Sheets of Non-usingness.

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

Sheets of Non-usingness.

Unread postby Nakibe » Sat Jan 03, 2004 1:59 pm

And I suppose I should post my sheets here as well. Ah, well. Lets see what I can do here...
================================================================
Name : Smith, Damian
Age : 23
Height : 6'9"
Weight : 214
Race : Human
Eye Color : Brown
Hair Color : Black
Likes : Children, Solitude
Dislikes : Killing people
Favorite Food : [Unknown]
Favorite Thing : [Unknown]
Background : Damian was born on a world much unlike Gaera. A
world of cars, technology, and skyscrapers that we know as
Earth. One of the first of to be "inducted" into a program
designed to study the abilities of people with magic. He was 6
years old at the time, taken from his parents without warning,
never to see them again.

The tasks that his captors put him through were grueling,
and often painful. He was KNOWN to have an impressive amount of
magical capability, but not once in his short life did he
display anything measurably resembling magic. So they continued
testing him.

One day, the tests went too far, into territory that could
easily kill a child of his age. In desperation at the pain, he
reached out with that unknown part of him and found...
something. It WAS power... perhaps enough to save him from his
fate? He cried out to it, begging it to help him. The being
Nakibe, looking down on him in his infinite power and grace,
decided to pity him. And on that day, Damian first discovered
his powers.

After that, Damian was poked, prodded, tested, and most
importantly, taught. He was taught to only use his powers when
his masters told him to. He was taught to direct the powerful
forces he inherited. And he was taught to kill. He was very good
at that indeed, his powers over darkness making him excellent at
covert operations of all sorts.

Damian's life cycle came full circle one day when he was
sent on a routine "Recruitment" assignment to capture a small
boy with powers that perhaps even rivaled his own. A boy named
Solis. His abilities were at their peak, despite his doubts, and
his technique was flawless. Somehow, though, his target felt him
coming... and with a mighty jolt, his power was unleashed.

Although Damian managed to escape the sudden and unexpected
attack, the mission was deemed a failure because he was nearly
seen. Perhaps what impressed Damian the most was how...
innocently the kid lived. Without the influence of his masters
on this one's life, he was living happily and peacefully. He
appeared before the kid, offering him training and protection
when he could. And although he thought he had avoided his
masters' gaze, they still watched, gleefully learning from
Damian's new pupil, and waiting for his power to mature.

Impatient, however, one of them attacked Damian and Solis,
naming Damian traitor and sending one of their best squads to
terminate his "employment". They ran, but they could not hide
for long. Eventually Damian called in a favor owed him to get
far away using a teleportation spell. The spell, however,
backfired when the ritual was interrupted in the middle of their
sending. And thus the two landed in Gaera.

It was quite a shock for Damian to land on a continent where
people both knew of and widely accepted the practice of magic,
and sometimes it fills him with awe just to think about it. More
importantly, it has been two years since Damian's arrival, and
despite his fears, none of his old "allies" have come looking
for him or the boy yet. However this has just left him with a
terrible decision. Stay here in Gaera, or find a way back to
Earth? Of course for himself, the decision has already been
made... but he can't make such a decision for Solis. And thus he
researches, and questions, alternately hoping for and dreading
to find a way home.

Courage : +4
Wisdom : +2
Intuition : +2
Charisma : +1
Agility : +5
Dexterity : +3
Strength : +3
Stamina : 0
Magic : +6

Level : 05
XP : 2182 / 2500 (7932 Total)
HP : 62 / 62
MP : 111 / 111
TP : 37 / 37
Init : 7 + 2d6 (9 - 19)
AT/PA Base : 14
* Other Bonus : 0

Unarmed AT : 20
* Armor Bonus : 0
* Weapon Bonus : 0
* Skill Bonus : +6

Actual PA : 20
* Armor Bonus : 0
* Weapon Bonus : 0
* Skill Bonus : +6
AC : 3
* Other Bonus : 0
MAtk Base : 10/10
* Armor Bonus : 0
* Weapon Bonus : 0
* Other Bonus : 0
Darkness Magic MAtk : 18
Illusion Magic MAtk : 18
MDef Base : 20/23
* Armor Bonus : +3
* Weapon Bonus : 0
* Other Bonus : 0
Missile Evasion : 22

[P] Unarmed Fighting [AGI/COU/STR] : 12 / 18
[P] Stealth [AGI/AGI/DEX] : 7 / 19
[P] Diplomacy [COU/CHA/INT] : 4 / 13
[P] Intimidation [COU/CHA/INT] : 1 / 13
[M] Darkness Magic [MAG/INT/WIS] : 8 / 16
[M] Illusion Magic [MAG/INT/WIS] : 8 / 16
[M] Aura Reading [INT/INT/WIS] : 4 / 12
[K] Strategy : 3 / 12
[K] Physical Science : 3 / 12

[Weapon] Fists (2 Attacks)
* 12/12/12, +6/+6
- 15 + d6 / 18 + 2d6 / 21 + 3d6
[Armor] Trenchcoat
* AC +3, 0/0 AT/PA, 12 Durability
[Special] Amulet
* MDef +3

[Innate] Free Spirit
- Nakibe can at times make himself partially manifest on the
physical plane, usually having a minor effect like tripping
someone or lifting something off the ground. Effect lessens the
further from Damian that Nakibe wanders.

[Illusion 3, Stealth 2] Blur [15 MP]
- Creates afterimages which mask the person's true position.
Increases parry by +7 for a number of rounds equal to the
lower-ranked quality between Illusion and Stealth. <2>

[Unarmed 2] Stunning Blow (4 TP) On a successful attack, Aramis
stuns his opponent till the next round.

[Unarmed 4] Dextrous Striking (2 TP) Adds DEX to AT a second time
for one round.

[Unarmed 6] Rapid Striking (3 TP) Allows one additional attack
(of any type) this round.

[Unarmed 7] Stance of Encroaching Darkness [ 1 TP]
- Damian can, as a free action, change the focus of his
stance. He lowers his PA by up to 5 points and raises his
damages by 3 * that number. This effect only lasts 1 round,
because afterwards he instinctively returns himself to his
normal fighting stance.

[Unarmed 8] Deceptive Strike (8 TP) The target of Damian's
attacks this round loses a single PA roll to dodge before
Damian's strikes hit. This technique can be stacked, but
also drops Damian's AT by 8 when used.

[Stealth 2] Sneak Attack (3 TP) Takes advantage of an opponent's
inability to defend themself to deliver an incredible
deathblow melee attack. This ability can only be used against
an opponent that is either denied a PA roll or that is
unaware of Damian's presence (because he is invisible or
hiding, for instance). Adds DEX to AT a second time and uses
DEX to determine weapon damage instead of STR for one round,
and can be stacked with any other weapon techs. If used with
Precise Striking, double the damage bonus contributed by his
DEX. Only one of Damian's attacks each round is granted
these bonuses unless he pays additional TP for further
attacks. Only creatures with discernable anatomies can be
sneak attacked (not machines, golems, oozes, etc. undead MAY
be sneak attackable at GM's discretion).

[Stealth 4, Darkness 2] Hide in Plain Sight (8 MP, 1 TP) Because
of his powers and training, Damian is capable of hiding in
even the most obvious of spots. Within 10 feet of a shadow,
Damian can attempt to hide from his targets, effectively
becoming invisible unless his targets succeed an opposed
observation check as compared to his stealth skill. Because
he uses his ability to manipulate darkness, the shadows he
hides in need not be large enough for a normal person of his
size. However, an opponent may make one check to spot him
each round if he knows Damian is there in the first place.
If spotted by an opponent, Damian must pay this ability's
cost a second time in order to continue to attempt to hide
from that foe.

