Fun with Philsys

Character sheet archiving. Help with characters can be solicited here. This is also the place to talk Philsys or other RPing systems.
Archmage144
 

Fun with Philsys

Unread postby Archmage144 » Tue Apr 04, 2006 5:06 pm

Quick Stats:
Ky (Archmage) - Level 1 - 60 HP, 55 MP, 25 TP

Name: Ky Kiske
Race: Human
Level: 1
XP: 0/1000
Max HP: 60
Max MP: 55
Max TP: 25
Initiative: 4+2d6

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

Body=Holy Order Plate (AC 10, 0/-1, casting penalty -2)

Base AT/PA - 13/13
Modified for armor - 13/12
Modified for skill (with Thunderseal) - 17/16
Modified for skill (unarmed attack) - 16/12

Weapon Damage - Thunderseal (14/19/23, +2/+2, adds +2d6 lightning damage)
Slash - 26 + 2d6 + 2d6 lightning
Heavy Slash - 35 + 3d6 + 2d6 lightning
Metal Slash - 43 + 4d6 + 2d6 lightning

Weapon Damage - Unarmed
Punch - 7 + 1d6
Kick - 15 + 2d6

Base MATK: 8 (6 with plate)
Base MDEF: 21
Base Missile Evasion: 17

------Skills------

Bastard Sword - 4 <COU/AGI/STR>
Lightning Magic - 4 <INT/WIS/MAG>
Unarmed Combat - 3 <COU/STR/AGI>
Leadership - 4 <CHA/CHA/INT>
Diplomacy - 1 <CHA/CHA/INT>
Tension Techniques - 4 <COU/COU/STA>
[k]Porcelain - 4
[k]Law - 4
[s]Advanced Parrying - 4 RPGWW Wiki!</div></p>Edited by: Archmage144&nbsp; Image at: 4/4/06 17:15

Shiranai
 
Posts: 288
Joined: Sun Jul 07, 2002 5:59 pm

Re: Fun with Philsys

Unread postby Shiranai » Tue Apr 04, 2006 8:44 pm

Shall I make a Sol Badguy? How about a Faust?

Edit: Actually, if you want Chipp's stats, just steal from Shiranai. <p><div style="text-align:center">
Image</div></p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=shiranai@rpgww60462>Shiranai</A] at: 4/4/06 20:56

Archmage144
 

Re: Fun with Philsys

Unread postby Archmage144 » Tue Apr 04, 2006 8:56 pm

I'm actually considering doing more of these if people find the first one amusing enough. XD <p>
<div style="text-align:center">Image

RPGWW Wiki!</div></p>

Shiranai
 
Posts: 288
Joined: Sun Jul 07, 2002 5:59 pm

Re: Fun with Philsys

Unread postby Shiranai » Tue Apr 04, 2006 8:58 pm

The thought, in a gratuitously generic whole, has crossed my mind countless times. I do believe it was you once who asked me why bother. *wink* <p><div style="text-align:center">
Image</div></p>

Shiranai
 
Posts: 288
Joined: Sun Jul 07, 2002 5:59 pm

Re: Fun with Philsys

Unread postby Shiranai » Tue Apr 04, 2006 9:30 pm

Name: Mojo King Bee
Race: Gravilian
Age: Undisclosed

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

HP: 75
TP: 28
MP: 25
Initiative: 1+2d6
Base AT/PA: 9/9
MAttack: 5
Missle Evade: 13
MBlock: 17
Weapon: Trumpet Gitaroo 12/17/25 Energy Damage
Armor: Mojo King Bee Suit 4AC +1 Cha
AT/PA 13/9

Gitaroo Combat <Cou/Cha/Dex>- 4
Trumpet<Dex/Int/Cha>- 4
[k]Fashion Sense- 4
[k]Streetwise- 4
[k]Gravilian Lore- 2
[k]Gitaroo Lore- 4
[s]Stealth <Agi/Agi/Dex>- 4
[s]Mojo <Cha/Cha/Stam> 4

[Gitaroo Combat=2, Trumpet=4] The Blues (4TP)- Belt out a hip tune, that can also defeat foes. Add 4 to AT for three turns.
[Fashion Sense=3, Mojo=3] Impress (4 TP)- Look and act so totally fucking cool man, like I'm talkin enough to stun those square greenhorns for two turns man. Dig?
[Gitaroo Combat=4] Harmony (0TP)- Only useable at 1/10 HP or less. Hey I'm already gonna lose, right? Might as well go out in style. Makes the everyone in the viscinity satisfied for 4 rounds. <p><div style="text-align:center">
Image</div></p>

Idran1701
None some call is air am
 
Posts: 42196
Joined: Wed May 29, 2002 9:37 am

Re: Fun with Philsys

Unread postby Idran1701 » Tue Apr 04, 2006 9:51 pm

He should have some sort of Disco Ball summoning skill as well! And maybe some semi-Druid-like stuff for the whole animal backup band thing. <p>

"Never let your morals get in the way of doing what is right" - Salvor Hardin
</p>

User avatar
Nakibe
Lady Malix wills your demise!
 
