Jason's stuff!

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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Besyanteo
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Jason's stuff!

Unread postby Besyanteo » Wed Feb 11, 2004 12:42 am

-=-=-=-=-=-


Background:


name: Jeridan Arvina - age: 25 - eyes: green - hair: auburn -
height: six feet four inches - fur: chocolate brown - BDay: April 16 - See Phobia Note




Jeridan came to Doma with amnesia. The only thing he knew was what he was, and that he didn't remember anything else. As time passed and he gathered friends, his memory began to return. He was previously engaged to the angel Phyllias Brightwing, who has helped him remember most of his past.

In months prior to the war, he was reunited with his Father. They spent evenings filling in the holes in Jeridan's past for a number of weeks. More recently, Nakibe popped in on him during the night. To make a short and sad story shorter and more merciful, Nakibe turned Jeridan into a Mazoku. He has since found that he cannot hold or even touch Phyllias safely, and after some debate, their engagement was cancelled. He has also had a minor proficiency in magic sort of thrust upon him, as well as an inborn knowledge of earth magic. He loathes this, without realizing he'd been using magic for several years prior, beliving he was using the art of 'Chi' (See NEDM).

Over the years, Jeridan has learned this: When he was young, he traveled with his Father all over Doma, the Great Plains, and into the expanses west of the country. However, they always avoided the Shuman Mountain range whenever possible.

They made a living as a father son mercenary business, which Derek occasionally assisted in. This did not leave much time for formal schooling for Jeridan, as his father was always teaching him the sword anf the use of his fists. Derek, meanwhile, planted the early seeds of magic instruction. It was, however, forced. Jeridan had little or no interest in magic.

When Jeridan reached the age of 17, he made his first kill. He was on a job in Kohlingen with his father and Derek, and they got into an unfortunate entanglement with some sentries. Jeridan stabbed through the man's heart, and afterward looted the corpse of valuable. He found a picture of the man's family among his things, and has never quite forgiven himself, despite Phyllias's councilings.

That same night, after the success of the mission, they were forced to spend the night in a cliff based cave; A hurricane was blowing in, and travel simply wasn't feasible. Greg, Jeridan's father, remained outside for a while to gather some drift wood for a fire before the rains hit. While Derek and Jeridan waited for Greg's return, Derek did as was his habit: He began to drink, and heavily. Before 30 minutes had passed, Derek was higher in the sky than the storm clouds. He made several passes at the young garoujin to no avail. He eventually went to take what he wanted by force, and earned himself a wonderful brand new black eye.

Greg returned to find Jeridan missing. To this day, Jeridan does not know how that scene played out. However, he does recall himself running, and the wind blowing, very hard. He lost his footing somewhere, and was blown off the cliff and into the water... And the next thing he can recall is waking up on the southern coast of Riva. Through pure luck, he wandered south and back out of the country before he was noticed by any of the locals. He spent the next 2 years wandering northern Doma, until finding his way back to the capital. He met a man named Keet, who introduced him to Kyle, and eventually he met Phyllias through this growing group of friends.

Just this year (1314) Jeridan met a Garoujin named Ferran. Ferran identified Jeridan as a possible member of the Arrowfist clan in the Shuman mountains. Jeridan is anxious to learn about these people, but has not yet had the oppourtunity to take some vacation time to go investigate.

Jeridan devotes his time to the guard now, and since his Father's departure from Doma, and the unreliability of his friend Derek, he relies heavily on Griff to keep him going. He studies nightly, as he no longer requires sleep, and holds a fervent desire to make up for many years of education he has missed.

--Basics--
Name: Jeridan Arvina
RPer: Besyanteo
Race: Garoujin
Level: 6
XP: 1450/3250
Max HP: 107
Max MP: 71
Max TP: 46
Initiative 7+2d6


--Attributes--
Courage +4
Wisdom +2
Intuition +3
Charisma +2
Agility +5
Dexterity +2
Strength +7
Stamina +4
Magic Aptitude: 0


Base AT/PA - 19/19
Modified for skill(Unarmed) - 28/21
Modified for skill(Sword) - 21/19
Modified for equipment(Unarmed) - 27/20
Modified for equipment(Sword) - 20/18
Dodge – 23
MDefense – 21

-=- Armored Coat (Shielded Robe) AC 7 Dur 25, Iron Knuckles, Bastard Sword -=-

Weapon Damage - Iron Knuckles (-1/-1, +6 Punch Dmg)
* Light Attack: 26 + 1d6
* Medium Attack: 33 + 2d6 at a -2 penalty
* Heavy Attack: 40 + 3d6 at a -5 penalty
Number of Attacks/Parries: 2

