Lenore's Characters (NEED HELP WITH LENORE'S PS SHEET)

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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Lenore
Irritable Necromancer
 
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Lenore's Characters (NEED HELP WITH LENORE'S PS SHEET)

Unread postby Lenore » Wed Nov 22, 2006 9:35 pm

Love them well.


*EDIT* Forgot Lenores picture...I'll post Haku's at some point. Don't have it scanned. As for Khalon, he doesn't have one.

*EDIT* Adding lenore's more humanoid form to her pics.

*EDIT* Haku's got a pic now.

*EDIT* Pics changed to links at Kai's request.

*EDIT* More Haku info added, 1/3/07


*Edit* Raceial change for Lenore (just the name) and pipes changed to bells.
These sheets are in progress...I'm finding it hard to get up the willpower to write out all their skills. Maybe you all can help?

Lenore is a Nix style Necromancer/runesmith.

Haku is a Mage of all sorts, but especially ice and runic magic. She's a craftsperson/blacksmith and an enchantress. She also is an animal trainer because she has the power to speak to animals.

Khalon is a warrior (of a tribal sort) an artist/craftsman, an and intelectual. He has a hawk familiar as is a requirement of his race.

Anyway, here are the profiles, minus skills.

Name: Lenore
Age: 724
Height: 5' 9"

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Kai
Fighting the Iron Law of Oligarchy Since 2006
 
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Re: Lenore's Characters

Unread postby Kai » Wed Nov 22, 2006 9:36 pm

We can tackle these tomorrow. For now, there's an RP tonight, and you can jump in and see how you like things. <p>-------------------------
<span style="font-size:xx-small;">I've always followed my father's advice: he told me, first to always keep my word and, second, to never insult anybody unintentionally. If I insult you, you can be goddamn sure I intend to. And, third, he told me not to go around looking for trouble. --John Wayne</span></p>

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Lenore
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New characters

Unread postby Lenore » Mon Dec 18, 2006 11:40 pm

Name: Tenshi Namida
Age: 16
Height: 5’5”
Build: slender and slight
Race: Fae
ob/Class: Works in a shop for a woman named Haku when she is not there. He is also a minstrel/bard type person along with his friend Kuroi Honou, and, being a highly magikal race, is a mage of sorts.
Weapon(s): His gosh darned cuteness, magic, and daggers (which can be thrown with good accuracy)
Appearance: http://img.photobucket.com/albums/v644/ ... Namida.jpg
http://img.photobucket.com/albums/v644/ ... mida-1.jpg
He has two forms, one of which is what is what most people think of as a Fairy, and the other is a human form, which looks just like a normal human (which is the form is uses most often).
Fairy Form: In this form, Tenshi has wild shortish silver hair and stands about three inches tall with silvery blue wings edged in black, kind of in a monarch butterfly fashion. He usually wears rather fairylike clothing in this form. He has purple eyes.
Human Form: In this form, Tenshi has short silver hair and big purple eyes. He usually wears a white dress shirt (rather messily and untucked, may I add) and breeches, and rather nondescript shoes.
Personality: Tenshi is very shy and usually hides behind his friend Kuroi...that is until you put him on or in front of a crowd awaiting a show; then he sings beautifully and performs wonderfully. He’s pretty much unbelievably cute in all ways, including manner. He’s very curious.
Short Bio: Tenshi and Kuroi have been friends ever since they were children. Tenshi thinks that if it weren’t for Kuroi, he’d never have come out of his shell. Tenshi has been working for an elfin woman named Haku for while now; she pays him to watch after her shop and tend to customers while she is doing other things, and if they need something specific, he sends them to her home. Kuroi usually comes with him to work, and they chat and while away time until someone shows up, then Tenshi sits up straight behind the counter and says, “Welcome! May I help you with something?” while Kuroi tries not to fall over laughing. The two of them live not too far away from the shop. Tenshi likes to look at the items Haku is selling and try to figure out some of the runes for himself, or to identify what certain ones do.
At night, Kuroi and Tenshi go out and perform at various places for money, though Haku pays Tenshi very well, and they don’t really need too much money.



Name: Kuroi Honou
Age: 17
Height: 6’2”
Build: athletic
Race: Fae
Job/Class: archer/bard/minstrel type thing, with his friend Tenshi. He is also a mage of sorts, as his race is a very magikal one.
Weapon(s): Long bow with griffin-fletched arrows, and a greatsword.
Appearance: Kuroi also has two forms: The Fairy form and the Human form (which he uses most often).
Fairy form: Even as a Fairy, Kuroi is large. He’s around 3 3/4” tall and wears all black. He has long unruly black hair with a bit of red in the front. His eyes in this form are bright red, and his wings are like monarch’s wings, but more bright red, like fresh blood.
Human Form: Very tall, with long straight black hair with two red chunks framing his face. He has tan skin and red eyes and usually wears all black. He’s very handsome.
Personality: Kind to his friends but has a rather cynical sense of humor.
Short Bio: Kuroi has been friends with Tenshi ever since they were young. They are pretty much inseparable, and Kuroi usually comes to work with Tenshi. Haku, the woman he works for, doesn’t seem to mind at all; she actually kind of likes him. She says that she “likes his wicked humor”. At night, Kuroi and Tenshi go out and perform at various places for money, though Haku pays Tenshi very well, and they don’t really need too much money. The two of them live together in a small house in Doma not too far away from the shop where Tenshi works.
http://img.photobucket.com/albums/v644/ ... outext.jpg <Kuroi. Finally got one of him.

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Lenore
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Another Character

Unread postby Lenore » Mon Dec 18, 2006 11:54 pm

Name: Betsy Dogsfang.
Age: 32
Height: 5’3”
Build: slender, yet sturdy.
Race: Shapeshifter
Job/Class: Dog and Horse breeder/wildmage
Weapon(s): quarterstaff, long daggers, recurved bow with enchanted arrows for true flight. She has some griffin-fletched arrows that she hides and only uses in dire situations. She’s very good with throwing weapons of all sorts.
Appearance: Betsy is a short human-looking woman with kind of long curly brown hair and green eyes that usually have a sparkle in them of some sort. She usually wears comfortable work clothes – mostly loose breeches and baggy work shirts with work boots.
Personality: Betsy is rather spunky and can have a somewhat cynical sense of humor. She loves her animals very much, and talks to them frequently. She always says that the puppies have the most to say. She enjoys watching the puppies play when they’re young.
Short Bio: Betsy comes from a large clan of Shifter Wildmages, who give themselves last names that have to do with their totem animal, which they discover by going on a spiritual journey. Most of the time, the Shifter in question goes in to a line of work involving that animal. Betsy’s happens to be a Dog, so she now breeds Jack Russell Terriers (she likes them because they’re so smart) and horses, just because she’s always liked horses.
Recently she met a woman by the name of Haku, whom she has taking a liking to, along with her friend J.G., both of whom she recently found homes for some dogs with. <p>----

I never make stupid mistakes. Only very, very clever ones. -John Peel
</p>

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Lenore
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Wheee! Another one!

