int/Int/Wis>
Instrument (Ukelele): 1 <Dex/Dex/Cha>
Jumping: 2 <Str/Agi/Dex>
Disarm: 3 <Cou/Agi/Str>
[s] Acrobatics: 4 [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=spleeninfinity13>SpleenInfinity13</A]&nbsp; Image at: 2/17/05 16:51
[/i]

FlamingDeth
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Re: Ake!

Unread postby FlamingDeth » Thu Feb 17, 2005 4:20 pm

Hanged, not hung. <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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Spleen
I put a BOMB inside EVERY BAD GUY!
 
Posts: 2625
Joined: Tue Apr 23, 2002 5:07 pm
Location: Demon Realms of Niu-Jiurzi

Re: Ake!

Unread postby Spleen » Thu Feb 17, 2005 5:51 pm

Is that better? <p>__-__-__-__-__-__

"If a tree falls in the middle of a forest and no one's around to hear it, it was obviously the work of ninja."
-Darkknight

"Screw normal, because if you're normal, the crowd will accept you, but if you're deranged, the crowd will make you their leader."
-Christopher Titus</p>

FlamingDeth
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Re: Ake!

Unread postby FlamingDeth » Thu Feb 17, 2005 5:54 pm

No. <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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Spleen
I put a BOMB inside EVERY BAD GUY!
 
Posts: 2625
Joined: Tue Apr 23, 2002 5:07 pm
Location: Demon Realms of Niu-Jiurzi

Re: Ake!

Unread postby Spleen » Thu Feb 17, 2005 8:46 pm

It costs him 12 minutes of his life. You don't think that's balanced? I talked to someone who knows more than I do about this, but I doubted that number, too. What do you think would be better?

And really I don't like the idea that he should be gambling TP for this. It doesn't seem to me that it makes any sense that failing to meditate would be worse than not trying at all. <p>__-__-__-__-__-__

"If a tree falls in the middle of a forest and no one's around to hear it, it was obviously the work of ninja."
-Darkknight

"Screw normal, because if you're normal, the crowd will accept you, but if you're deranged, the crowd will make you their leader."
-Christopher Titus</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=spleeninfinity13>SpleenInfinity13</A]&nbsp; Image at: 2/17/05 20:46

Uncle Pervy
 

Re: Ake!

Unread postby Uncle Pervy » Thu Feb 17, 2005 9:05 pm

So what does Metitate cost?

As it is, it seems he can get TP for free. I propose it should require a skill roll, mdified by how conductive the surroundings are to serenity. failed roll = lost TP or something more fitting. Perhaps a minor concentration penalty for some long. <p>---------------------------

Your are not supposed to be reading this!</p>

FlamingDeth
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Re: Ake!

Unread postby FlamingDeth » Thu Feb 17, 2005 10:36 pm

Perhaps after a failed check, he shouldn't be able to attempt again for some amount of time? <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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Spleen
I put a BOMB inside EVERY BAD GUY!
 
Posts: 2625
Joined: Tue Apr 23, 2002 5:07 pm
Location: Demon Realms of Niu-Jiurzi

Re: Ake!

Unread postby Spleen » Thu Feb 17, 2005 10:48 pm

I like it! How long, do you think? <p>__-__-__-__-__-__

"If a tree falls in the middle of a forest and no one's around to hear it, it was obviously the work of ninja."
-Darkknight

"Screw normal, because if you're normal, the crowd will accept you, but if you're deranged, the crowd will make you their leader."
-Christopher Titus</p>

User avatar
Spleen
I put a BOMB inside EVERY BAD GUY!
 
Posts: 2625
Joined: Tue Apr 23, 2002 5:07 pm
Location: Demon Realms of Niu-Jiurzi

Boreas!

Unread postby Spleen » Sun Jun 25, 2006 10:13 pm

My character for Cha's superhero jazz.