Weapon Damage - Bastard Sword (12,17,21, -1/-1, wielded two handed)
* Light: 28 + 2d6
* Medium: 40 + 3d6
* Heavy: 51 + 4d6
Number of Attacks/Parries: 1

--Skills--
[k]Survival -3
[k]Doman Laws -4
[k]History of Doma-4
[k]Mathematics- 4
[k]Physics -3
[k]Guard Tactics -6
[k]Chain of Command -4
[s]Evade Missile -3 <Agi>
[s]Evade Physical -3 <Agi>
[s]Two Fisted -6 <Dex/Dex/Str>
Unarmed -13 <Cou/Agi/Str>
Swords -2 <Cou/Agi/Str>
Non-Elemental Displacement Magic(NEDM) -8 <Int/Wis/Mag>*
Earth Magic -5 <Int/Wis/Mag>
Fire Magic -1 <Int/Wis/Mag>

--Spells/Techs--

[Innate] Track (TP Variable) -
Jeridan uses his heightened senses of hearing and smell to hunt down target people or items. Innately, Jeridan recieves a +1 to int when checking against dificulty to track a person by visiual signs left behind. For 1TP, Jeridan can study an object or person visually with a +2 to an int check, to determine details about them. When tracking a person or object by smell, Jeridan may make an Int check with a bonus of +X, where X=TP: X may not be more than 5. The reason for this cost is, while Jeridan is Garou, he is not a bloodhound, and there are a great plethora of scents in any given place to sift through.
[Unarmed=7] Break (TP 12) -
Jeridan, while close, breaks a targets arm, kicks a knee out of alignment, or otherwise causes long term physical injury, for 2x punch damage, giving a -4 penalty to AT/PA.
[Unarmed=3 Two Fisted=1] Pummel (TP 4) -
Close range attack. Jeridan punches an opponent repeatedly and very quickly, dealing 2x damage overall.
[Unarmed=6 Two Fisted=3] Advanced Pummel (TP 6) -
More Advanced pummel: Punch attack 1d3+1 times, per full action(number of attacks per round, agi/2 rounded down).
[Unarmed=11 Two Fisted=5] Final Pummel (Variable TP) -
Jeridan performs X+1 Punch attacks this action, where "2*(TP Spent)=X". Jeridan may only spend up to 5 TP this way. In addition, because of the intense effort involved in this attack, Jeridan takes -2 to PA when spending 4 TP this way, and -4 PA when spending 5. This effect ends at the begining of his next turn.
[NEDM=3] Energy Ball (10 MP) -
Jeridan gathers energy for one attack round, releasing it on the following turn in the form of an energy blast for damage significantly greater than he would do with his own fists. This deals 10+rank*2+2d4 damage to a single target.
[NEDM=8] Energy Blast (10 MP) -
Jeridan fires a more powerful version of the Energy bomb at an opponent, dealing 16+rank*3+2d6 damage to a single target.
[NEDM=3] Aural Healing (7 MP) -
Jeridan focuses his energy on healing, and all those immeditely surrounding him are healed both physically and mentally. This restores 5+rank*2+1d6 HP (and 3+rank+1d4 MP, if the character is a magic user) to all allies adjacent to Jeridan. Cost applies for each person healed.
[NEDM=5] Levitation (5 MP) -
For a period of 5 minutes or less, Jeridan may levitate at will over the ground and any other given obstacle. This allows him to move freely, and in a fashion, fly: When walking off a roof while levitating, Jeridan will not fall, for example. This may be used continuously for an additional 5 MP without recast.
[NEDM=6] Greater Healing (42 MP) -
Jeridan heals all allies within a 4 hex radius of him by 10+rank*3+2d6 HP.
[Earth Magic=2] Entangle (MP 8) -
Ranged Magic. Jeridan causes the local plant life to ensnare a target's legs, standard Mattack Roll to ensnare a target and render them unable to walk, giving a -4/-4 penalty. Lasts Rank/2 rounds.
[Earth Magic=3] Stone (MP 9) -
Ranged Magic. Jeridan causes a rock to be lobbed at an opponent. 11+rank*3+2d4 Damage.
[Earth Magic=5] Strangle (MP 30) -
Ranged Magic. Jeridan causes a vine to sprout from the ground, and wrap itself around a target's body, squeezing for 20+rank*4+3d6 damage.
[Fire Magic=1] Blazing Eyes (MP 3)
The target makes a Cou check against a Cha check by Jeridan, plus rank fire magic. If failed, Jeridan is not avaliable target this round. This may be used continuously, at an upkeep cost of 1 MP per round. Note Jeridan's face must be visible for this to be effective. This does not create significant light at night or in caves/dungeons/etc, nor does it harm Jeridan.
[Fire Magic=1] Mote (MP 1)
Jeridan hits a targets with a tiny mote of flame, and is capable of doing rank fire damage. This is generally used to start small fires or heat objects.