[Unarmed 6, Darkness 4] Vampiric Touch (18 MP, 4 TP) Unarmed
strikes made this round drain 4 + Darkness * 2 + 1d4 MP
each along with their normal damages. Can stack with other
unarmed techs.

[Unarmed 8, Darkness 6] Life Shock (24 MP, 2 TP) Usage of
this technique allows Damian to use his Sneak Attack
ability against living creatures that it normally could not
affect.

[Darkness 4] Shadow Skean [12 MP] Damian creates small pellets
of Darkness-infused matter and throws them at an opponent,
causing 8 + Darkness * 2 + d6 damage as well as
half-blinding the opponent, causing AT/PA to drop by 3 for
d4 rounds. <21>

[Illusion 4] Mental Deception (6 MP) Damian convinces a target
that he is completely invisible. The target sees no sign of
him even when Damian is standing right next to them. Damian
gets a +10 to AT/PA against this target due to their being
unaware of his presence. This spell lasts for a duration of
rank*4 minutes out of combat, or rank rounds in combat.
Obvious actions on Damian's part allow the target to make a
second MDEF roll against this effect, and if Damian attacks
the target, then this effect immediately ends.

[Illusion 8] Mass Confusion (54 MP) Everyone within a 30 foot
radius is hit with the effects of a Mental Deception,
completely ignoring Damian's presence unless they either
are attacked or are able to disbelieve his illusion of
invisibility. Each target must save individually, though
those under its effects may get bonuses if the discrepancy
is revealed to them. In all respects save range, functions
the same as Mental Deception (Above).

[Darkness 6] Delve into Darkness (24 MP) After
using this spell on himself, Damian can see in darkness.
Magical darkness, however, may block this power. Use
Damian's MATK roll vs the darkness' MATK roll. If Damian
wins, he can see normally in this magical dark zone.

================================================================

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

Re: Sheets of Non-usingness.

Unread postby Nakibe » Sat Jan 03, 2004 4:21 pm

Code: Select all
================================================================

Name              : Storm, Richard Danera
RPer              : Nakibe
Age               : 27
Height            : 6'3"
Weight            : 225
Race              : Human
Eye Color         : Blue
Hair Color        : Red
Hometown          : Kante, Riva
Likes             : Fights, Drink, Rob, Dia (He'd never admit this)
Dislikes          : Being Manipulated, Smartasses, Mystess
Favorite Food     : [Unknown]
Favorite Thing    : Beer
Background        : Yep, still too lazy. >:{{

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

Level       : 02
XP          : 0 / 1250 (1000 Total)
HP          : 73 / 73
MP          : 44 / 44
TP          : 24 / 24
Init        : 6 + 2d6 (8 - 18)
AT/PA Base  : 13
    * Other Bonus : 0

Unarmed AT  : 14
    * Armor Bonus  : -3
    * Weapon Bonus :  0
    * Skill Bonus  : +4

Polearms AT :  8
    * Armor Bonus  : -3
    * Weapon Bonus : -4
    * Skill Bonus  : +2

Throwing ACC : 14
    * Armor Bonus  : -3
    * Weapon Bonus :  0
    * Skill Bonus  : +4

Actual PA   :  4
    * Armor Bonus  : -3
    * Weapon Bonus : -6
    * Skill Bonus  :  0
AC          : 13
MAtk Base   : 6
MDef Base   : 10
    * Armor Bonus  : 0
    * Weapon Bonus : 0
    * Other Bonus  : 0

[P]Unarmed Skill [AGI/DEX/STR]    : 4 / 10
[P]Polearms Skill [STR/STR/AGI]   : 2 / 12
[P]Dragoon Training [AGI/STR/INT] : 3 / 9
[P]Throwing Weapons [STR/DEX/INT] : 4 / 10
[P]Treat Wounds [INT/WIS/DEX]     : 4 / 6
[M]Fire Magic [MAG/INT/WIS]       : 4 / 6
[S]Drinking [STA]                 : 2 / 6
[S]Pain Resistance [STA]          : 4 / 6

[Weapon] Fists
    * +4/+0, 18/27
        - 18 + d6 / 27 + 2d6
[Weapon] Cursed Dragon (Lance)
    * -4/-6, 10/6/x
        - 15 + d6 / 16 + 2d4 / X
[Armor] Treated Leather
    * AC + 12, -3/-3 AT/PA
[Money] ???

[Unarmed 2] Hard Puncher [3 TP]
    - Richard attacks twice with his bare hands, with a -6 AT
penalty to the second attack. <38 + 2d6>

[Polearms 2, Training 2] Peacemaker [4 TP]
    - Richard rushes forwards and attacks causing 1.5x damage
with an additional -4 AT penalty.

[Throwing 4] Lance Toss [6 TP]
    - Richard tosses his lance at a target, doing 2x Thrust
damage, but leaving him without his lance. <32 + 4d4>

[Throwing 2, Polearms 3] Truth of Mistake [8 TP]
    - Richard tosses his lance into the air and then catches it,
causing the target to suffer a -5 PA penalty due to watching the
twirling lance.

[Lance 3, Training 2, Throwing 2] PeaceMaker II [10 TP]
    - A Combination of Peacemaker 1 and Truth of Mistake. Tosses
his lance in the air to distract the target, then thrusts at
them with a +1 Bonus to AT and doing 1.5x damage.

[Innate] Love And Peace [5 TP]
    - Richard angers one target

[Fire 1] Foi [4 MP]
    - Tosses a fireball at an opponent for 6 + Rank + d6 damage.
<10 + d6>

[Fire 3, Throwing 1] Little Arcadia [7 MP, 2 TP]
    - Richard's special technique. Using what little talent he
has at Fire magic, he tosses a lance made of fire at a target.
12 + Rank + d8 damage. <16 + d8>

================================================================
Possible Future Techniques

Lost July
B.D.N
Between the Wasteland and the Sky
Murder Machine
Quick Draw
Escape from Pain
Diablo
Demon's Eye
Fifth Moon
Rem Saverem
Hang Fire
Flying Ship
Out of Time
Alternative
Live Through
Paradise
Under the Sky So Blue

(Kudos to anyone who recognizes where his tech names come from. >:P)

================================================================

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

Re: Sheets of Non-usingness.