Posts: 1214
Joined: Wed Apr 24, 2002 8:51 am

>.> Is there a Doctor in the house?

Unread postby Nakibe » Tue May 23, 2006 7:39 pm

<.<

>.>

I said I'd do it, didn't I?

================================================================
Name : Faust
Age : [Unknown]
Height : 282 cm (9' 3")
Weight : 55 kg (121 lbs)
Race : Human
Eye Color : Glowing
Hair Color : --
Likes : [Unknown]
Dislikes : [Unknown]
Favorite Food : [Unknown]
Favorite Thing : [Unknown]

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

Level : 01
XP : 0 / 1000 (0 Total)
HP : 60 / 60
MP : 120 /120
TP : 16 / 16
Init : 1 + 2d6 (3 - 13)
AT/PA Base : 7
* Other Bonus : 0

Scalpel AT/PA : 7/3
* Armor Bonus : 0/ 0
* Weapon Bonus : -4/-4
* Skill Bonus : +4/+0

Unarmed AT/PA : 7/9
* Armor Bonus : 0/ 0
* Weapon Bonus : 0/ 0
* Skill Bonus : 0/+2

AC : 2
* Other Bonus : --
MAtk Base : 12
* Armor Bonus : --
* Weapon Bonus : --
* Other Bonus : --
Air MATK : 16
Spacial MATK : 16
Plant MATK : 16

MDef Base : 14
* Armor Bonus : --
* Weapon Bonus : --
* Other Bonus : --

[P] Scalpel [AGI/COU/STR] : 4 / 11
[P] Unarmed Fighting [AGI/COU/STR] : 2 / 11
[P] Air Magic [INT/MAG/WIS] : 4 / 18
[P] Spacial Magic [INT/MAG/WIS] : 4 / 18
[P] Disease Treatment [DEX/WIS/WIS] : 4 / 10
[P] Tension Techniques [COU/INT/WIS] : 4 / 13
[P] Plant Magic [INT/MAG/WIS] : 3 / 18
[S] Sense Motive [INT] : 4 / 8
[S] Jumping : 4 / 18
[K] Gardening : 2 / 18
[K] Medicine : 4 / 18

[Weapon] Fists
* +0/+0, 5/10
- Punch 5 + d6 / Kick 10 + 2d6
[Weapon] Oversized Scalpel (Vakuanze)
* 0/0, 16/20/25
- Slash 26 + 2d6 / Heavy Slash 33 + 3d6 / Metal Slash 41 + 4d6
[Armor] Extra-large coat
* AC +2, 0/0 AT/PA

[Innate] Critical Patient Care - Faust's TP system works
differently from normal characters. In Faust's case, TP
stands for "tension points." At rest, he has 0 TP. When
Faust enters combat, his doctor's spirit flares to life,
and he gains TP each round depending upon his actions.
Drastic actions build his TP more quickly. Faust gains 1 TP per
round; other actions earn him "bonus" TP. Whenever Faust
makes a slash attack, he gains 1 extra TP. He gains 2 for a
heavy slash and 3 for a metal slash. Charging an opponent
is worth 1 TP, and taking at least 20 points of damage
causes Faust to gain 2 TP. Within five minutes of the end of
combat, Faust loses all TP gained during the battle and his
TP count resets to 0.

[Tension 1] Psych Burst - After successfully parrying an
opponent, Faust can utilize a burst of will-based energy to
push that foe back about 30 feet, giving him some room to
breathe. Treat this as a contest of COU; if Faust wins, the
opponent is forced away. This ability can be used once per
battle. If it is successful, Faust gains 10 TP.

[Tension 2] Dead Angle Attack (10 TP) - After a successful
parry, Faust can counterattack his foe with a single strike.

[Tension 3] Faultless Defense (1 TP) - Allows Faust to shrug off
some damage. Used in reaction to being hit, this reduces
damage taken by 5 per 1 TP spent.

[Tension 4] Roman Cancel (10 TP) - Faust can chain attacks
together, even spells or techs. This ability allows Faust to
make a second attack against the same foe.