*Notes on NEDM:
Because NEDM, being basically unaffiliated, encompases more than one field of magic (Offense, healing...) ranks as they effect techs are only counted as 3/4 value. This is reflected in damage/healing calculations.

Phobia: Due to early IC experiences, Jeridan has a severe phobia ragarding Most sea creatures, especially ones with tentacles. If in the presences of such, it will be very difficult to concentrate. This can be represented by a -4/-4 to AT/PA, and halved base Magic Attack. If the creature is a giant octopus, these penalties are doubled, and Jeridan begins making Cou checks to stay in the battle.

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Besyanteo
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...

Unread postby Besyanteo » Wed Feb 11, 2004 12:45 am

I didn't use and sort of hated this character. *crumplecrumple* <p>


Jeridan: Holder of the "Tastes like Chicken" Award.

"So you're afraid of a man who can't walk in sunlight, can't stand crosses, and is easily dispatched by WOOD?"~Selrahc/KoD</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=besyanteo@rpgww60462>Besyanteo</A]&nbsp; Image at: 9/5/06 13:17

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Besyanteo
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Re: Jason's stuff!

Unread postby Besyanteo » Wed Feb 11, 2004 1:43 am

-=-=-=-=-=-


Background:


name: Derek Hernandez - age: 35 - eyes: Dark Blue - hair: N/A -
height: Six feet two inches - Dalmation


Derek claims to be a citizen of Baron, raised and educated there. He has an appropriate accent, which is genuine, to corroborate this statement. He, however, refuses to elaborate on how an Inujin came to live in Baron. The Dalmation inu has spent the past several years as a mercenary. A good friend of Jeridan, they occasionally work together. Derek is currently wed by the Illenthuri rites to Sekor, a large Illenthuri man 15 years younger than himself.


--Basics--
Name: Derek Hernandez
RPer: Besyanteo
Race: Inujin
Level: 1
XP: 0/1000
Max HP: 55
Max MP: 105
Max TP: 20
Initiative 5+2d6


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



Base AT/PA - 8/8
Modified for skill - 10/8
Modified for equipment - 11/6
Dodge – 19
Base MAttack – 15
MDefense – 17

-=- Dirk, heavy clothes(thick clothe). -=-
Weapon Damage - Knife (+1/-2)
Thrusting - 2+1d6
Slashing- 4+2d4
Chopping - 6+2d6
Number of Attacks/Parries – 1/2

--Skills-- 38 points
Knives - 2 <str/agi/cou>
Ice Magic - 4 <mag/int/wis>
Earth Magic - 3 <mag/int/wis>
Healing Magic - 4 <mag/int/wis>
Barrier Magic - 3 <mag/int/wis>
Fire Magic - 2 <mag/int/wis>
Herb Hunting - 4 <int/int/wis>
[k]Astronomy - 2
[k]Cooking - 4
[k]Herb knowledge - 4
[k]Foreign Languages-Inustani - 4
[k]General chemistry - 3
[k]Mathematics - 4
[k]Physical Science - 4
[k]Advanced Physics - 4
[k]Survival - 3


--Spells/Techs--


[Ice Magic=3] Cold Bolt (12 MP) -
Derek sends an icy blast at one target for 10+rank*3+1d6 Ice based Damage.
[Earth Magic=3] Local Quake (10 MP) -
Derek causes a small area of ground to shift around chaotically, causing 8+rank*2+1d6 falling damage and giving a penalty to movement and actions for one turn.
[Healing Magic=4] Mending (18 MP) -
Derek uses healing magic to heal wounds or cause harm to undead, 12+rank*2+2d6 healing or damage as appropriate.
[Healing Magic=4] Heal (14 MP) -
Cures berserk, confusion, magically induced paralysis and blindness, and cures up to 3 levels of poison. If the user has at least 4 ranks of Astral Magic, this also cures up to 3 levels of astral drain.
[Healing Magic=3 Barrier Magic=3] Turn Undead (X MP) -
Derek creates a barrier specifically geared at holding out undead. Any undead attempting to pass or even touch this barrier will be hit for 8+rank*2+2d6 damage. This lasts for X/20 turns.
[Barrier Magic=3] Wall of Force (X MP) -
Derek creates a barrier which can fill a passage or door way. This will withstand any physical assult, regardless of strength, for X/10 turns.
[Fire Magic=2] Shot (1 MP) -
Derek creates a ball of fire the size of a marble in front of his hand. This burns brighter and hotter than normal fire, and may be hurled a short range at one enemy for lesser Damage. Base of rank fire damage. At GM discreation, a vital area such as an eye may be struck for more damage.