Unread postby Lenore » Sun Dec 31, 2006 9:52 pm

Name: Teirgan Moondancer
Age: 658
Height: 6’ 2”
Build: Athletic
Race: Wood Elf
Job/Class: Hunter/archer/Mage/Craftsman
Weapon(s): Elvin Longbow, greatsword, and throwing knives. He's good with a staff, too.
Appearance: Teirgan has long, angular features, in an elvish sort of way, with deep green eyes and fair skin. His hair is jet black and below shoulder length. He wears a dark green leather jerkin over a white shirt and chocolate coloured hose with darker leather boots that fold over at the top. He has a few gold piercing in his ears. One might recognize the handwriting of the runes on them if one looked very closely as that of an elf who currently holds a shop in Doma where one can purchase such items. However, Teirgan has never been to Doma. Yet.
*Dun dun dun!*
Short Bio: Teirgan lived with his family in a small forest village for many of his years. His mother, Nerezza, and his father, Ishak, had two children, including him. The other was his younger sister, Ayanna. Ayanna Moondancer. A name that only he now repeats. It runs through his head constantly. Ayanna! What happened to you? Gone without a trace, vanished.
After his parents both died of a strange disease that plagued the village for a year, he was alone. One day, one of the elves came back to the village, saying he saw the oddest girl who looked like Ayanna selling enchanted jewelry. He brought back a pendant. When Terigan saw it, he almost dropped it. It was...her handwriting! Ayanna! She was alive! That very day he packed his things and headed for the town when the pendant had been purchased. After that, he followed her, but never caught her. But he’s getting closer all the time.
<p>----

I never make stupid mistakes. Only very, very clever ones. -John Peel
</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=lenore@rpgww60462>Lenore</A]&nbsp; Image at: 12/31/06 21:54

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Lenore
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Lenore's new arch nemisis. Maybe.

Unread postby Lenore » Sat Jan 13, 2007 9:58 pm

Name: Sitara
Age: 16
Height: 5’5”
Build: slender and slight
Race: Celestial
Job/Class: Healer/holy/white mage/seamstress/elementalist
Weapon(s): Glaive, recurved bow
Appearance: Sitara has long blonde hair that she usually wears in a braid, and crystal blue eyes. She usually wears white; white dresses, white pants, boots, shirts...Yeah. Or pink. She doesn't usually have wings; only when she's appearing to someone in a vision or dream, or when she's casting powerful magic. Or when she needs to fly somewhere of course. When she appears in visions or dreams, her hair is loose and flowing.
http://img.photobucket.com/albums/v644/ ... Sitara.jpg

(2ND GEN)
[img]http://img.photobucket.com/albums/v644/PockyAddict/Long2HonouFlamesSig.jpg[/img]

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Lenore
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FIRST PHILSYS SHEET EVER DONE BY LENORE

Unread postby Lenore » Fri Jan 26, 2007 8:59 pm

Name: Terra
Age: 16
Height: (elf form) 5’ 6”
Build: (elf form) Slender
Race: Forest Dragon
Weapon(s): Longbow, Glaive, Twin Daggers
Appearance: In dragon form, forest green scales and grass green wing membranes and fiery green eyes. About 32 feet long.
In elf form, she has the same eyes, and long dark brown hair with pale skin. She wears a green v-neck tunic and brown hose with green boots.
Bio: Terra doesn’t have that many years under her belt. There are very few things of real note that have happened in her life, which included her mother becoming very ill when she was quite young, which caused her to want to learn to heal, and a close call with the Rivan Dragoons one night when she get lost and came a bit too close to said area. She has an intense hatred for them ever since. Her mother eventually became well again, but never had quite the same vitality. Her father has always been there for her, but supports her ambitions to explore the world outside of their home. Her father and mother also instilled in her a respect for other races (besides Dragoons, that is). Her mother has always been particularly fond of elves. Terra dated once, when she was fifteen, but a knight slayed her boyfriend, who was very loving. She now is very wary of knights. Her ideal mate is loving and compassionate, and strong and can take care of her. Her ideal mate is also up to par with her intellectually (she is a dragon after all). She met her boyfriend back home. His parents were friends with her parents. He was a lovely brown shade with amber eyes (unusual colouring! Sexy!). They were friends ever since they were really young, so loss of him was truly devastating. Her family lives in a very close nit community, though Terra was always kind of shy around the older dragons. She has a few friends and one really close friend who was a few years older and has already gone out to explore the world, like Terra is going to do. He’s been gone for about a year now.





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

Maximum hit points: 60
Maximum Mana Points: 70
Maximum Technique Points:13
Initiative: 4+
Strength Based AT/PA Bonus: 8
Dexterity Based AT/PA Bonus: 10
Magical Attack: 10
Magical Block: 13
Missile evasion: 21
Starting Skill points: 32

[k]Applied magical theory – 2
[k]Foreign languages- 2
[k]History of Magic- 4
[k]Magical creatures – 2
[k]Navigation- 2
[k]Random Trivia- 4
[k]Traps- 2

Weapon (bow)- 3
Weapon (glaive)- 3
Weapon (dagger)- 3

Healing Magic- 2
Druid Magic- 3

[s]Find trap- 2
[s]Musical talent- 1
[s]Observant-1
[s]Magic resistance- 4

[s]Stealth- 2
[s]Two weapon fighting- 3
[s]Animal Handling/training- 3
[s]Horse riding- 2

special skills

elemental affinity; flying; morphing; enhanced smell in dragon form; farsight, relative speed and agility

Spells
[Druidic Magic=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.

[Druidic Magic=1]Telepath Animal (0 MP) - Druids can speak with any animal, with little effort, via telepathy.

[Druidic Magic=2]Wrath of Earth (12 MP) - This attack causes a slight earthquake, forcing the eruption of medium sized chunks of rock. This deals 8+3*rank+2d4 damage to a small enemy group.

[Druidic Magic=3, Animal Handling=3]Control Animal (20 MP) - By using this, a druid can take mental control of any animal and make it change its allegiances to be friendly to him. This animal will obey any and all commands. The definition of "animals" includes things like bears, wolves, and the like, not humans, goblins, giant slimes, etc. If the creature is already friendly


[Heal=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).