Unread postby Nakibe » Sat Jan 03, 2004 4:42 pm

Code: Select all
================================================================

Name              : Narstrand, Alash
RPer              : Nakibe
Age               : 25
Height            : [Unknown]
Weight            : [Unknown]
Race              : Human
Eye Color         : Blue / Green
Hair Color        : [Unknown]
Likes             : [Unknown]
Dislikes          : [Unknown]
Favorite Food     : [Unknown]
Favorite Thing    : [Unknown]
Background        : [Unknown]

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

LVL : 2
EXP : 250 / 1250 XP
Total EXP : 1250

HP          : 76 / 76
MP          : 46 / 46
TP          : 25 / 25
Init        : 7 + 2d6 (9 - 18)
AT/PA Base  : 13
    * Other Bonus : 0

Polearms ACC   : 16
    * Armor Bonus  : 0
    * Weapon Bonus : -2
    * Skill Bonus  : +5

Actual PA   : 14
    * Armor Bonus  : 0
    * Weapon Bonus : 0
    * Skill Bonus  : +1
AC          : 4
MAtk Base   : 5
MDef Base   : 6
    * Armor Bonus  : 0
    * Weapon Bonus : 0
    * Other Bonus  : 0

[P]Polearms [AGI/DEX/STR]       : 6 / 10
[P]Transformation [STA/COU/INT] : 5 / 8
[P]Devil Form [COU/CHA/STA]     : 4 / 7
[P]Phoenix Form [COU/CHA/STA]   : 3 / 7
[P]Intimidation [COU/COU/CHA]   : 2 / 5
[P]Singing [CHA/CHA/DEX]        : 2 / 3
[S]Ambidexterity [AGI*3]        : 4 / 15
[S]Two Handed Weapons           : 4 / 15
[S]Pickpocket [Cou/Int/Dex]     : 4 / 5


[Weapon]Halberd
    * 15/20/26, -2/+0,
        -  18 + d6 / 26 + 2d4 / 35 + 2d6
[Armor]Heavy Robes
    * AC +4, 0/0 AT/PA, Weight 3
[Item] Egg: Unknown, Shiny
[Money] 10,000 Gil

[Polearms 6] Knockout Blow [4 TP]
    * Does a hefty double damage swing against a target.
      Subdual damage only, as Alash uses the butt of his glaive.
      If it hits for more than 1/4th of a target's HP, then the
      attack MAY stun as well. Has an extra -3 to AT.
[Transformation] Devil Form            [4 TP/Round]
    * Adds (Rank / 6) to all stats except MAG. To MAG, it adds
      (Rank / 10). Becomes Shadow-innate, taking damage from
      Holy Curative spells, and doubling damage from Holy
      spells. Currently adds +1 to All basic stats, +1/+2/+3 to
      physical attacks, +2 to Init, +3 to AT/PA, and +3 to
      Magical Defense.

[Devil Form, Polearms = 4] Black Talon [1 TP]
    * A Triple-damage Slash. Dark Elemental.
[Devil Form = 2] Drain Wave            [3 MP]
    * Drains a target of 8 + (Rank * 2) + d4 MP.
[Devil Form = 4] Dark Messenger        [8 MP]
    * A Dark attack that does 16 + (Rank * 3) + d6 damage to a
      target.

[Transformation] Burning Phoenix Form  [4 TP/Round]
    * Adds (Rank / 12) to CHA and WIS, (Rank / 6) to STA, DEX,
      INT, and MAG, (Rank / 4) to COU, and (Rank / 3) to AGI,
      rounded up. Becomes Fire-innate, taking doubled damage
      from Water spells. Currently adds +1 to all basic stats,
      +1/+2/+3 to physical attacks, +2 to Init, +3 to AT/PA, and
      +3 to Magical Defense.

[Phoenix Form = 2] Fireball            [8 MP]
    * A Fire attack that does 16 + (Rank * 5) + d6 damage to a
      target.
[Phoenix Form = 3, Polearms = 4]Blazing Vortex [1 TP]
    * A Triple Damage Thrust. Fire Elemental.

================================================================
Future Techniques
--------------------------------

[Transformation] Raging Tiger Form     [4 TP/Round]
    * Adds (Rank / 12) to AGI and DEX, (Rank / 10) to MAG,
      (Rank / 6) to CHA and COU, (Rank / 4) to STR and INT, and
      (Rank / 3) to STA, rounded up. Becomes Earth-innate,
      taking doubled damage from Wind spells.

[Transformation] Sea Turtle Form       [4 TP/Round]
    * Adds (Rank / 12) to COU and AGI, (Rank / 6) to STR, DEX
      and CHA, (Rank / 5) to MAG, and (Rank / 4) to INT and WIS,
      rounded up. Becomes Water-innate, taking doubled damage
      from Fire spells.

[Transformation] Man Dragon Form       [4 TP/Round]
    * Adds (Rank / 12) to AGI and CHA, (Rank / 6) to DEX, INT,
      and WIS, (Rank / 4) to COU and STA, and (Rank / 3) to STR,
      rounded up. Becomes Wind-Innate, taking doubled damage
      from Earth spells.

[Transformation] Seraphic Radiance     [16 TP/Round]
    * Adds (Rank / 3) to all stats except MAG. To MAG, it adds
      (Rank / 5). Becomes Light-innate, taking triple damage
      from Darkness/Shadow spells.

================================================================

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

Re: Sheets of Non-usingness.

Unread postby Nakibe » Wed Nov 23, 2005 1:39 am

Surprised I never put this one up. Ah, well. Must rectify this mistake...


Code: Select all
================================================================

Name              : Darylshield, Solis
RPer              : Nakibe
Age               : 9
Height            : 5'6"
Weight            : 158 lbs.
Race              : Human
Eye Color         : Brown
Hair Color        : Black
Likes             : Sandwiches, Azul
Dislikes          : Bad People
Favorite Food     : Sandwiches
Favorite Thing    : [Unknown]
Background        : [Unknown]

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

Level       : 6
XP          : 0 / 3,250 (Total 8,250)
HP          : 90 / 90
MP          : 115 / 115
TP          : 41 / 41
Init        : 3 + 2d6 (5 - 15)
AT/PA Base  : 10
    * Other Bonus : 0

Unarmed AT  : 13
    * Armor Bonus  : 0
    * Weapon Bonus : 0
    * Skill Bonus  : +4

Actual PA   : 12
    * Armor Bonus  : 0
    * Weapon Bonus : 0
    * Skill Bonus  : +3
AC          : 13
MAtk Base   : 13
MDef Base   : 18
    * Armor Bonus  : 0
    * Weapon Bonus : 0
    * Other Bonus  : 0

[P]Unarmed Fighting [AGI/DEX/STR] :  7 / 12
[P]Stealth [AGI/AGI/DEX]          :  4 / 11
[P]Treat Wounds [DEX/INT/WIS]     :  4 / 15
[P]Etiquette [CHA/COU/INT]        :  6 / 15
[P]Innocent Kid [CHA/CHA/INT]     :  2 / 16
[M]Tarot Magic [INT/MAG/WIS]      : 12 / 19
[M]Lightning Magic [INT/MAG/WIS]  : 10 / 19
[M]Mental Magic [INT/MAG/WIS]     :  6 / 19
[M]Aura Reading [INT/WIS/WIS]     :  5 / 18
[K]Urban Navigation               :  3 / 12

[Weapon] Fists
    * +4/+3, 0/0/0
        - 9 + 1d6 /11 + 2d6 / 13 + 3d6
[Armor] Light Winter Coat
    * AC +1, 0/0 AT/PA
[Money]
[Special] Heart Talisman
    * Damage Resistance +4

[Innate] Hand of Fate [10 TP/round, 1 peppermint]
    - Solis is possessed of his full power temporarily, letting
his inner self take control of his destiny. Solis is able to use
2 cards a round instead of one, and does nothing BUT use his
cards until he has run OUT of TP for this technique.

[Unarmed 6] Hard Edge [ 6 TP]
    - Solis learns to focus his energies and attack. Does 1.5x
Punch damage and stuns the opponent for 1 round.

[Innocence 1] Puppy Dog Eyes [10 TP]
    - Solis can use this tech to minorly influence a person's
mood. In battle, Solis can use it to stun an opponent for d2
rounds. If it fails, however, the target may be more annoyed
than amused by his antics.