Edit- 2.0 ready, and knife-get. :{
Edit: I might take this down; The character left Gaera without intent of returning, so I can't imagine his sheet will see use anymore. Not without Lys returning, anyway. <p>


Jeridan: Holder of the "Tastes like Chicken" Award.

"So you're afraid of a man who can't walk in sunlight, can't stand crosses, and is easily dispatched by WOOD?"~Selrahc/KoD</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=besyanteo@rpgww60462>Besyanteo</A]&nbsp; Image at: 9/5/06 12:48

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Besyanteo
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Re: Jason's stuff!

Unread postby Besyanteo » Wed Feb 11, 2004 1:44 am

-=-=-=-=-=-


Background:


name: Shada Greystorm - age: 20 - eyes: gray - hair: platinum blonde -
height: five feet nine inches - left handed


At age 15 Shada decided she wanted to become a mage, and began studying various magical arts. She soon found, however, that she required a secondary method of attack to supplement her magic, and picked up fencing. The day of her 18th birthday she left home, hoping to test her skills on the road, seeking adventure and, with a little luck, wealth and glory. (Overhauling this later.)


--Basics--
Name: Shada Greystorm
RPer: Besyanteo
Race: Wind Elemental
Level: 7
XP: 4800/4000
Max HP: 78
Max MP: 134
Max TP: 44
Initiative 4+2d6


--Attributes--
Cou +4
Wis +6
Int +5
Cha +3
Agi +2
Dex +3
Str +1
Sta +2
Magic Aptitude: 6


Base AT/PA - 14/14
Modified for skill - 18/21
Modified for equipment - 19/19
Final AT/PA - 19/19
Missile Evade – 19
Base MAttack – 17
MDefense – 33; 37 vs Cold, 34 vs Psychic/telepathy

-= -Black Soul Knight Standard Issue Armored Coat- (AC 5, +0/-1), Fencing Rapier, Saphire ring (+4 resisting ice/cold magic), Enchanted Hairclips (+1 to Int Checks, +1 to all psionics[Psychic] checks) -=-

Weapon Damage - Fencing Rapier (8/10/X, +1/-1)
Light: 19 + 1d6
Medium: 23 + 2d6 -2 penalty
Heavy: X
Attacks and/or Parries per round: 2

--Skills--
Swords - 11 <dex/agi/cou>
Singing - 6 <cha/cha/sta>
Wind Magic - 16 <mag/wis/int>
Healing Magic - 16 <mag/wis/int>
Telepathy - 10 <mag/wis/int>
Driving (automobile) - 4 <dex/int/wis>
[S] Improved Magic Resistance - 10 <cou/int/mag>
[K] Fencing - 8
[K] Cooking - 3
[k] Etiquette (Noble) - 4
[k] Geography - 3
[k] Mathematics - 4
[k] Physical Science - 4
[k] General Chemistry - 2

--Spells/Techs--
[Innate] Shapeshift (variable TP) - Shada may change her appearance, just slightly, to her liking. She must at all times take either the form of a gaseous cloud (free at all times), or a humanoid form of her liking (1 TP per change). Shada may maintain these forms indefinitely, so long as she remains concious. The exception to this rule is that if she takes more than 40 damage from any single blow, she must pass a Stamina check of DC (damage/4)+5.

[Innate] Magical Being - Shada's body is comprised largely of magic, an immaterial substance. The rest of her body is made almost entirely of air, with a few trace elements and impurities she picks up due to mingling with the atmosphere. Becasue of this, Physical attacks do a mere fraction of their standard damage potential to her (Physical Damage is halved). However, she is much more suceptible to magical damage of all sorts, as well as eletrical shocks from more mundane sources (Double standard damage from magic or electrical shock). Poison, bleed, and crippling effects have no effect. Astral Drain spells are doubly effective. Absorbs Wind/Air Magic attacks against her as HP. if HP is at Max, she absorbs half the value as MP. Shada does not gain Resting HP/MP as normal. Instead, she gains at a modified rate dependant of teh quality of the air around her. For example: Wood Smoke filled air will restore at half the normal rate, because it is less pure; High Altitude Mountain air restores her twice as quickly as if she were in another location. Modifiers may become markedly mroe extreme in more extreme circumstances (noxious chemical clouds, pure oxygen, etc.)