[Heal=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.


[Heal=2]Restore Vision (6 MP) - Cures blindness to those who have been made blind by magical effects or spells. Does not cure blindness caused by injuries or other causes (this cannot restore sight to one who is missing their eyes, for example).
[img]http://img.photobucket.com/albums/v644/PockyAddict/Long2HonouFlamesSig.jpg[/img]

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Lenore
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Unread postby Lenore » Sun Feb 11, 2007 9:25 pm

Name: Daray (AKA The Dark One)
Age: 20
Height: (Elf form) 6’2”
Build: (elf form) Sturdy and strong, but not bulky
Race: Forest Dragon
Job/Class: Craftsman and Mercenary
Weapon(s): Greatsword, Bow (Also fights unarmed)
Appearance: as a dragon he is large for his race, and has highly unusual coloring (some go so far as to say he’s half Storm, but he brushes them aside). He is forty feet long from snout to tail, pure black scales, grass green eyes, and dark forest green wing membranes.
In his elf form, he has the same color eyes, tan skin, and long black hair. He usually wears light cloth clothing (usually forest tones) and leather armor, though he will wear dragonscale plate when time is of need.
Short Bio: Ever since his friend Terra was a small dragonet, he kept a close eye on her, though she was unaware of it. He had always wanted to explore the world, and was somewhat of an outcast among the clan, because many of them thought he was half Storm, though he didn’t believe that. Over the years, he became increasingly fonder of Terra, until he considered her like a little sister. But her other friend, Miach, was jealous, and got in a fight with Daray. This caused Daray to decide to leave the clan and go out to explore the world as he had always wanted to.

Courage: 4
Wisdom: 4
Intuition: 2
Charisma: 1
Agility: 2
Dexterity: 1
Strength: 3
Constitution: 1
Magic: 3

Maximum Hit Points 60
Maximum Mana Points 60
Maximum Technique Points 25
Initiative 4+
Strength Based AT/PA Bonus 11
Dexterity Based AT/PA Bonus 9
Magical Attack 9
Magical Block 20
Missile Evasion 16
Starting Skill Points 32


[k] applied magical theory - 2
[k] Draconic Lore - 4
[k]Random Triva- 2
[k]Monster Abilities- 3
[k]Poisons - 2
[k]Survival - 4

(weapon) Greatsword: 4
(weapon) Bow: 2
Unarmed Combat: 2

Telepathy: 2
Fire Magic: 4

[s]Deception <Cha>: 3
[s]Eavesdropping - <Int>: 2

Craft (Woodworking) - <Int>: 2
Escape Artist <Dex>: 2
First Aid - <Int>: 2
Equipment breaking: 3

RACIAL SKILLS
elemental affinity; flying; morphing; enhanced smell in dragon form; far-sighted, relative speed and agility


Magic:
[Fire=1]Fire 1 (4 MP) - Does 8 + rank*2 + 1d6 fire damage to a single target.

[Fire=3]Ignite (10 MP) - Sets a target ablaze. These flames persist until the target "stops, drops, and rolls" (a standard action) or is doused by water or large quantities of dirt/mud. These flames deal 12+1d6 points of damage each round.

[Fire=1]Warmth (6 MP) - Allows the user to stay warm for up to (rank/2) hours. This spell functions between 60 and -20 degrees Fahrenheit, making the caster feel like it is 70 degrees, -10 for every 10 degrees below the limit, rounded up. This spell provides comfort in natural cold only.


[Fire=2]Glow (3 MP) - Causes the caster to glow for rank hours, unless they will the effect to stop beforehand, providing illumination equivalent to the average torch.

[Fire=2]Cauterize (3 MP) - This spell utilizes focused heat to sear and seal open wounds, preventing further blood loss and sterilizing injuries that might otherwise become further complicated. This spell cures 1 point of damage from alleviating surface wounds, and stabilizes a target if bleeding. This spell may not be used in combat.

[Fire=4]Fire 2 (12 MP) - Does 14 + rank*4 + 2d6 fire damage to a single target.

[Fire=4]Fireball (29 MP) - Does 10 + rank*2 + 3d6 fire damage to all within a 10 foot radius of the target.

[Telepathy=1]Telepathy (0 MP out of combat, 2 MP in combat) - Allows the user to speak telepathically "out loud." Anyone may hear this, unless it is directed at a target recipient.

[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]Nightmare (4 MP) - Caster can cause a sleeping target to have terrifying dreams. These can be specific dreams of the caster's choosing, or the caster can choose to simply introduce terror into the dreamscape and let the dreamer's mind do the rest. The next day, the target is exhausted and takes a -1 to all checks.

[Telepathy=2] Empathic Link (4 MP) Cast on a target, this gives Daray a limited link to him/her, enabling him to discern from any distance whether they are in distress, but not where or how. Duration: Permanent until dismissed. If he pays 4 TP, he can get a general direction.
[img]http://img.photobucket.com/albums/v644/PockyAddict/Long2HonouFlamesSig.jpg[/img]

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Lenore
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Unread postby Lenore » Mon Mar 26, 2007 11:33 pm

Lv. 1 0/1000 exp

Name: Yu (Also known as Jade)
Age: Appears to be nine, roughtly 18 in Long Years.
Height: 5’
Build: Sturdy
Race: Long
Job/Class: Ninja/Fighter/mage
Weapon(s): All kinds
Appearance
http://img.photobucket.com/albums/v644/ ... loured.jpg
Jade has long raven black hair and slanted violet eyes. She has pale skin and wears a light greyish purple gi and black loose pants. Her shoes are simple sandals with foot wraps. She has furred and scaled forearms and pawlike hands. She is way beyond cute.
In dragon form she is white and furred with a somehow purple tinge and long purple eyes with a few purple scales on her nose. Her feet are pawlike with black claws. She has a purple frill going down her back and a matching tuft on the end of her tail.
Note: Jade has some bit of Nekojin in her family somewhere and therefore doesn't have the typical Long feet or lower limbs. They are more paw like than lizard or birdlike.