[Lightning 1] Gra [10 MP]
    - Solis causes a bolt of lightning to strike a single target
for 8 + Rank * 2 + d6 damage. <24 + d6>

[Lightning 3] Static Pulse [12 MP]
    - Deals 10+rank*3+1d6 points of damage plus 30+2d6 points of
subdual damage (this cannot kill, but if it is enough that it
WOULD drop an opponent below 0 health, were it regular damage,
they are knocked unconscious). <34 + d6>

[Lightning 6] GiGra [30 MP]
    - Does either 12 + Rank * 4 + 3d6 damage to a single target,
or 10 + Rank * 2 + 2d6 damage to all targets in range.
<44 + 3d6, 26 + 2d6>

[Lightning 4, Mental 4] Radiance [32 MP]
    - Deals 10 + Lightning rank*2 + 1d6 holy damage to all targets within
a 10 foot radius of the caster's target. <30 + 1d6>

[Mental 1] Telepathy [ 0 MP]
    - Solis stretches out his mind in order to talk to a person
over long distances. The target needs not be able to telepath to
hear the messages.

[Mental 2] Guarded Telepathy [ 5 MP]
    - A person skilled enough in telepathy can easily break in
on a normal conversation between people... and that's where this
skill comes from. Solis pays 5 MP to keep his talks Private from
prying "eyes" and "ears".

[Tarot] 0 - The Fool [ 1 MP]
    - Solis uses the power of the fool to temporarily control
when his bad luck strikes. He gives up his next skill roll,
whatever it may be for, in return for regaining (Rank + Apt) Mp
upon this skill roll failure. The Fool cannot be reversed, and
is not considered an action in and of itself, but rather
accompanies actions.

[Tarot] 1 - The Magician [2 MP/Rank used]
    - The skill of the great magicians of the past is called
upon, increasing his ability to control magic by his ability to
use his own powers. Adds Rank to a target's spell skill rolls
for 5 rounds. The Magician when reversed Subtracts Rank from a
target's spell skill rolls for 5 rounds.

[Tarot] 2 - The Priestess [2 MP/Rank used]
    - The priestess gifts one target with her innate abilities
to work with magical effects. Adds Rank to a target's spell
resistance skill rolls for 5 rounds. The Priestess reversed
subtracts Rank from a target's spell resistance skill rolls.

[Tarot] 3 - The Empress [3 MP/Rank Used]
    - Events conspire to bring the target of this spell safety.
Blows that would kill a person mysteriously lose strength, and
sure-hit strikes falter and fail. Adds Rank to a target's
physical defense skill rolls. A reversed Empress subtracts Rank
from a target's physical defense skill rolls.

[Tarot] 4 - The Emperor [3 MP/Rank Used]
    - The polar opposite of the Empress card, the Emperor card
causes events to suddenly shift in the target's favor. Offensive
strikes that would miss now seem mysteriously guided to their
targets, and normal hits somehow track vital areas, as if
sensing the weaknesses within. Adds Rank to a target's offensive
skill rolls.

[Tarot] 6 - The Lovers [7 MP/Rank Used]
    - The power of love is an incredible force, capable of
crossing boundaries of all kinds and destroying barriers to its
resolution. In this case, the card of the Lovers allows Solis
its power to heal (Rank)d10 HP to a specified target. When
reversed, it steals (Rank)d6 HP from the specified target and
gives it to Solis.

[Tarot] 7 - The Chariot [16 MP, 10 TP]
    - A horse-drawn chariot moves swiftly over a battlefield,
leading the way for armies of any size and providing a sense of
stability in the chaotic world caused by battles. Any selected
target is given a similar ability to move and act quickly, as if
riding a chariot of their own. The Chariot card gives its target
the ability to make a second action on their next turn, of any
type.

[Tarot] 8 - Strength [Increases Spell Cost 2.5x]
    - Willingness to achieve.... an ability to cause great
change for the better... that is what is embodied in the
Strength card, and the related spell is no exception. Solis can
attach this card to any other card in order to double his
effective rank for that spell. Cannot be used more than once on
any given spell, and has no reversed version.

[Tarot] 10 - Wheel of Fortune [2 MP]
    - Fate is a powerful force. It can cause a person to be rich
beyond their wildest dreams... or become doomed to various fates
worse than death. All it takes is the right amount of power put
in the right place at the right time. This card allows Solis to
use reversed versions of his cards on enemies. Cannot be
reversed itself.

[Tarot] 17 - The Star [9 MP/Rank Used]
    - A shooting star brightens the night sky, a symbol of
glimmering hope in even the darkest of times. The caster
increases the Defensive and Offensive skill rolls of all allies
by (Rank / 5) for 5 rounds, including himself. A reversed Star
decreases the Defensive and Offensive skill rolls of all enemies
by (Rank / 5) for 5 rounds.

[Tarot] 19 - The Sun - [12 MP/Rank used] MP
    - Provider of life-giving warmth and radiance throughout the
ages, the Sun aids all things in the journey that is called
"life". Similarly, this card allows one to heal all allies for
(Rank)d10 Hp, including oneself. Reversed, however, the Sun can
be a source of danger. It causes (Rank)d8 Holy damage to all
enemies. Particularly effective against Undead, as one might
imagine.

================================================================
Future Techniques
--------------------------------

5 - The Heirophant - <Cost> 30 MP + Upkeep: 3 MP
    * An entrancing melody is played from within the strange
      Heirophant card. Skilled musicians are known to be able to
      control a person's very emotions with their haunting
      melodies, and this card's strange sounds are no exception.
      Any target unable to beat a spell resistance test of
      (Mag + Int + Wis + Rank) is considered to be charmed
      by the music. The music continues until the caster runs
      out of Mp or decides to end the strange serenade. Cannot
      be reversed.


9 - The Hermit - <Cost> 50 MP
    * The Hermit lives in solitude, granting his secrets to
      those that would hear his tales. He is so well hidden that
      anyone wishing to speak to him must first search out his
      lair among the many secret places of the world. Much like
      the Hermit, Solis can use this card to hide a person from
      normal detection. Outside of battles, this gives an extra
      Rank to any Stealth checks used while under the influence
      of this spell, and inside of battles, the user gets an
      automatic 20 to all physical defense skill rolls, meaning
      that, generally speaking, they are impossible to hit for
      (Rank / 2) rounds. On the other hand, this spell has the
      side effect of making all spell defense skill rolls 0.
      The reversed Hermit card also has a reversed effect,
      making the target get auto 20 on all magical defense
      rolls, but 0 on any physical rolls for (Rank / 2) rounds.

11 - Justice - <Cost> 10 Mp
    * All beings blessed by this card shall recieve what they
      deserve... whether they want it or not. But to get such a
      reward, one must be able to read the one being judged.
      This card allows you to 'see' a select creature's HP and MP
      (Both in general terms, and relative to your own), and
      their alignment, as the GM sees fit to describe it. If an
      opponent's HP or MP is frighteningly high (About 4 - 5
      times the character's own), then they are "overwhelemed" by
      the target's presence, and cannot act for 1d2 rounds.
      Cannot be reversed.