[Sword Techniques]
[Swords=2]Precise Striking (2 TP) - Eliminates all penalties to hit other than those caused by magical debuffs for one round. Heavy attacks are impossible when using Precise Striking.
[Swords=4] Paint It Red (7 TP) -A series of devastating horizontal, vertical and diagonal slashes to the face or torso. The proximity of these wounds does not allow them to close without magical assistance. This deals 3x slash damage, but has a penalty of -4 to hit.
[Swords=8] Determination Strike (4 TP) - Adds Dex and Cou to AT/PA again; May not be used for heavy attacks. Does not stack with other techs.

[Offensive Magic]
[Wind=1] Gust (5 MP) - The mage raises her hand, speaking a few spell words, and a gust of wind knocks the target to the ground, if they fail to dodge. In addition, the gust deals 8+rank*2+1d6 damage.
[Wind=3] Blast (11 MP) - Stronger version of gust, deals 5+rank*2+1d6 damage to all within a 10 foot corridor in front of the caster, or can be concentrated on one person for 12+rank*4+2d6 damage.
[Water=6] Bluster (15 MP) - Creates a minor windstorm around the caster for about 500 yards. This effect boosts the casting of all wind mages in the area, effectively giving them another Rank/2 ranks in Air/Wind magics.
[Wind=8] Burst (54 MP) - Wind based multi-target elemental attack. Affects a medium-sized area or a greater number of targets. 16+rank*4+2d6 damage each.
[Wind=10] Slam (28 MP) - Wind based single target elemental attack. 18+rank*6+3d4 damage.
[Wind=10] Explosive Decompression (34 MP) - This attack causes the oxygen and othe gases in a target's body to expand rapidly, killing organic targets who fail to resist instantly (and in a very messy manner) as all of their cells and organs rupture.
[Wind=12] Concussive Blast (62 MP) - Deals 20 + rank*6 + 3d6 points of air damage to all within a 10 foot corridor in front of the caster.

[Healing]
[Wind=2, Heal=2] Healing Wind (MP 18) - The mage heals all those in a 3 hex radius with soothing wind magic. All affected recover 7+rank*2+1d6 HP.
[Heal=1] Soothe (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).
[Heal=4] Recover (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).
[Heal=4] Panacea (14 MP) - Cures berserk, confusion, magically induced paralysis and blindness, and cures up to 3 levels of poison.
[Heal=6] Blessing (24 MP) - Heals targets(s). Divide amount healed evenly among 1-3 targets. Heals 10+rank*2+1d6+7 per target. 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).
[Heal=10] Heal (38 MP) - Heals one target, restoring 20+rank*6+3d4 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).
[Heal=10]Greater Panacea (38 MP) - Cures berserk, confusion, zombification, magcially induced paralysis, blindness, and mute conditions, as well as any condemned/damned/hexed/jinxed status, and cures up to 7 levels of poison. If the user has at least 8 ranks of Astral Magic, this also cures up to 7 levels of astral drain.
[Heal=14] Wake the Fallen (70 MP, 10 TP) - Revives an unconscious ally to 50% of their total HP (round up). The target suffers no disorientation penalty (besides some penalties for burdening injuries such as crushed bones) and can take actions right away (as in, their next turn in the normal initiative order).