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

Max HP: 65
Max MP: 65
Max TP: 22
Initiative: 3+
Strength based AT/PA Bonus: 7
Dexterity based AT/PA Bonus: 11
AT/PA base: 11/11
Magical attack: 9
Magical block: 18
Missile evasion: 18
Starting Skill points: 30




[k]Arms Lore – 4
[k] Herboligy – 4
[k]Poisons – 2
[k] Survival – 4

Base AT/PT: 11

Dagger – 3
AT/PA for skill: 13/12
Dagger <4> +1/-1
Final AT/PA: 14/11
Light: 4+3+(-1)+1d6; 6+1d6
Medium: 7+3+(-2)+2d6; 8+2d6
Heavy: 9+3+(-3)+2d6; 9+3d6


Unarmed combat – 3
At/PT for skill: 13/12


Throwing weapons (Shuriken, small blades) – 3
Shuriken: Accuracy: <Agi> (11)
Damage: 3+Dex*2+2d4 (9+2d4)



Healing magic – 3
Illusion magic – 3

[s]Acrobatics – 3
[s] Stealth – 2
[s] Two weapon fighting – 3

Treat wound – 2
Feint – 2


[Heal=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).

[Heal=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.

[Heal=2]Restore Vision (6 MP) - Cures blindness to those who have been made blind by magical effects or spells. 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 (7 MP) - Cures berserked condition and may also cure confusion.

[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=3]Disguise (8 MP) - This illusion allows the caster or a target to take the appearance of any object which the caster is familiar with and can imagine clearly. However, the target is NOT transformed into the object in actuality, and a physical inspection (touching the target) will make this obvious.



[dagger=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: 4+3+3+1d6 (10+1d6)
Medium: 7+3+6+2d6 -2 (16+2d6 -2))


Dagger <2> +1/-2
Shuriken: Accuracy: <Agi> Damage: 3+Dex*2+2d4

Racial Skills
[Innate] Shadow Alignment (no cost): Jade is a Shadow clan Long. She recieves a 50% base damage reduction from shadow-based attacks; as she increases in level (5, 10, 15, 20) this bonus increases (by 25% pre increment). However, she recieves double damage from holy attacks, and cannot be healed by holy elemental spells

[Innate] Ki Flight 5 TP per round- Long fly by 'swimming' through ki pressure. Ki is pure spirit energy and the long tendrils on their backs help them to 'thicken' the ki energy around them allowing them to 'swim' through the resultant pressure. They can reach heights of 10*Level.

[Innate] Acid Spitting 6 TP- Shadow Long are able to generate corrosive acid with a tar-like color and consistency to disable their prey or attacker. The acid is strong enough to corrode most metals and does not dilute in water making it very powerful and impossible to wash off. It does Level*3d6 damage for 1d6 rounds.

[Innate] Corrosion Breath 3 TP- The original form of the Shadow Long's breath is a blackish gas that corrodes much like the acid. It's toxic to inhale since it's begins to eat away at the lung tissue. It will slowly corrode skin and is impossible to wash off. Level *1d6 for 1d8 rounds.

[Innate] Corrosion Atmosphere 10 TP per hour- A time consuming and exhausting effort but by constantly emitting it's 'shadow' breath, a Shadow Long can create an atmosphere around it of corrosive gas that behaves like a barrier to intruders. Level*1d6 for n rounds where n is equal to rounds inside astmosphere.

[Innate] Transformation- 12 TP -The Long have two forms: Humanoid and True. In True form the Long has a long body covered in scale and fur. The forelegs are paws Are Catlike and almost humanoid with four scales on each forearm the same colour as her eyes (Please note this is different from most Long!). In Humanoid form, they replace their beastly form for a tall, humanoid shape with almond-shaped eyes, paw-like hands with sharp talons and fur that extends the length of the forearm With four scales on each forearm the same colour as her eyes, and paw like feet. While transformed, her Shadow Magic rank increases by half her level and her HP rises by 30%. She gains +3 to her strength, but suffers a penalty of -3 to her dexterity. Her normal armor is disregarded, and she gains a natural AC of 24.

[Innate] Night Vision- passive: Shadow Long see in the dark through infrared vision. Anything that generates heat or reflects even the smallest amount of light is visible to a Shadow-clan Long.

Breath Weapon- Acid Skin 2 TP per round- By secreting the natural corrosive substance through her sweat glands, Miang creates a waterproof layer of acid on her skin that burns upon contact. Rank+1d6 damage, adds to all melee attacks.

Jade Skills
[Innate] (2 TP) Puppy eyes – people with any sort of notice of cute take a -2 penalty when attacking Jade.
Also allows jade a +5 on bluff check. She’s just asking really, really nicely.
Image
(( http://img.photobucket.com/albums/v644/ ... esJade.jpg ))

[Innate] AWWWWIT’SKWEWT – People are unlikely to see someone so cute as a threat unless they have good reason to. Enemies are unlikely to attack Jade unless there are no other targets or she has done something clearly aggressive.

[innate] Cry - 2 TP, Target person has to make a MDef check vs Jade's Cha/Cha/Int, otherwise that target is unable to act this turn.
Normally this instills protective instincts in them for JUST LONG ENOUGH....
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Lenore
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NEED SOME HELP. Lenore's Philsys Sheet

Unread postby Lenore » Mon Apr 02, 2007 1:53 pm

In all the spells where it says "(???) HP" I need someone to help me decide how much HP those creatures should have. Help please!

Name: Lenore
Age: 724
Height: 5' 9"
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Kai
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Unread postby Kai » Mon Apr 02, 2007 2:21 pm

Zea Mazuo has some necromancy spells that are not specific to her, and maybe looking at them will give you a better idea of what they should do and how much they should cost.

For example:

[Summoning=4, Shadow=4]Animate Lesser Undead (28 MP) - Creates an undead servant from an available corpse. If the corpse is in relatively good condition and not excessively decayed, it may be raised as a zombie. Otherwise, it can only be raised as a skeleton. If cast on a corpse that is buried or submerged, it takes one round for every five feet the corpse must travel to dig to the surface for the creature to arrive.

Stats for a skeleton and a zombie are on her page if you want to use those. However, your version of the reanimation spell is not powerful enough for an effect that basically introduces an extra combatant. Its rank is also way too low, because you should have to really concentrate your studies in necromancy before you can take a dead body and pull it up onto its feet to fight for you.

I'm really iffy on everything you've done with demons from "Death." First of all, someone is going to have to make stats for you for these demons, which I'm less qualified to do than some others around. What I am qualified to assist with is the fact that the sheet's terminology suggests you may not be familiar with/aware of Gaera's cosmology. Totally understandable, and quite frankly it's to be expected. But here's a little more information than I think you had when you made the sheet.