[Scalpel 1] Homerun Hero (3 TP) - Faust used to be the best
player at the hospital ball games. His keen eyes allow him
to make a Metal slash without penalties as he swings for the
fences!

[Scalpel 2] Ready? THRUST! (2 TP) - Faust uses his huge size to
thrust forwards a huge distance with his scalpel, possibly
impaling his current "patient". As such, Faust deals 1.5x
Heavy Slash damage.

[Scalpel 3] ... alright, now PUSH! (3 TP) - Faust can only do
this from a "Ready? THRUST!" that connects. Seeing that his
patient isn't fully cured, Faust makes another attempt to
operate on his hapless victim, dealing another Slash worth
of damage.

[Scalpel 4, Air 4] Going My Way? (5 TP) - A most unusual
technique which Faust pioneered during his days as a
celebrated doctor, allowing him to do major surgeries in record
time. Of course his FIELD technique leaves much to be desired,
as his patient takes 2x Heavy Slash damage in the process.
If Faust doesn't manage to do it quite right, he tends to
make himself dizzy, costing him a PA roll for the round.

[Scalpel 3, Air 3] Scalpel Centrifuge Chaotic Dance (29 MP) - Faust
sticks his scalpel into the ground, jumps on top, and whirls
around crazily. No one is really sure if its his flailing
arms and limbs or something ELSE that does the damage for
this technique. Does 10+rank*2+3d6 air damage to all
patients within a 10 foot.

[Plant 1] I'm pretty? Aren't I pretty? (5 MP) - A good man is
always blessed. And this good doctor is blessed even moreso,
as plants often spring up at opportune times to harm his
enemies, dealing 10+rank*2+1d6 earth damage to Faust's
chosen patient.

[Spacial 4, Tension 4] What's going to come out? (X TP) - Faust's
medical bag is full of old junk that he just can't seem to
get rid of. Heck, even HE's surprised at some of the stuff
he's stored in there. For every 3 TP spent on this tech,
Faust pulls something out of his bag at random. Roll 1d10 for
each item. On a roll of 1, Faust pulls out a mini-Faust which
allows him an extra Slash. On a roll of 2 or 3, Faust pulls
out a restorative item which can heal
15+(Average Rank)*4+2d6. On a roll of 4 or 5, Faust throws
out a sledgehammer, which hits as if he just attacked with
his "Hello Flower" special. On a roll of 6 or 7, watch out,
as Faust throws out a bomb that deals 16+rank*4+2d6 points
of fire damage to all within a 15 foot radius, Faust and
friends included! On a Roll of 8 or 9, Faust pulls out a
vial of foul poison, which adds a Lv 3 poison effect to a
patient. On the unlikely event of a 10, Faust can command
the heavens themselves... sort of. 22+(Average Rank)*6+3d6
fire damage is dealt to all potential patients within 20
feet at the end of the next round.

[Tension 4, Spacial 4, Scalpel 4] Stimulating Destruction Fist (35 MP, 15 TP)
- The only thing Faust hates worse than tax collectors are
people who are unable to pay his fees. Granted, he rarely
charges anyone any fees if he feels they are in need, but
ah, well. The mad doctor's greatest technique is also an
alteration of one of his famous life-saving tools. Treat as
a Metal Slash. If it connects, then first roll 1d4 before
determining damage. If Faust rolls a 1, then he manages to
somehow damage himself instead of his target. Otherwise,
Faust multiplies his Metal Slash damage by the number
rolled. Often patients can wriggle and cause this technique
to behave unpredictably. Faust's target can spend 5 TP to
make Faust roll the d4 again after seeing its result. The
new result stands, however.

================================================================ <p><span style="font-size:small;">

Currently idolizing - Roger Bacon, Shadow Hearts
Likes : Forbidden magics, Determined people, His teacher
Dislikes : Stupid people, Church officials, People that prey on the weak
Method of Destroying the World : Feh. God can do it for me. >:{
Becomes Super Powerful When : ... well F***. When ISN'T he?</span>

"Lunatic? The sages of EVERY age were called that! Let HISTORY decide whether my actions were good or bad. For now, we must forge ahead!"</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=nakibe>Nakibe</A] at: 5/23/06 19:46

User avatar
Nakibe
Lady Malix wills your demise!
 
Posts: 1214
Joined: Wed Apr 24, 2002 8:51 am

Proving once again that I have no life.

Unread postby Nakibe » Sat Oct 21, 2006 7:06 pm

This just came out of my brain a few days ago. Its mostly fully formed, which is not to say it was well thought out by any means. Or Complete. Anyway...