[Telepathy]
[Telepathy=2] Guarded Telepathy (0 MP out of combat, 2 MP in combat) - Forces any prying minds to overcome the user's abilities in order to listen in on a telepathic conversation. In order to listen in, the listener must make a Telepathy skill check roll vs. the Telepathy skill check roll of the original telepath.
[Telepathy=2] Frenzy (7 MP) - Causes the status effect "Berserk".
[Telepathy=3] Suggestion (10 MP) - Magically influences a target, forcing them to obey any single word command or simple command ("sit," "flee," "jump,"). This effect is not powerful enough to cause the target to actively cause themselves harm, though their clarity of thought is not 100%. GM's call, though a target is not likely to, for example, thrust their blade through their own throat.
[Telepathy=3]Breach Mind (12 MP) - The Psionicist can read a person�s mind, or 'listen' to relayed thoughts, if they fail a spell resist check or a Telepathy check (use whichever check is greater).
[Telepathy=4]Confusion (12 MP) - Confuses the target, causing them to do one of three things: be dazed and unable to act for 1d4 rounds, attack allies and enemies randomly, or flee from combat.
[Telepathy=4]Guard Thoughts (10 MP) - Helps prevent outside listeners from breaking in on telepathic conversation, providing extra "shielding" (a bonus to all Telepathy checks to prevent intruders) equal to rank+2.
[Telepathy=5]Pain (10 MP) - Implants the thought of something painful into a target's mind, who actually thinks they are experiencing this sensation. This can be used to distract or disorient, or for torture purposes.
[Telepathy=6]Mind Lash (16 MP) - Uses a forced telepathic link to attack a single opponent, rendering their mind into disorder and chaos.. Deals 10+rank*5+2d6.
[Telepathy=8]Charm (22 MP) - The Psionicist implants a command into the target's mind, and may suggest that the target is something other than what they are, that they believe something other than what they believe, etc. This command may be nearly anything, and may consist of roughly a sentence of instruction or so (no more than 20 words).
[Telepathy=10]Mind Fortress (25 MP) Improved Guard Thoughts; All those wishing to view the caster's mind or listen in on psychic conversations must pass a magic attack roll versus the caster's MRes+(Rank*2). On a critical failure, at their discretion, the caster may counter immediately with one mentalism/telepathy spell of their own. Lasts Rank*4 minutes.

[Flight]
[Innate] Flying - Shada flies, up to twice her normal running speed, at will. Magical wind will not impact this (see Magical Being), though strong natural wind will have twice the impact on her it would have on a physical being.

[Wind=8] Simple Hovering (4 MP) - This spell allows the caster, or a single target, to float. They become immune to all terrain based effects. This also allows the caster to walk over water. Does not prevent the caster from being knocked over and hitting the ground, and does not prevent the effects of the caster's surroundings. If the caster hovers over lava, they can still over heat, lose concentration and fall in. If a jagged rock spike suddenly rises from the ground, and the caster fails to dodge, she will be skewered. Does not alter the caster's jumping prowess or speed, but does allow for more control over the spell than 'Mediocre Flight'.

[Wind=12]Flight (14 MP) - This spell allows the target to fly (at about the same speed they can run) for up to (rank-8) hours. This can have some combat applications, but is more often used for travel.


edit- Tech added on suggestion, to stay IC with the character's motivations.
edit- Shada gains an amulet, a weird tech to go with it, and gains not one but TWO levels. Then, she has her entire sheet looked over to fit the recent changes in PS. TP recalculated from level one to current. Only changes by one. Weapon and damages recalculated to rely on Dex, and use the proper formulae.
edit- EotC EXP accounted for. Level 4 -> Level 7. Hot damn. ... Bacground later. Yes, much later.
edit- Chat RP exp. I'll level her later. It is 4 AM right now. x_x

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Besyanteo
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Joined: Sat Nov 09, 2002 8:56 pm
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The one Rabbit...

Unread postby Besyanteo » Tue Apr 20, 2004 2:21 am

edit: Baleeted, because I'm not using it anymore.
Last edited by Besyanteo on Tue Mar 02, 2010 4:08 pm, edited 1 time in total.

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Besyanteo
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For Clark

Unread postby Besyanteo » Tue Apr 27, 2004 4:22 pm

This is a link to James's fully updated character sheet, upon his exit of my RP. <p>


Jeridan: Holder of the "Tastes like Chicken" Award.

"So you're afraid of a man who can't walk in sunlight, can't stand crosses, and is easily dispatched by WOOD?"~Selrahc/KoD</p>

JasonAB17
 

2.0 Test Theif!

Unread postby JasonAB17 » Tue Apr 19, 2005 2:51 pm

Removed: Character concept should totally come before sheet making. :{ <p><div style="text-align:center">Image</div></p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=jasonab17>JasonAB17</A]&nbsp; Image at: 7/13/05 18:41

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Besyanteo
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Posts: 4612
Joined: Sat Nov 09, 2002 8:56 pm
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I can't log in. ;-;

Unread postby Besyanteo » Mon Jan 09, 2006 4:09 am

Basics:

Name: Besyanteo
RPer: Besyanteo
Race: Human
Birthdate: 1295, Falisara 1st.
Height: 5'9"
Eye color: Brown
Hair color: Brown

Background:

Besyanteo is a Baronian man, come to Doma looking for adventure, a good time, and evasion of old debts back home. Friends with the Hyrals, who rescued him from a losing battle with an as yet, at that time, unknown demon. Very little is known about him, simply because nobody has asked about most of it yet.