"Death" is not a place in Gaera. Now, there is theoretically a plane of everything. There's a plane of fire, a plane of air, a shadow-aligned negative-energy plane, and a holy-aligned positive energy plane. (Believe it or not, evidence suggests that the latter two are equally as likely to kill you.) Hell. There is...somewhere... a plane that seems to be filled with mithril chickens. If she's pulling a creature from the plane of negative energy, she'd likely be dragging in some low-level elemental.

Demons generally come from a different location in Gaera. They come from a separate plane referred to as The Netherworld, which is a bit of an overdramatic name in many cases. There have also been other varieties of "hell" that have showed up in RPs.

I think that "hell" in Gaera has become a sort of generic term for any seriously-awful place where seriously-hostile lifeforms hang out. There's obviously more than one such place. It's just that the Netherworld is the one that seems to be "closest" to Gaera. Lots more traffic to and from that plane than from many others.

As a side note, for ritual magic, there is a tech on the Advanced Philsys Theory page of the wiki that will let her get some in-game use out of that. It's a standard tech, so you should feel free to slap that on her sheet for good measure.

For your spells, I really recommend that you not only check the spellbooks, but look at other people's sheets to get an idea of what acceptable costs tend to be.

For example, you gave her this spell: "[Necromancy=4, Summoning=4] Summon Mordicant – (8 MP) summons a creature that attaches to a living host (preferably your enemy) and sucks it’s life slowly and can make it do as it wishes. Has (???) HP. Afraid of Sunlight, Can’t cross running water."

It's an interesting effect, but telepathy is extremely powerful in Gaera, and any kind of mind control takes a lot of concentrated study to achieve. The idea that a first-level spell could replicate a comparable telepathy spell of equal or higher rank and cost less MP doesn't work. This spell is really really powerful, and if you want to make it a Philsys spell, it's too powerful for Lenore to cast just yet.

You don't have to completely rip spells from other PCs, and in fact it's best if you don't. However, you'll have a much better idea of what the general power level is if you do a little wikisurfing. The wiki is there so that it isn't as hard to look around at what everyone else is doing, and I think you'll have a much easier time working out custom spells and techs if you do at least a casual check around at other people's sheets.

Edit: Also. Another note on Reanimate, just so you know. This spell is ended when the corpse or skeleton is totally destroyed and can no longer hold the soul put into it or the caster is killed, or banishes the soul.

For more information on how death tends to work in Gaera, please see this page. Zombies are animated by shadow energy and the will of the caster. Using a soul (any soul) could get you in some trouble with the Powers That Be in control of death.

With this in mind, if you still want her to enslave the souls of the dead, binding them into the flesh of zombies to serve her... you can certainly do so. Just be aware she will likely run afoul of other mages who object to such practices, and her zombies will likely be much harder to control.

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Lenore
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Unread postby Lenore » Mon Apr 02, 2007 4:20 pm

I'm not disregarding Kai's advice, but could I get some other advice? If anyone's read the books (The Old Kingdom Trilogy by Garth Nix) that would be awesome if I could get some advice from those people...I also need to add her racial skills and innates...I just tried to get it up here before I left today.

The costs of the spells will be changed and I'm gonna hit up the Wiki for Necromancers.
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Unread postby Lenore » Mon Apr 02, 2007 4:56 pm

OKAY

Info on creatures and kind of how things with Lenore USUALLY work...Idran and I were talking about it. I'm posting this up here so you guys can kind of help me with all of this and maybe PSing monsters and such and help me balance out her spells. Pretty please?
Code: Select all
2:57:14 PM dragongurl4390: Lenore's kind of Necromancy doesn't really work in Gaera
2:57:38 PM idran1701: What do you mean?
2:57:48 PM dragongurl4390: Have you looked at her sheet yet?
2:57:57 PM idran1701: *nod* Yeah, and Kai's response.
2:58:29 PM dragongurl4390: So yeah
2:58:36 PM dragongurl4390: I don't know how I can make it work
3:00:04 PM dragongurl4390: Garth Nix sets up pretty specific rules about Necromancy
3:00:17 PM dragongurl4390: And that's the only style of necromancy I know how to use
3:00:31 PM idran1701: Well, what are those rules?
3:00:45 PM idran1701: I can see her abilities, but that doesn't tell me that much.
3:00:47 PM dragongurl4390: Well, it has to do with Death and the River of it
3:00:53 PM idran1701: What's that?
3:01:02 PM dragongurl4390: Death is devided into 7 precincts
3:01:06 PM idran1701: *nod*
3:01:15 PM dragongurl4390: And basically, Death is a river
3:02:07 PM dragongurl4390: It flows differently and such in the various parts of Death
3:02:22 PM dragongurl4390: Every precinct has stronger creatures progressively
3:02:32 PM dragongurl4390: But also
3:02:49 PM dragongurl4390: The creatures from deep within death are always trying to get out
3:03:06 PM dragongurl4390: So if you're lucky you can find like, a Denizen of the Fifth in the First
3:03:59 PM idran1701: But anyway, yeah, that sounds a bit different than necromancy here.
3:04:08 PM idran1701: Necromancy for this has nothing to do with spirits in death.
3:04:20 PM idran1701: You just grab some shadow energy, stick it in a corpse, and bam, zombie.
3:04:45 PM idran1701: Even intelligent undead just have their own spirits, instead of one grabbed and stuck in a random guy's body.
3:05:11 PM dragongurl4390: Well that's what shadow hands are
3:05:33 PM idran1701: Shadow hands?
3:05:37 PM dragongurl4390: yeah
3:05:40 PM idran1701: *nod*
3:06:05 PM idran1701: Okay, but how does she get the spirit from the afterlife?
3:06:05 PM dragongurl4390: THey're basically like undead servants of a necromancer with no real physical body