12 - The Hanged Man - <Cost> (Rank * 8) Mp
    * Trapped by forces now beyond his power, the Hanged Man
      swings from his tree branch as if lifeless. This card
      enables Solis and his specified target to enter a kind of
      magical stasis for up to (Rank / 6) rounds. During this
      period, neither Solis or his target are able to take
      action, as if frozen in time. They can still be hurt
      and/or killed as normal, and on the round the spell ends,
      the target is FIRST in the initiative order, and the
      caster LAST. Cannot be reversed.

13 - Death - <Cost> (Rank * 15) Mp, 5% Hp
    * The Grim Reaper awaits the proper time to harvest all
      souls of this world, taking them to meet their final end.
      A tarot master, however, can speed up his schedule for a
      select willing (or unwilling) soul. Any target having less
      than (Rank * 3) Hp and failing a spell resistance test
      against (Mag + Int + Wis + Rank) is instantly taken from
      this mortal coil, their time here complete. Other, more
      hearty souls only get a minor shock from Death's visage,
      getting hit for (Rank)d2 Damage. The reverse of this card
      allows Death to bring back one soul whose time has not yet
      past, restoring them to (Rank)% of their strength.

14 - Temperance - <Cost> 40 Mp
    * Temperance represents a linkage made between both mental
      and physical aspects, strengthening the powers each
      possesses. Cures up to Rank negative status effects and/or
      non-permanent Attribute losses. Cannot be reversed.

15 - The Horned One - <Cost> (Rank * 8) Mp
    * From the underworld rises a strange energy borne on winds
      of hate and anger. This is the gift of the Horned One to
      the Tarot master, and it is not a power to be used
      lightly. The user of this card does (Rank)d6 Elemental
      damage to a specified target, with the element in question
      being chosen randomly. This underworld energy does not
      take well to being truly controlled by anyone, but it can
      be. By using an extra (Rank * 2) Mp, the caster can focus
      this card into an element of their choice. Reversing this
      card removes the need for such control, as the underworld
      energy directly strikes an opponent for (Rank)d4
      Non-elemental damage. This Non-elemental damage can be
      increased by spending (Rank * 6) Mp more, changing the
      damage to (Rank)d8.

16 - The Tower - <Cost> 95 Mp
    * Primordial forces fight for ownership of the tower,
      leaving normal men and women to cope with the changes
      which nature has forced upon them. With this card, the
      caster can change a character's innate element one step.
      Fire-innate characters/monsters cannot be changed into,
      say, Ice or Water ones... but they CAN be changed into
      non-elemental characters, and then to Ice or Water with a
      second casting. Basically, multiple uses of this card
      allows a person to select a handy weakness for the caster
      (or others) to use against a potential monster. Cannot be
      Reversed.

18 - The Moon - <Cost> (Set by GM)
    * Many over the ages have contemplated the moon.... what
      does it do... what mysteries does it hold? Through the
      reflection on its stately visage, we can truly begin to
      understand ourselves... or our opponents. This card can
      only be used in reaction to spells, and the caster gives
      up their next turn(s) to use this ability immediately upon
      the target spell's casting. The caster attempts to dispel
      or return the energies inherent in a spell. The caster
      pays the equivalent cost of the selected spell in MP PLUS
      (40 - (Rank * 4)) Mp to Dispel it, or 1 1/2 times the cost
      of spell in MP + (60 - (Rank * 3)) MP to send it back to
      the owner. Of course, the GM sets the costs of all spells
      for the purposes of this card. Cannot be Reversed.

20 - Judgement - <Cost> (Rank * 35) MP
    * The final judgement comes to all eventually. The worth of
      each soul is judged fairly by its merits. For some,
      though, such judgement comes at an unexpected time. All
      enemies hit by this spell take Rank * (29 + d20)
      Non-Elemental damage from the shock of being judged and
      found wanting so early in their lifetimes. Cannot be
      reversed.

21 - The Universe - <Req: 20th Rank, Cost> ???
    * No one is really quite sure what this card does. Requiring
      a total mastery of the art of subtley affecting the way
      things in the universe works, the Universe card has never
      been used before in human memory. Perhaps one day someone
      will come along with the raw power and innate wisdom to
      use this powerful card...

================================================================


Edit : Solis, now with Level info and new techs!
Last edited by Nakibe on Fri Dec 11, 2009 10:04 pm, edited 1 time in total.

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

Re: Sheets of Non-usingness.

Unread postby Nakibe » Wed Nov 23, 2005 6:24 am

And now, something somewhat new.

Code: Select all
================================================================

Name           : MacArthur, Rachel Analise
Age            : 20
Height         : 5'8"
Weight         : 184
Race           : Human
Eye Color      : Brown
Hair Color     : Blonde
Likes          : ---
Dislikes       : ---
Favorite Food  : ---
Favorite Thing : ---
Background     : ---

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

Level       : 01
XP          : 0 / 1000 (0 XP Total)
HP          : 55 / 55
MP          : 60 / 60
TP          : 19 / 19
Init        : 3 + 2d6 (5 - 15)
AT/PA Base  : 8
    * Other Bonus  : 0

Sword AT  : 10
    * Armor Bonus  : 0
    * Weapon Bonus : 0
    * Skill Bonus  : +2

Actual PA   : 13
    * Armor Bonus  : -1
    * Weapon Bonus : 0
    * Skill Bonus  : +6
AC          : 6
    * Other Bonus  : 0
MAtk Base   : 9
    * Armor Bonus  : 0
    * Weapon Bonus : 0
    * Other Bonus  : -2
MDef Base   : 18
    * Armor Bonus  : 0
    * Weapon Bonus : 0
    * Other Bonus  : 0
Missile Evasion : 16
    * Armor Bonus  :
    * Weapon Bonus :
    * Other Bonus  :

[P] Light Swords [AGI/COU/STR]      : 4 / 13
[M] Benediction Magic [INT/MAG/WIS] : 4 / 15
[M] Air Magic [INT/MAG/WIS]         : 4 / 15
[M] Fire Magic [INT/MAG/WIS]        : 3 / 15
[M] Ice Magic [INT/MAG/WIS]         : 3 / 15
[K] Etiquette (Noble)               : 3 / 18
[K] Combat Strategy                 : 3 / 18
[K] Magical Lore                    : 2 / 18
[K] Negotiation                     : 3 / 18
[K] Singing                         : 2 / 18
[K] Human Anatomy                   : 2 / 18
[K] Heraldry                        : 4 / 18
[S] Advanced Parry                  : 4

[Weapon] Rapier
    * +2/+2, 8/10/X, Light Weapon (1 Attack)
        - 14 + d6 / 18 + 2d6 / ---
        - With Precise Strike : 16 + d6 / 22 + 2d6 / ---
[Armor] Studded Leather
    * AC +6, 0/-1 AT/PA, -2 Casting Penalty

[Light Swords 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.

[Sword 4] Dextrous Striking [ 2 TP]
    - Adds DEX to AT a second time for one round. (+4 AT)

[Air 4] Echo Arrow          [24 MP]
    - Deals 10+rank*4+3d6 air damage to all within a 10 foot
corridor in front of the caster. (26 + 3d6)

[Fire 1] Burn                      [ 4 MP]
    - Does 8+rank*2+1d6 fire damage to a single target.
(12 + 1d6)

[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 3] Pyro                      [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.