Stats/Equipment:

Level: 1
XP: 0/1000
Max HP: 65
Max MP: 0
Max TP: 22
Initiative 4 + 2d6

Cou:+2
Wis:+2
Int:+4
Cha:+2
Agi:+3
Dex:+3
Str:+3
Sta:+2
MA : 0

Base AT/PA - 12/12
Modified for skill - 14/14
Modified for equipment - 13/18(23 w/shield)

AC: 9
Shield: AC 20, 0/+2, Dur 20

Magic Block: 18+d20
Missile Evasion: 20+d20

Long Sword, Long Bow, 30 Fire Arrows(+1d6 fire damage), Ring Mail(AC 9, 0/-2), Large Shield(AC 20, 0/+2)

Weapon Damage - Long Sword -1/0
Light - 17 + 1d6
Medium- 24 + 2d6 ; -2
Heavy - 30 + 3d6 ; -5

Long Bow - Acc: 14 Damage: 24+1d6(+1d6 Fire Damage)



Skills:

Swords: 4 Cou/Agi/Str
Bow: 3 Cou/Dex/Str
Singing: 4 Cha/Cha/Dex
First Aid: 2 Int/Dex/Dex
Guitar: 3 Cha/Cha/Dex
Horse riding/Equestrian: 2 Cou/Dex/Agi
Navigation(Land): 2 Int/Int/Wis
Tracking: 1 Int/Int/Sta
[s]Advanced Parry: 4 Agi - (Agi=2; adds +1/rank to PA rolls)
[s]Drinking: 1 Sta
[s]Observant: 2 Int
[s]Shield Blocking: 3 Str/Str/Agi - (Adds 1/rank to PA rolls when using a shield)
[k]Language (Inustani): 2
[k]Mathematics: 3
[k]Strategy: 1
[k]Survival: 4
[k]Traps: 2


Spells/Techs:

[L. Sword=2]Precise Striking (2 TP) - Uses DEX to determine weapon damage bonuses instead of STR and eliminates all penalties to hit other than those caused by magical debuffs for one round. Heavy attacks are impossible when using Precise Striking. (Light +2 Damage, Medium +4 Damage)
[L. Sword=4]Dextrous Striking (2 TP) - Adds DEX to AT a second time for one round.
[L. Sword=6]Rapid Striking (3 TP) - Allows one additional attack (of any type) this round. (unusable)

Made with the listed modifications to PS so far. Looking for critiques, or if anyone notes an error I'd love to have it pointed out.

Edit: Went over this again, found alot of errors and missing info.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=besyanteo@rpgww60462>Besyanteo</A]&nbsp; Image at: 11/21/06 1:02

User avatar
Besyanteo
Would-be GitP Bard
 
Posts: 4612
Joined: Sat Nov 09, 2002 8:56 pm
Location: Virginia

Re: I can't log in. ;-;

Unread postby Besyanteo » Sat Jan 28, 2006 6:24 pm

Basics:

Name: Spark of the Arrowfist
RPer: Besyanteo
Race: Kitsunejin
Birthdate: Unknown; Estimated around 1303
Height: 3'10"
Eye color: Green
Hair: Short and coarse, naturally spiked. Same color as fur.
Description: Tends to wear plain blue pants, wide at the bottom, supported by a thick belt at the waist. The belt is dotted with small pouches, some of which make odd rattling noises as he moves. He will not say what are contained in these.
Note: (s)Fire* helps accurately represent Spark's affinity for Fire type spells over the other elements that his Shamanistic Nature Magic can produce. Ranks in (s)Fire are added to ranks in Nature Magic when using fire based spells. This does not change the rank required for spells, only the ranks used in the spell's to-hit and damage calculations. This skill cannot be raised above rank 4. Spark will still use other magic types, as just because I understand the twinking potential doesn't mean that he does.


Background:

Spark was found in the wild at a very young age by the Arrowfist Garoujin tribe. They took him in and searched high and low for his parents for 3 months. They simply couldn't be found, so it was decided that the tribe would raise him themselves. They began his training as an Arrowfist Shaman early, in response to his surprising knack for fire magics around the age of 5: He accidentally burned down a tent while playing, without the use of flint or tinder. Onlookers said that sparks had flown from his fingers, and so he earned his name.