================================================================
Name : Kusanagi, Kyo
Age : 20 (Still?)
Height : 5'9"
Weight : 165 lbs.
Race : Human
Likes : His motorcycle and his girlfriend, Yuki
Dislikes : Work
Favorite Food : Grilled fish

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

Level : 03
XP : 0 / 1500 (2250 Total)
HP : 76 / 76
MP : 75 / 75
TP : 38 / 38
Init : 4 + 2d6 (6 - 16)
AT/PA Base : 13

Unarmed AT/PA : 18/14
* Armor Bonus : 0
* Weapon Bonus : 0
* Skill Bonus : +6/+1
AC : 6
* Other Bonuses : 0
MAtk Base : 7
* Armor Bonus : 0
* Weapon Bonus : 0
* Other Bonus : 0
MDef Base : 21
* Armor Bonus : 0
* Weapon Bonus : 0
* Other Bonus : 0
Missile Evasion : 17
* Armor Bonus : 0
* Weapon Bonus : 0
* Other Bonus : 0

[P] Chinese Boxing [AGI/COU/STR] : 7 / 15
[P] Cooking [INT/WIS/DEX] : 2 / 10
[P] Mechanics (Engines) [WIS/DEX/INT] : 3 / 10
[M] Flames of the Kusanagi [INT/MAG/WIS] : 8 / 13
[S] Advanced Parrying [AGI] : 4 / 12
[S] Missile Evasion [AGI] : 2 / 12
[S] Pain Resistance [STA] : 4 / 12
[S] Acrobatics [AGI] : 4 / 12
[S] Sense Motive [INT] : 4 / 15
[K] Poetry : 2 / 6
[K] Hockey : 2 / 6

[Weapon] Fists!
*+6/+1, 5/10
- 10 + 1d6 / 20 + 2d6

[Flame 4] Exorcism [12 MP] The flames of the Kusanagi allow Kyo
to create a wave of flame that hugs the surface which it
burns. Those in its way take 14 + Rank * 4 + 2d6 fire
damage. Previously this technique was lost due to the power
of Goenitz, the Orochi of Wind. Kyo has only recently
regained his ability to access this skill.

[Boxing 2] Style 75 [2 TP or 7 TP] Kyo lashes out with twin kicks
to the opponent's chest with surprising speed, but not much
force. As such, Kyo can use this technique to get 2 light
attacks off in the span of one attack. The 7 TP "Modified"
version allows him to follow up with ANOTHER attack, so long
as it isn't a second Style 75.

[Boxing 2/Flame 2/Acrobat 2] Demon Scorcher [3 TP, 6 MP] A
technique handed down by the Kusanagi clan over the years,
this technique is to trap demons in a vortex of white-hot
flame. Thrusting the user into the air before encircling the
demon in holy flames, this attack does 1.5x Heavy attack
damage and burns its target for 8 + Flame * 2 + 1d6 damage.
However, missing with this attack costs Kyo one parry roll
for the round.
[Boxing 4/Acrobat 4] R.E.D. Kick [4 TP] A technique that Kyo
developed on his own, the Rainbow Energy Dynamite kick is a
devastating kick to the opponent's poor noggin. The power of
this kick is such that it does 2x Heavy attack damage and,
on a roll of 6 on a 1d6, stuns the target for 2 rounds.

[Boxing 5/Flame 4] Wild Bite [2 TP, 6 MP] A new technique
mastered by Kyo after his defeat at the hands of Goenitz.
Kyo channels the power of flame into a Light attack, dealing
an extra 8 + Flames * 2 + 1d6 damage. But the true power of
this move is not found when used alone...

[Boxing 5/Flame 6] Time Drill [3 TP, 19 MP] However, the true
power of the Wild Bite can be found in its followup attacks.
With this addition, the flames created before can be focused
into a single devastating attack. This attack does Heavy
Attack damage along with adding 14 + Flames * 4 + 2d6 fire
damage to the mix.

[Flame 8] Reverse Style 108 : Great Serpent Slayer [54 MP] The
signature attack of the Kusanagi clan. This powerful
cleansing flame is said to have defeated the great demon
Orochi in times long past. Those within 15 feet of Kyo's
flames are dealt 16 + Rank * 4 + 2d6 fire damage.

<p><span style="font-size:small;">

Currently idolizing - Roger Bacon, Shadow Hearts
Likes : Forbidden magics, Determined people, His teacher
Dislikes : Stupid people, Church officials, People that prey on the weak
Method of Destroying the World : Feh. God can do it for me. >:{
Becomes Super Powerful When : ... well F***. When ISN'T he?</span>

"Lunatic? The sages of EVERY age were called that! Let HISTORY decide whether my actions were good or bad. For now, we must forge ahead!"</p>


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