[Sword 4, Fire 2, Benediction 1] Burning Needle [10 MP, 3 TP]
    - Imbues her weapon with a spell and then attacks. The
attack is given additional 8+(Fire Rank)*2+1d6 fire damage.
(12 + 1d6)

[Sword 4, Ice 2, Benediction 1] Frozen Needle [10 MP, 3 TP]
    - Imbues her weapon with a spell and then attacks. The
attack is given an additional 8+(Ice Rank)*2+1d6 ice damage.
(12 + 1d6)

[Ice 1] Ice                        [ 4 MP]
    - Does 8+rank*2+1d6 ice damage to a single target.
(14 + 1d6)

[Sword 4] Focused Attack [4 TP]
    - A Medium attack, except that the damage is multiplied
by 1.5x. If the attack does not connect, then the user loses
one parry attempt this round.

[Sword 2] Spot Defense [2 TP]
    - Adds weapon skill rank to all PA rolls made this round.
Even if no parry roll is allowed, half of the users's weapon
skill rank is added to her PA for the remainder of the round.
This tech cannot be combined with any other offensive tech, and
the user forfeits any bonus attacks (but may use them, instead,
as bonus parries).

Future Techniques (Names and effects not completely set)
--------------------------------

[Fire 4] Fira                      [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 8] Greater Fireball [54 MP]
    - Deals 16+rank*4+2d6 points of fire damage to all within a
15 foot radius of the target.

[Fire 12] Firaga [32 MP]
    - Does 20+rank*6+3d6 fire damage to a single target.

[Ice 4] Coldsnap [12 MP]
    - Does 14+rank*4+2d6 ice damage to a single target.

[Ice 4] Blizzard [29 MP]
    - Does 10+rank*2+3d6 ice damage to all within a 10 foot
corridor in front of the caster.

[Ice 5] Freeze [15 MP]
    - Encases targets who fail to resist in solid blocks of ice.
These blocks of ice are usually irregularly shaped, and provide
the target with a bonus of 10 AC. However, the target suffers
10 points of damage PLUS breath holding/suffocation damage per
round so long as they are frozen. Frozen targets cannot move or
act until dethawed. Dethawing occurs after rank+1d4 rounds OR
when the target is exposed to a heat source (a fire spell, a
large torch, etc).

[Sword 12, Ice 10, Benediction 5] Glacial Freeze [38 MP, 3 TP]
    - Imbues her weapon with a spell and then attacks. The
physical attack is given the additional effect of the "Freeze"
spell, encasing targets who fail to resist in a block of solid
ice, giving them 10 bonus AC. However, the target also takes 10
points of damage per round alongside damage as-per suffocation
rules until they are unfrozen. Frozen targets cannot move or act
until dethawed, which occurs either after rank+1d4 rounds OR
when exposed to a heat source

[Ice 8] Blizzara [58 MP]
    - Deals 16+rank*4+2d6 points of ice damage to all within a
15 foot corridor in front of the caster.

[Ice=12] BE FROZEN! [32 MP]
    - Does 20+rank*6+3d6 ice damage to a single target.

[Air 4] Aero 2 [24 MP]
    - Deals 10+rank*4+3d6 air damage to all within a 10 foot
corridor in front of the caster.

[Air 12] Aero 3 [62 MP]
    - Deals 20+rank*6+3d6 points of air damage to all within a
10 foot corridor in front of the caster.

[Sword 8, Fire 6, Benediction 3] Blazing Needle [25 MP, 3 TP]
    - Imbues her weapon with a spell and then attacks. The
physical attack is given the additional effect of setting the
opponent on fire if it connects, dealing 12+1d6 damage every
round until the fire is put out.

================================================================

The Great Nevareh
 

Re: Sheets of Non-usingness.

Unread postby The Great Nevareh » Tue Nov 29, 2005 11:34 am

Some of your tarot interpretations are... interesting. I'll hit you up about it next time I see you online. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

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

NOOOOOOOO~!!!

Unread postby Nakibe » Thu Jan 12, 2006 5:28 am

For Daien's Birthright RP, I have a sheet that is mostly complete at the present time.

Code: Select all
================================================================
Naeryn Kine Bered
--------------------------------
RPer &#58; Nakibe
Age  &#58; --
Height &#58; --
Weight &#58; --
Race &#58; Human
>Eye Color &#58; Blue
Hair Color &#58; Red
Bloodline &#58; Vorynn
Likes &#58; Having fun
Dislikes &#58; Working Hard at ANYTHING
Favorite Food &#58; If its pasta-ish, its GONE&#46;
Favorite Thing &#58;
Background &#58; As a boy, Naeryn was a regular kid, loved by his
parents, and taught to work the farm&#46; For a while, the farm was
all he knew, and all he was taught&#46; He was a hard-working if shy
child&#46; But all that changed the day that the noble lord Anastin
Delai came through&#46; Something about the boy drew his
attention&#46;&#46;&#46; and after a moment, he said the words that would
change the course of his life &#58; "This child is blooded&#46;"

    From then on, Naeros has become the first in his family to
ise above the family farm&#46; He is considered by some to be head
of the household&#46;&#46;&#46; and yet, considering his "work ethic" some
wonder what this may mean for this supposed noble child&#46; During
his time studying, he was often rude to his teachers, and
occasionally played mean tricks on his peers&#46; When he showed an
aptitude for magical arts, though, the pranking stopped, or
seemed to&#46; It was always suspicious that the people that ran
afoul of this child's temper often had runs of bad luck
thereafter&#46; But such bad luck being caused by Naeryn was hard to
prove, and magic didn't make it any easier&#46; After all, who can
say whether they tripped over their own feet or were made to do
so when there's nothing visible for one to trip on?

    Currently, Naeryn is considered a journeyman in the arts of
magic&#46; Not yet skilled enough to be considered a true Mage, with
dreams of becoming an Archmagi&#46;&#46;&#46; if only it didn't involve
losing sleep every day&#46;&#46;&#46;

Agility   &#58; +2
Charisma  &#58; +3
Courage   &#58; +3
Dexterity &#58; +1
Intuition &#58; +4
Stamina   &#58; +0
Strength  &#58; +1
Wisdom    &#58; +3
Magic     &#58;  4

Bloodline &#58; +1 (Weak)

HP &#58; 55 / 55
MP &#58; 75 / 75
TP &#58; 19 / 19

Initiative &#58; 3&#46;5 (3 + 2d6)
Base AT/PA &#58; 10
    * Other Bonus &#58; 0

Unarmed AT &#58; 10
    * Armor Bonus  &#58; 0
    * Weapon Bonus &#58; 0
    * Skill Bonus  &#58; 0

Quarterstaff AT &#58; 12
    * Armor Bonus  &#58; 0
    * Weapon Bonus &#58; 0
    * Skill Bonus  &#58; +2

Actual PA &#58; 11
    * Armor Bonus  &#58; -1
    * Weapon Bonus &#58; 0
    * Skill Bonus  &#58; +2
AC &#58; 4
Magical Attack Base &#58;  9
    * Armor Penalty &#58; -2
    * Skill Bonus   &#58; +2
Magical Defense Base &#58; 10