3:22:29 PM idran1701: If you go down one level, is the creature about twice as strong?  Four times?  What?
3:22:36 PM idran1701: For original level, I mean.
3:22:50 PM dragongurl4390: It depends.
3:22:53 PM dragongurl4390: Also
3:22:54 PM idran1701: *nod*
3:23:08 PM dragongurl4390: It would be GM descression
3:23:30 PM idran1701: *nod* Well, if the GM doesn't know anything about the denizens, he can't really make a decision, though.
3:24:01 PM dragongurl4390: see why this doesn't work?
3:24:58 PM idran1701: Well, if you describe the denizens more, that'd help.  At worst, we might just say that what Lenore calls Death isn't actually "death", but just another hell realm that the inhabitants call death.
3:25:35 PM idran1701: Actually, reducing the number of spells she could use there might actually help give you less work, since it means for now there's less creatures to stat out.
3:25:49 PM idran1701: But if you can summon something, you need to have stats for it.  Even if the GM knows Nix.
3:25:51 PM dragongurl4390: well see, there's a problem
3:25:57 PM idran1701: Oh?
3:25:57 PM dragongurl4390: In that
3:26:09 PM dragongurl4390: Nix Doesn't tell you much about the denizens of Death
3:26:33 PM idran1701: *nod*
3:26:36 PM dragongurl4390: The only ones he really talks about are Hands, Shadow Hands, Greater Dead, Mordicants, and Mourdauts.
3:26:48 PM idran1701: And which levels are they from?
3:27:21 PM dragongurl4390: Greater Dead are from the sixth and seventh level. It is possible that they were once themsleves necromances
3:27:26 PM idran1701: *nod*
3:27:32 PM dragongurl4390: unless you are VERY powerful
3:27:40 PM dragongurl4390: It would be foolish to summon one
3:27:43 PM dragongurl4390: in fact
3:27:57 PM dragongurl4390: You want to avoid them at all costs lest they eat your soul
3:28:05 PM idran1701: *nod*
3:28:09 PM dragongurl4390: Hands can be made of any soul
3:28:31 PM dragongurl4390: Usually just pulled out of the first precinct because it's convinient
3:28:41 PM dragongurl4390: Shadow hands are more powerful
3:28:46 PM idran1701: *nod*
3:28:52 PM dragongurl4390: All Dead creatures thirst for Life
3:29:03 PM dragongurl4390: So they kill people and steal their life
3:29:10 PM dragongurl4390: And it sustains them for a while
3:29:54 PM dragongurl4390: Mordicants and Mordauts are fucking scary, but a lower level necromancer can easily control them
3:31:22 PM dragongurl4390: Mordicants are parascites
3:31:33 PM dragongurl4390: Mordauts are the ones that are really destructive
3:31:57 PM dragongurl4390: THey are like, the Hell Hounds of Death
3:32:01 PM idran1701: *nod*
3:32:03 PM dragongurl4390: They track
3:32:07 PM dragongurl4390: They kill
3:32:10 PM dragongurl4390: They eat souls
3:32:30 PM idran1701: *nod* All right. And they're from all the levels, those two?
3:32:46 PM dragongurl4390: Those are usually fifth level Denizens, I think
3:32:51 PM idran1701: Ah.  Both of them?
3:33:03 PM dragongurl4390: Mordicants might be Fourth or third


3:33:14 PM idran1701: *nod* Why does she have separate spells for summoning those two, then?
3:33:28 PM dragongurl4390: Because they're totally different creatures
3:33:42 PM idran1701: No, I mean separate from the "Summon # Gate Denizen" spells.
3:33:51 PM dragongurl4390: Oh
3:34:09 PM dragongurl4390: Because if she specifically wants a Mordaut or a Mordicant...
3:34:19 PM idran1701: Then couldn't she use selective summoning?
3:34:37 PM dragongurl4390: Not really...that's just for the powerlevel of the creature
3:34:46 PM dragongurl4390: It's not specific to the creature itself
3:36:49 PM idran1701: *nod* Well, what might be simpler is if for Lenore it was.  If she could use the spell to summon based on type _and_ level.  What you could do is work with others on the board to figure out base stats for the different creatures.

When you said what level mordauts and mordicants are from, was it that level or up?  Like, are there more powerful mordauts that live on the sixth or seventh circle?
3:36:58 PM idran1701: Or are they only on fifth?
3:37:30 PM dragongurl4390: Indeed, as you first said
3:37:33 PM idran1701: *nod*
3:38:35 PM idran1701: All right.  Then what you can do is work with people to figure out the base stats for each type of creature.  The stats for the weakest hand, the weakest shadow hand, the weakest mordaut, and so on.  And then have it so ones pulled from a higher level are stronger, but harder to control.
3:38:50 PM idran1701: Have her summoning spells allow her to choose a type of creature, and try to bring them form a certain level.
3:39:06 PM idran1701: But with a small chance of accidentally bringing in something that might be too powerful for her to entirely control.
3:39:27 PM idran1701: Maybe come up with some new denizens that fit Nix's books, but that weren't actually in them, for greater variety.

3:40:57 PM idran1701: Lemme give you a baseline here.  A 1st level summoner would have rank 4 at most.
3:41:04 PM idran1701: Here's what sort of creature that could give.
3:41:23 PM idran1701: Something that's about as powerful as a 1st level character.
3:41:43 PM dragongurl4390: A minor Mordaut could be only that powerful
3:41:47 PM idran1701: *nod*
3:41:51 PM dragongurl4390: but about three times as vicious
3:42:29 PM idran1701: Then there'd need to be something to balance that out...hmm.  All right, then.  You said they're from the fifth circle?
3:42:36 PM idran1701: Then that can be set as the upper limit of what she can reach right now.
3:42:46 PM idran1701: And if she tries bringing in one of them in, she won't be able to control it that well.
3:42:46 PM dragongurl4390: It already is ^^:
3:43:04 PM dragongurl4390: The thing is,
3:43:05 PM idran1701: She can try to order it around, but there's a chance it might turn on her allies, or even her.
3:43:07 PM idran1701: Hmm?
3:43:17 PM dragongurl4390: Mordauts and Mordicants love necromancers
3:43:24 PM dragongurl4390: Because they bring them back into life
3:43:31 PM dragongurl4390: So they can feed on the living
3:43:36 PM idran1701: *nod*
3:43:40 PM dragongurl4390: They're like, Sweet Deal, man
3:44:27 PM idran1701: I can see how that makes sense.  But necromancers are just as living as anyone else, right?
3:44:40 PM idran1701: Actually, how's this?  This is probably slightly different from Nix, but it might work.
3:44:49 PM dragongurl4390: Well, yeah, but if they kill the necromancer, they're screwed
3:44:52 PM idran1701: Perhaps necromancers can pull them in, but they also have to banish them when they're done.
3:45:04 PM idran1701: Instead of it being a short term summon.
3:45:09 PM dragongurl4390: Well, Lenore would do that anyway
3:45:26 PM idran1701: *nod* Yeah, but this gives those mordauts and mordicants a reason to not want to be under her control.
3:45:34 PM dragongurl4390: She may be kind of evil, but she doesn't want innocent lives lost
3:45:41 PM idran1701: If they can take her out, they get to run off onto this world and wreak some havoc.
3:45:46 PM dragongurl4390: No
3:45:54 PM dragongurl4390: They'd get sent back if they killed her


And yeah...Please help me X_X
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Kai
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Unread postby Kai » Mon Apr 02, 2007 6:08 pm

You know, I hate to be a wise-ass about this, but here's a revolutionary idea.