Young Spark had completed his initial training in recent months, but still need to choose a quest for himself in life, on which he could learn about himself, his abilities and gain enlightenment. The Arrowfist elders instructed Spark to stay in the wilderness, and meditate for a week upon what this should be. As fate would have it, immediately after this instruction a long lost brother of the tribe returned: One Jeridan of the Arrowfist. Spark's journey was delayed, so that he could attend the celebration that followed. Spark was fascinated with this horned garou, and the stories he brought with him. Life in the capital, defending the land from demons and thieves... it was all incredibly cool. He had to go there! So, young Spark hatched a plan. After Jeridan left, Spark went on his week long journey into the wilderness. However, at the end of the week, he did not return. A brief search found his camp site, along with a note. It simply stated that he believed he knew what he desired to do, and that he would contact the Arrowfist tribe again soon. It has been several months since then, with no word.


Stats/Equipment:

Level: 1
XP: 555/1000
Max HP: 60
Max MP: 60
Max TP: 22
Initiative 5 + 2d6

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

Base AT/PA - 14/14
Modified for skill - 16/16
Modified for equipment - 17/15

Equipment: Stone Dagger.
AC: 0
Missile Evasion: 21+d20

Weapon Damage - Stone Dagger (5,8,11 +1/-1)
Light: 9 -2(STR) + 1d6 (8-13)
Medium: 12 -4(STR*2) + 2d6 at a -2 penalty (10-20)
Heavy: 15 -6(STR*3) + 3d6 at a -5 penalty (12-27)


Skills:

Knives: 4 (Cou/Agi/Dex)
Nature Magic(Fire/Earth Base): 4 (Int/Wis/Mag)
Heal Magic(Water/Wind Base): 3 (Int/Wis/Mag)
Climbing 3 (Str/Agi/Dex)
Meditation 2 (Int/Int/Wis)
Ropes 2 (Agi/Dex/Str)
Tracking 3 (Int/Int/Sta)
(s)Fire: 4 (Int/Wis/Mag)*
(k)Herb knowledge 4
(k)Monster Abilities 2
(k)Navigation(Land) 4
(k)Survival 4


Spells/Techs:
(Knife Techs)
(Light Weapon Skill=2)Precise Striking (2 TP) - Uses DEX to determine weapon damage bonuses instead of STR and eliminates all penalties to hit other than those caused by magical debuffs for one round. Heavy attacks are impossible when using Precise Striking.
(Light Weapon Skill=4)Dextrous Striking (2 TP) - Adds DEX to AT a second time for one round.

(Healing)
(Heal=1)Drop(Water) (7 MP) - Heals one target, restoring 8+rank*2+1d6 HP. Some targets may be damaged for the same amount instead (fire elementals, for example) and some may not be affected at all (powerful fire-based creatures).
(Heal=1)Purify(Water) (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.
(Heal=2)Eye Bath(Water) (6 MP) - Cures blindness to those who have been made blind by magical effects or spells, or dust/sand. Does not cure blindness caused by injuries or other causes (this cannot restore sight to one who is missing their eyes, for example).
(Heal=3)Calm Mind(Wind) (7 MP) - Cures berserked condition and may also cure confusion.

(Offense)
(Nature=1)Blinding Flash(Fire) (2 MP) - Causes a brilliant flash of light! Does not cause any status condition, but rather it is an attempt to distract a target from what they are doing, or at least give Spark a head-start so that he may run away. Since Spark will usually use this when under stress or cornered, roll a d6. On a 5 or 6, Spark accidentally casts this too close to himself, and becomes comically singed by a small amount of fire magic(Rank Fire Damage to Spark).
(Nature=1)Spark Shower(Fire) (4 MP) - Does 8+rank*2+1d6 fire damage to a single target.
(Nature=4)Fire(Fire) (12 MP) - Does 14+rank*4+2d6 fire damage to a single target.
(Nature=1)Rock Toss(Earth) (5 MP) - Does 10+rank*2+1d6 earth damage to a single target.
(Nature=1)Choking Brambles(Earth) (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.
(Nature=4)Area Quake(Earth) (12 MP) - Does 14+rank*4+2d6 earth damage to a single target.

(Other)
(Meditation=1)Meditate (0 out of combat, 10 in combat) - Spark Meditates. Once every 30 minutes, Spark makes a check against his Meditation skill to determine whether or not he maintains his concentration. Certain things, such as being struck, will instantly break meditation.
(Meditation=2)Endure (2 TP Initially) - Allows Spark to make a GM determined Sta Check to withstand adverse circumstances. This may mean slowing his metabolism so that he can survive a wound while waiting for medical attention, enduring extreme heat or cold, or something else unknown. If Spark is enduring heat, add (s)Fire* rank to this check. This technique is free to renew, so long as meditation is uninterrupted. If interrupted, the price must be paid again.


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