Missile Evasion &#58; 18 + d20

Skill Points &#58; 34

&#91;P&#93; Quarterstaff &#91;AGI/COU/STR&#93;      &#58; 4 / 13
&#91;P&#93; Unarmed &#91;AGI/COU/STR&#93;           &#58; 3 / 12
&#91;P&#93; Performance &#91;CHA/CHA/INT&#93;       &#58; 4 / 16
&#91;M&#93; Benediction Magic &#91;INT/MAG/WIS&#93; &#58; 4 / 17
&#91;M&#93; Malediction Magic &#91;INT/MAG/WIS&#93; &#58; 4 / 17
&#91;M&#93; Space Magic &#91;INT/MAG/WIS&#93;       &#58; 4 / 17
&#91;M&#93; Air Magic &#91;INT/MAG/WIS&#93;         &#58; 4 / 17
&#91;K&#93; Applied Magical Techniques      &#58; 4 / 18
&#91;K&#93; Etiquette (Noble)               &#58; 3 / 18
&#91;S&#93; Diplomacy &#91;CHA/CHA/INT&#93;         &#58; 3 / 16
&#91;S&#93; Intimidation &#91;COU/CHA/INT&#93;      &#58; 4 / 16

&#91;Weapon&#93; Fists
    * +4/+0 skill, 5/6, 1 attack (8 ranks/attack)
        - 5 + d6 / 6 + 2d6
&#91;Weapon&#93; Quarterstaff (Two Handed)
    * +2/+2 skill, 9/12/16, 1 attack (8 ranks/attack)
        - 9 + 2d6 / 12 + 3d6 / 16 + 4d6
&#91;Armor&#93; Quilted Leather
    * AC +4, 0/-1 AT/PA

&#91;Bloodline&#93; Unreadable Thoughts &#58; Good luck trying to read this
    mind, folks&#46; (Unconverted) Gains a 21 spell resistance
    against all devices and spells that detect or read emotions
    or thoughts&#46; Also, this spell resistance is used as the DC
    of all Sense Motive checks to get a hunch about Naeryn&#46;

&#91;Quarterstaff 2&#93; Defensive Stance &#91; 1 TP&#93;
    - Adds weapon skill rank to all PA rolls made this round&#46;
Even if no parry roll is allowed, half of the users's weapon
skill rank is added to his PA for the remainder of the round&#46;
This tech cannot be combined with any other offensive tech, and
the user forfeits any bonus attacks (but may use them, instead,
as bonus parries)&#46; (+4 PA)

&#91;Air 1&#93; Aero &#91;10 MP&#93;
    - Deals 5+rank*2+1d6 air damage to all enemies within a
10 foot corridor in front of the caster&#46; (13 + 1d6)

&#91;Air 1&#93; Gas Breathing &#91; 8 MP&#93;
    - Allows the caster to breathe any gas for rank*10 (40)
minutes&#46; This does not prevent any effects the gas may have
besides hypoxia, such as chlorine&#46;

&#91;Air 4&#93; Aero 2 &#91;24 MP&#93;
    - Deals 10+rank*4+3d6 air damage to all within a 10 foot
corridor in front of the caster&#46; (26 + 3d6)

&#91;Air 4&#93; Liquid Breathing &#91;10 MP&#93;
    - Allows the caster to breathe any liquid for rank*3 (12)
minutes&#46; This does not prevent any effects the liquid may have
besides hypoxia, such as acid&#46;

&#91;Benediction 1&#93; Keen Eye &#91;14 MP&#93;
    - Naeryn alters the probability that someone will hit with a
weapon slightly, adding 4 to a target's AT rolls for the next 4
rounds&#46;

&#91;Benediction 3&#93; Lucky Break &#91;14 MP&#93;
    - In case the idea hasn't come through quite yet, Naeryn
makes his friends feel very lucky indeed&#46; And this spell is no
different, entitling its target to reroll 1 PA roll, taking the
highest of the two results&#46; This spell lasts either until used
or until 4 turns are up&#46;

&#91;Benediction 4&#93; Blessing &#91;11 NP&#93;
    - Some of Naeryn's friends also consider him a sort of lucky
rabbit's foot&#46; With this spell at his fingertips, its not hard
to see why&#46; A target is given a minor blessing, giving them +2
to all derived statistics (AT, PA, MAtk, MDef, etc) for the next
4 rounds&#46;

&#91;Malediction 1&#93; Cramp &#91;8 MP&#93;
    - Stuns an opponent for a round&#46; Stunned opponents suffer a
-4/-4 penalty and cannot act&#46;

&#91;Malediction 3&#93; Dread &#91;14 MP&#93;
    - A target suddenly gets the feeling that something bad is
about to happen&#46; They may be right, considering that all derived
statistics (AT, PA, MAtk, etc) are reduced by 2 for the next 4
rounds&#46;

&#91;Malediction 4&#93; Slight Error &#91;11 MP&#93;
    - Sometimes people just have unlucky days&#46; Others have had
their luck tinkered with just a tad&#46; Naeryn makes sure that the
odds stack against a person, causing their PA to be lowered by 4
for the next 4 rounds&#46;

&#91;Space 2&#93; Gravity Well &#91;7 MP&#93;
    - Creates a gravity well over a 4-hex radius&#46;  Anyone within
the well must succeed in a strength check vs&#46; the casting power
in order to resist the effects&#46;  Those who fail to resist receive
a -3/-3 penalty to AT/PA, and movement is cut in half&#46;  Flying
creatures who fail to save are grounded by this spell&#46;

&#91;Space 4&#93; Aquatic Motion &#91;11 MP&#93;
    - This spell displaces water molecules around the target,
allowing them to move freely in water, as if it was not there&#46;
Note that buoyancy is completely eliminated for one who has
received this spell&#46; This makes it possible to cause aquatic
creatures to sink, or to prevent someone from being able to
swim&#46;

&#91;Magic Tech 3&#93; Empower Spell &#91;5 TP&#93;
    - Multiplies the power of a damage-dealing spell by 1&#46;5

================================================================
Potential Future Techniques
--------------------------------
&#91;Air  5&#93; Deflate &#91;20 MP&#93; - This attack compresses all the oxygen
and other gases in a target's body&#46; Against organic targets,
this is extremely painful, and deals 30+rank*4+3d6 points of
damage&#46;

&#91;Air 10&#93; Expand &#91;34 MP&#93; - This attack causes the oxygen and
other 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&#46;

&#91;Benediction 5&#93; Spiritual Shield &#91;12 MP&#93; - Target gains 5 AC for
the next 5 rounds&#46;

&#91;Benediction 6&#93; Worldtap &#91;15 MP&#93; - Target gains 6 MAtk for 5
rounds&#46;

&#91;Benediction 6, Magic Tech 6&#93; Dispel Magic &#91;X MP, 10 TP&#93;
    - Spends half the MP used in the target spell to get an
attempt to counter it&#46; Targeted spell fizzles if MATK check is
better than the caster's&#46;

&#91;Malediction 5&#93;Poison 2 (12 MP) - Level 5 poison (15d6 total
    damage, average 53, 4&#46;4 dmg/MP)&#46;

&#91;Malediction 6&#93; Unstable Energy &#91;15 MP&#93; - Target loses 6 MATK
    for 5 rounds&#46;

&#91;Malediction=6&#93; Asthma (22 MP) - Lowers an opponent's STA by 2
for 1d6 rounds&#46; This effect is stackable&#46;

&#91;Malediction=8&#93;Curse (15 MP) - On a sucessful check, reduces all
    the target's rolls by 3 for 1d4 rounds&#46;

&#91;Malediction=8&#93;Spasm (26 MP)  Lowers an opponent's AGI by 2 for
    1d4 rounds and stuns them for 1d2 rounds&#46; Stunned opponents
    suffer a -4/-4 penalty and cannot act&#46;

&#91;Space=6&#93; Velocity Dampener (16 MP) - Decreases velocity, thus
    halving the accuracy and damage of all projectile weapons within
    the area of effect (3 hex radius)