Make something up that isn't from a novel with a cosmology totally different from Gaera? Ordinarily it doesn't make that much of a difference, but I'm not sure how much help reading the novel Lenore comes from will be. After all, it won't change the way Gaera works.

It's up to you to explain what she can do, and it's up to us to find a way to make it work. I've given you as much information as I can, and if you want to know something else, ask me.

If I've given you enough information I'm not sure what the problem is. We'll help as much as we can to fit her into Gaera if that's what you want, but it's not our job to do that. That's your job. It's your character, and we can't do everything.

It's okay if you don't understand Philsys, because Philsys can be a bitch.

But one reason I wanted this to be discussed on the board is that I would like it to be easier for you to listen to the advice you ask for. I want it on a page that you can refer back to and what's more, a page that other people can look at.

I think it's great that you've found a lot of people to consult with, but I don't feel that I'm placing incredibly unreasonable demands on you, and I don't feel that any reasonable character should have to be changed all that much in order to fit into this world.

But if you want her here, you have to listen to people when they give you the input you ask for. Please. In the end this is your character, and she's your responsibility. We're just sources of information.

I know that you said you weren't disregarding my suggestions, but I'm not going to reiterate them, and I strongly doubt that anyone else will find them unreasonable enough to send you in a different direction.

If they do feel that way, and they do send you in a different direction, that's fine. But they aren't likely to do so, and so for now? Please just consider what I've said and maybe even do one or two of the things I mentioned.

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Ignore this sheet if you're not interested in the Tarrasque

Unread postby Lenore » Tue Apr 03, 2007 1:11 pm

Name: Yu (Also known as Jade)
Age: 9
Height: 5’
Build: Sturdy
Race: Long
Job/Class: Ninja/Fighter/elemental mage
Weapon(s): All kinds
Appearance
http://img.photobucket.com/albums/v644/ ... loured.jpg
Jade has long raven black hair and slanted violet eyes. She has pale skin and wears a light greyish purple gi and black loose pants. Her shoes are simple sandals with foot wraps. She has furred and scaled forearms and pawlike hands. She is way beyond cute.
In dragon form she is white and furred with a somehow purple tinge and long purple eyes with a few purple scales on her nose. Her feet are pawlike with black claws. She has a purple frill going down her back and a matching tuft on the end of her tail.


LEVEL 6

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

Max HP: 110
Max MP: 99
Max TP: 53
Initiative: 3+
Strength based AT/PA Bonus: 10
Dexterity based AT/PA Bonus: 11
AT/PA base: 11/11
Magical attack: 11
Magical block: 18
Missile evasion: 18
Skill points: 0



[k]Arms Lore – 4
[k] Herboligy – 4
[k]Poisons – 4
[k] Survival – 4

Base AT/PT: 11

Dagger – 8
AT/PA for skill: 15/15
Katiri <7> +1/-1
Final AT/PA: 16/14
Light: 7+3+(2)+1d6; 12+1d6
Medium: 7+3+(4)+2d6; 14+2d6

Dagger: Heavy: 9+3+(6)+2d6; 9+3d6


Unarmed combat – 9
At/PT for skill: 13/12


Throwing weapons (Shuriken, small blades) – 6
Shuriken: Accuracy: <Agi> (11)
Damage: 3+Dex*2+2d4 (9+2d4)



Healing magic – 6
Illusion magic – 6

[s]Acrobatics – 5
[s] Stealth – 4
[s] Two weapon fighting – 8

Treat wound – 4
Feint – 4


[Heal=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).

[Heal=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.

[Heal=2]Restore Vision (6 MP) - Cures blindness to those who have been made blind by magical effects or spells. 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 (7 MP) - Cures berserked condition and may also cure confusion.

[Heal=2, Poisons=3]Cure Poison (6 MP)-Having an innate knowledge of poisons and their effects on the body, Jade can remove up to three levels of poison from a person.

[Heal=4]Panacea (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.

[Heal=4]Release Body (10 MP) - Cures paralysis caused by magical effects or spells. Does not cure paralysis caused by wounds or injuries, such as having one's back broken.

[Heal=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).

[Heal=4]Revive (30 MP, 4 TP) - Revives an unconscious ally to 10% 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).

[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=3]Disguise (8 MP) - This illusion allows the caster or a target to take the appearance of any object which the caster is familiar with and can imagine clearly. However, the target is NOT transformed into the object in actuality, and a physical inspection (touching the target) will make this obvious.

[Illusion=4, Dagger=4]Illusory Blade (5 MP, 2 TP)-Allows Jade to fool a target into thinking she's striking somewhere she isn't. Gives Jade a +10 to AT for one attack.

[Heal=1, Illusion=6]Play Dead (15 MP)-Using a combination of illusion to disguise movement and life magic to keep a person suspended between life and death, the caster lays on the ground and seems completely dead. She still reacts normally when touched, cut, or otherwise interacted with, however. It takes a DC 30 roll to determine she is, in fact, not dead. This DC is lowered by 10 for those attempting to see magical auras-they'll suspect something is up.


[light weapon=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: 4+3+3+1d6 (10+1d6)
Medium: 7+3+6+2d6 -2 (16+2d6 -2))

[Light Weapon Skill=6]Rapid Striking (3 TP) - Allows one additional attack (of any type) this round.

[Light Weapon Skill=4]Dextrous Striking (2 TP) - Adds DEX to AT a second time for one round.


[Ranged Weapon Skill=6]Multishot (4 TP) - Allows one additional attack this round.


[Ranged Weapon Skill=2]Aim (2 TP) - The user spends his turn aiming, trying to get a more precise bead on the target. Adds a +5 bonus to one ranged weapon attack next round.


Dagger <2> +1/-2
Shuriken: Accuracy: <Agi> Damage: 3+Dex*2+2d4 (Accuracy: <2> [10] Damage: 3+6+2d4 [9+2d4])


Racial Skills
[Innate] Shadow Alignment (no cost): Jade is a Shadow clan Long. She recieves a 50% base damage reduction from shadow-based attacks; as she increases in level (5, 10, 15, 20) this bonus increases (by 25% pre increment). However, she recieves double damage from holy attacks, and cannot be healed by holy elemental spells

[Innate] Ki Flight 5 TP per round- Long fly by 'swimming' through ki pressure. Ki is pure spirit energy and the long tendrils on their backs help them to 'thicken' the ki energy around them allowing them to 'swim' through the resultant pressure. They can reach heights of 10*Level.