Basics:

Name: Boreas
Real Name: Cameron Meller
RPer: Spleen
Race: Human
Birthdate: 19 Years Ago
Height: 5’6”
Weight: 122 lbs.
Eye color: Blue
Hair color: White

Background:

Until he was fifteen, Cameron Meller was a normal boy living in the city with his wealthy parents. Then, one day while he and his parents were flying across the ocean, their private plane experienced massive turbulence and nearly crashed. Before the pilot lost control, however, Cameron’s father stood up from his seat and began breathing slowly and heavily and making strange motions with his arms. After a few seconds of this, the winds around the plane calmed. Mr. Meller continued until the plane left the storm it was caught in and slumped into his seat. It was then that Cameron found out that he was a direct descendant of Boreas, known to the Greeks as the personification of the North Wind, and that he was, in fact, part elemental.
It was on that day that Cameron began to develop the gifts of his heritage. Under his father’s tutelage, he learned to manipulate the winds like his father did when he saved their plane, concentrating his mind and aiding himself with special breathing and motions. He also learned to fly by using his powers to make his body less dense and then floating on the winds he created. It was also at this time that Cameron took advantage of his natural dexterity and keen eyes and became a competition archer, winning many competitions.
Cameron was thrust into becoming a hero, as many heroes are. One day he came home from school to find his parents in his father’s study, arguing with four men Cameron didn’t know. Cameron paid it no attention and continued to his room to do his homework. A few minutes later, Cameron suddenly heard several loud bangs that sounded like gunshots. He ran downstairs to find that the men were now holding handguns and his mother was on the floor, unconscious and bleeding heavily from a wound in her chest. Cameron’s father had been shot, as well, in the side, but was still conscious.
Barely even thinking about what he was doing, Cameron made a gesture at the men while blowing air out of his mouth, sending a powerful gust of wind that knocked them off-balance, following it up by creating a revolving, circular current of air in the room strong enough to fling all the various papers in the study around and blinding and disorienting the confused thugs. His next attack was a curved blast that bowled one of the attackers into the other three. Cameron grabbed the nearest weapon he could find, which turned out to be his father’s bow from when he himself was a competition archer, the bow Cameron first learned on, which was mounted on the wall along with a few arrows. The arrows were not designed to be used against people, but Cameron knew what he was doing. His first shot hit one in the throat, his second hit one in the left eye, his third hit one in the stomach, and his fourth hit one in the gun hand. Cameron managed to escape with both of his parents, leaving the house just as the four thugs were getting organized. He ran to a neighbor’s house and had them call for an ambulance for his family and for police to capture the attackers.
Cameron’s mother died of her injuries during the first night in the hospital. Cameron’s father fared little better, and died five days later. Before he died, however, he explained to Cameron that he and his wife had gotten involved with the mafia when their company was in debt, and the men that had attacked had been collectors from the mafia that were asking for more money than they were told they would have to pay. After his parents died, Cameron decided that he would use his abilities to protect people like he failed to protect his parents. He donated most of his trust fund to worthy charities and used the rest for his life as a superhero, taking the name of his ancestor, Boreas, as his alias.
After becoming a superhero and practicing his powers, Boreas also found he had powers of mist, which he found were related to his ability to make himself less dense when he flies.


Stats/Equipment:

Level: 1
XP: 0/1000
Max HP: 65
Max MP: 75
Max TP: 28
Initiative 9 + 2d6

(These stats are supposed to add up to 30, not the usual 21.)
Courage: +4
Wisdom: +3
Intuition: +2
Charisma: +2
Agility: +5
Dexterity: +5
Strength: +2
Stamina: +2
Magic Aptitude: +5

Base AT/PA - 13/13 (with Str) or 16/16 (with Dex)
Modified for skill (light staff) - 19/17
Modified for equipment (light staff) - 17/19
Longbow ACC - 18

Superhero Costume: AC 2, Durability 10, Weight 1
Titanium Plate Bracers: AC 10, Durability 20, Weight 2.5, Strength Requirement +2, Casting Penalty -2.

Weapon Damage – Longbow: 20 + 1d6

Weapon Damage – Light Quarterstaff
Light – {4 + 1d6}
Medium - {9 + 2d4}
Heavy - {14 + 2d6}
Note: The light quarterstaff behaves as a light one-handed weapon, rather than a two-handed weapon, even though Boreas does, in fact, wield it in two hands.


Skills: 30 pts.

Archery: 4 <Cou/Dex/Str>
Escape Artist: 1 <Dex/Agi/Int>
Instrument – Theremin: 2 <Cha/Dex/Int>
Light Quarterstaff: 3 <Cou/Agi/Dex>
Power of Mist: 4 <Mag/Cou/Cou>
Power of Wind: 4 <Int/Mag/Cou>
[s]Advanced Parry [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=spleeninfinity13>SpleenInfinity13</A]&nbsp; Image at: 6/25/06 22:14
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