&#91;Space=7&#93; Crush (20 MP) - This spell creates a gravitational
    point within a creature, collapsing its body&#46;  Those able to be
    hurt by this method take 20+rank*5+2d6 damage, as well as
    possible other forms of damage from collapsed organs&#46; Only
    affects living creatures, in terms of damage, though it can
    cause constructs and the like to crumple (dealing half damage)&#46;

&#91;Space=8&#93; Velocity amplifier (28 MP) - Increases velocity,
     doubling the accuracy and damage of all projectile weapons
    within the area of effect (3 hex radius)

&#91;Space=8&#93; Forced Levitation (14 MP) - May force one target who
    fails a save to be pushed within a direction for a distance of
    rank*3 feet&#46;  Damage for ramming a target into a wall is equal
    to half fall damage for the same distance&#46;

&#91;Space=8&#93; Levitation (12 MP) - Pushes the caster in a single
    direction, at high speed, with directed gravitational force for
    a distance of rank*3 feet&#46;  One cannot change directions without
    recasting the spell&#46; Useful for escaping from pits, propelling
    one's self across chasms, or even using your own body as a
    projectile&#46;

&#91;Space=10&#93; Hover (10 MP) - Allows one to hover above a few feet
    above the ground for rank/2 rounds&#46;  All realistic bonuses and
    penalties apply&#46; Note that, since the caster is no longer
    touching any solid object (with their feet), they must propel
    themselves using other spells or by pushing off another solid
    object they can reach&#46; This can be VERY inconvenient in combat,
    depending on the situation!

&#91;Space 12&#93; Dimension Slip &#91;48 MP&#93; - See Dimension Door&#46;

&#91;Magic Tech 6&#93; Silent Spell &#91;3 TP&#93; - Spells are cast without any
    words or other signs that one is casting a spell&#46;

&#91;Magic Tech 9&#93; Quicken Spell &#91;10 TP&#93; - Casts a spell without
    using much time&#46;

================================================================


Edit: The GM says weak bloodline, the GM gets weak bloodline. Yessss....
Edit 2: This program is edited for my continued amusement.
Last edited by Nakibe on Sat May 23, 2009 1:51 am, edited 1 time in total.

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

Re: NOOOOOOOO~!!!

Unread postby Nakibe » Tue Jul 11, 2006 3:32 pm

Name : Cartwright, Aramis Baneblade
Race : Rat (Redwall)
Likes : Fights, Swords

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

Level : 03
XP : 95 / 1500 (2345 Total)
HP :77 / 77
MP : 63 / 63
TP : 41 / 41
Init : 7 (.5) + 2d6 (9 - 19)
AT/PA Base : 16

Swords AT/PA : 22/20
* Armor Bonus : 0
* Weapon Bonus : +1/+1
* Skill Bonus : +5/+3

Unarmed AT/PA : 16/18
* Armor Bonus : 0
* Weapon Bonus : 0
* Skill Bonus : 0/+2
AC : 6
* Other Bonuses : 0
MAtk Base : 8
* Armor Bonus : 0
* Weapon Bonus : 0
* Other Bonus : 0
> Astral Magic Matk : 12
MDef Base : 20
* Armor Bonus : 0
* Weapon Bonus : 0
* Other Bonus : 0
Missile Evasion : 24
* Armor Bonus : 0
* Weapon Bonus : 0
* Other Bonus : 0

[P] Brawling [AGI/COU/STR] : 2 / 12
[P] Breath Control [COU/INT/STA] : 2 / 9
[P] Focused Weapon Techniques [COU/INT/MAG] : 6 / 11
[P] Ropes [AGI/DEX/STR] : 4 / 12
[P] Swords [AGI/COU/STR] : 8 / 12
[P] Trading [CHA/COU/INT] : 3 / 7
[M] Astral Magic [INT/MAG/WIS] : 4 / 7
[S] Athletics [AGI/STA/STR] : 5 / 11
[S] Balance [AGI] : 4 / 6
[S] Bullshit [CHA/WIS/INT] : 2 / 6
[S] Swimming [AGI/STA/STR] : 2 / 11
[K] Foreign Languages : 4 / 6
[K] Human Anatomy : 4 / 6
[K] Navigation : 4 / 6
[K] Survival : 4 / 6

[Weapon] Cutlass
* +1/+1, 10/14/18, Medium Weapon (1 attack)
- 21 + 1d6 / 28 + 2d6 / 35 + 3d6

[Weapon] Brawling
* 0/+2, 5/10
- 5 + 1d6 / 10 + 2d6

[Weapon] Toad Sling
* 0/0, 9
- 5 + 1d6 / 10 + 2d6

[Armor] Studded Leather
* AC +6, 0/-1 AT/PA, -2 Casting Penalty

[Swords 2] Defender's Stance [1 TP] Adds weapon skill rank to all PA rolls made this round. Even if no parry roll is allowed, half of the users's weapon skill rank is added to his PA for the remainder of the round. This tech cannot be combined with any other offensive tech, and the user forfeits any bonus attacks (but may use them, instead, as bonus parries).

[Swords 6] Full Attack [4 TP] Allows one additional attack (of any type) this round.

[Brawling 2] Dirty Fighter [4 TP] On a successful attack, Aramis stuns his opponent till the next round.

[Focus 2] Iaijutsu Strike [2 TP] Adds AGI again to his AT rolls this round.

[Focus 4] Determination [3 TP] For this round, Aramis can ignore any ONE penalty condition, such as blindness, fatigue, wounding penalties. This technique does not allow him to ignore multiple conditions in a single round.

[Focus 5] Roundsaber [3 TP] Aramis' fighting style is full of flowing strikes and punishing blows. As such, he also is able to turn a cut that drops his opponent towards another attacker within range using this attack.

[Focus 6] Blank Mind [6 TP] Aramis has learned to focus his mind only on his objective. This allows him to reroll any Magical Defense roll once. After this reroll, Aramis takes the highest of the two rolls to use as his defense against magical attacks.

[Astral 1] Summon Food [4 MP] Creates a loaf of brownish bread. It is entirely possible to live off nothing but summoned bread for indefinite periods of time, but the bread is usually of less than superior quality and does tend to get old quickly.

[Astral 2] Summon Stick [4 MP] Creates a stick of "wood" up to 6 feet long. Can be used as a staff for combat or a walking aid. Shorter sticks can be used to splint wounds or for any other purpose one might be able to use a wooden dowel or equivalent. Summoned sticks are flammable and can be used as firewood or to create a makeshift torch.

[Astral 3] Ocean Mother's Deceit [8 MP] Creates a cloud of magical sparkles that slowly spreads away from the caster, obscuring the people within and giving every parson within a +4 PA bonus against all physical attacks. Mostly useful just to run away from rather difficult situations.

[Astral 4] Leonin Shikari [16 MP/round] An enchantment that is designed to increase the effectiveness of Aramis' chosen blade, making it sharper and lighter weight. Increases AT, PA, and STR for the purpose of Damage with the blade by 1.

[Athletics 4, Swords 4] Leap Attack [4 TP] Aramis leaps forwards, crashing down with a heavy attack that does 1.5x normal damage. The only problem with this technique is that it is not particualarly suited for speed. As such, Aramis is explicitly denied use of his Iaijutsu Strike's effect during it.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=nakibe>Nakibe</A] at: 8/18/06 14:48


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