[Innate] Acid Spitting 6 TP- Shadow Long are able to generate corrosive acid with a tar-like color and consistency to disable their prey or attacker. The acid is strong enough to corrode most metals and does not dilute in water making it very powerful and impossible to wash off. It does Level*3d6 damage for 1d6 rounds.

[Innate] Corrosion Breath 3 TP- The original form of the Shadow Long's breath is a blackish gas that corrodes much like the acid. It's toxic to inhale since it's begins to eat away at the lung tissue. It will slowly corrode skin and is impossible to wash off. Level *1d6 for 1d8 rounds.

[Innate] Corrosion Atmosphere 10 TP per hour- A time consuming and exhausting effort but by constantly emitting it's 'shadow' breath, a Shadow Long can create an atmosphere around it of corrosive gas that behaves like a barrier to intruders. Level*1d6 for n rounds where n is equal to rounds inside astmosphere.

[Innate] Transformation- 12 TP -The Long have two forms: Humanoid and True. In True form the Long has a long body covered in scale and fur. The forelegs are paws Are Catlike and almost humanoid with four scales on each forearm the same colour as her eyes (Please note this is different from most Long!). In Humanoid form, they replace their beastly form for a tall, humanoid shape with almond-shaped eyes, paw-like hands with sharp talons and fur that extends the length of the forearm With four scales on each forearm the same colour as her eyes, and paw like feet. While transformed, her Shadow Magic rank increases by half her level and her HP rises by 30%. She gains +3 to her strength, but suffers a penalty of -3 to her dexterity. Her normal armor is disregarded, and she gains a natural AC of 24.

[Innate] Night Vision- passive: Shadow Long see in the dark through infrared vision. Anything that generates heat or reflects even the smallest amount of light is visible to a Shadow-clan Long.

Breath Weapon- Acid Skin 2 TP per round- By secreting the natural corrosive substance through her sweat glands, Miang creates a waterproof layer of acid on her skin that burns upon contact. Rank+1d6 damage, adds to all melee attacks.

Jade Skills
[Innate] (2 TP) Puppy eyes – people with any sort of notice of cute take a -2 penalty when attacking Jade.
Also allows jade a +5 on bluff check. She’s just asking really, really nicely.

(( http://img.photobucket.com/albums/v644/ ... esJade.jpg ))

[Innate] AWWWWIT’SKWEWT – People are unlikely to see someone so cute as a threat unless they have good reason to. Enemies are unlikely to attack Jade unless there are no other targets or she has done something clearly aggressive.

[innate] Cry - 2 TP, Target person has to make a MDef check vs Jade's Cha/Cha/Int, otherwise that target is unable to act this turn.
Normally this instills protective instincts in them for JUST LONG ENOUGH....



EQUIPMENT LIST

Katiri (7, 10, X)
Five doses of Level seven poison (Each dose can cover one melee weapon or 30 Shuriken)

Leather gloves – AC 5
Mythril chain – AC 10 -1PA, -2 Casting
Pot helmet. Like. An actual pot. – AC 5
Total AC - 20
[img]http://img.photobucket.com/albums/v644/PockyAddict/Long2HonouFlamesSig.jpg[/img]

User avatar
Lenore
Irritable Necromancer
 
Posts: 152
Joined: Wed Nov 22, 2006 9:04 pm
Location: Under the Bed (Teeth ground sharp and eyes glowing red)

INCOMPLETE

Unread postby Lenore » Fri Apr 06, 2007 3:39 pm

Lv. 1
0/1000 exp

Name: Honou Lin
Rage: Long
Age: 129
Clan: Yu
Element: Fire
Description: In humanoid form she has long dark red hair and eyes the colour of blood. Her skin is the typical shade for a Long: tan. She’s about 5’9” tall. She has reddish white fur on her forearms and the typical lizard like feet of her people. She wears various styles of dress, but usually she wears pants and not skirts or dresses. She’s been known to wear a short length Kimono every now and then.



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


Max HP: 60
Max MP: 65
Max TP: 19
Initiative: +3
Strength based AT/PA Bonus: 9
Dexterity Based AT/PA Bonus: 8
Magical attack: 9
Magical Block: 16
Missile evasion: 16
Starting skill points: 30

[k] Argovian Lore – 2
[k] Potions – 4
[k] Poisons – 2
[k] Herbology - 2

Light Swords – 4


Fire magic – 4
Mental Magic – 4 (Telepathy)

[s] Evade missile – 2
[s] Limb Defense – 2
[s] Musical talent – 2
[s] Two weapon fighting – 4

Cooking – 2
Feint – 2
Herb Hunting – 2
First Aid – 2



Spells

[Fire=1]Fire 1 (4 MP) - Does 8 + rank*2 + 1d6 fire damage to a single target.

[Fire=4]Fire 2 (12 MP) - Does 14 + rank*4 + 2d6 fire damage to a single target.

[Fire=4]Fireball (29 MP) - Does 10 + rank*2 + 3d6 fire damage to all within a 10 foot radius of the target.

[Fire=3]Ignite (10 MP) - Sets a target ablaze. These flames persist until the target "stops, drops, and rolls" (a standard action) or is doused by water or large quantities of dirt/mud. These flames deal 12+1d6 points of damage each round.

Telepathy=1]Telepathy (0 MP out of combat, 2 MP in combat) - Allows the user to speak telepathically "out loud." Anyone may hear this, unless it is directed at a target recipient.

[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]Nightmare (4 MP) - Caster can cause a sleeping target to have terrifying dreams. These can be specific dreams of the caster's choosing, or the caster can choose to simply introduce terror into the dreamscape and let the dreamer's mind do the rest. The next day, the target is exhausted and takes a -1 to all checks.

[Telepathy=3]Pacify (9MP) - Counters Berserk and Fear effects, and calms sentient creatures for rank rounds.

[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]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]Guard Thoughts (8 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=4]Hypnosis (12 MP) - Forces a target to perform a simple command (no more than a sentence). Affected targets will not take any action that would be obviously self-harming, and any attempt to convince a target to do harm to an ally is at -6. The spell's duration is at most one minute; any commands that would take longer than one minute to complete are aborted when the spell expires.


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.

Racial skills (More to come)

[Innate] Ki Flight 5 TP per round- Long fly by 'swimming' through ki pressure. Ki is pure spirit energy and the long tendrils on their backs help them to 'thicken' the ki energy around them allowing them to 'swim' through the resultant pressure. They can reach heights of 10*Level.
[img]http://img.photobucket.com/albums/v644/PockyAddict/Long2HonouFlamesSig.jpg[/img]


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