by JoshuaDurron » Wed Oct 29, 2003 8:17 pm
OK, the first four were easy stuff, where you could look at the skills and say yes or no. Now, we get to the point where the character concept in and of itself is a little more whacked. Aaron is converted from a system revolving around Shaman, and he takes the school of magic in a new direction. Read the sheet, lemme know what you think...
Character Name: Aaron Anchors
Character Race: Human
Character Age: 24
Hair Color: Light Brown
Eye Color: Brown
Height: 5’9â€
Weight: #145
Clothes: Long brown lab coat, tunic, pants, and high-topped boots. When possessed, a second overcoat appears, and a broad brimmed hat that would make a Red Mage jelous.
Quirks: Studious, but possessed by a Spirit of Vengeance, which makes him highly unpredictable. Inferaphobic, meaning he will become frightened by large fires (such as burning buildings/forests, or high rank fire spells) but not fire in small, controlled amounts (such as lesser fire spells).
Possessed Personality: When possessed, Aaron becomes a Vengeance Demon in human form. He will ignore his former allies, and attack anyone who is hostile towards him ruthlessly. He shows no mercy, and will turn on his comrades if they get in his way.
Character Sheet
Vitals
HP: 60
MP: 85
Blood MP: 0/38
TP: 20
Initiative: 4+2d6
AT/PA: 11/10
Stats
Courage 3
Wisdom 5
Intuition 4
Charisma 0
Agility 1
Dexterity 1
Strength 2
Stamina 1
Magical Aptitude 4
Skills
Total points to spend: 38
Weapon Skill (Whip) [Cou/Agi/Str] lv 3
Shaman Magic [Wis/Int/Mag] lv 4
Invoke Vengeful Spirit [Wis/Int/Mag] lv 4
Blood Magic [Mag/Wis/Sta] lv 4
[s] Sprit Speak [Wis/Mag/Mag] lv 4
[s] Willpower [Cou/Wis/Wis] lv 4
[s] Uncanny Perception [Int/Int/Wis] lv 4
[k] Spirit Lore lv 4
[k] Seal Lore lv 4
[k] Inter-dimensional Travel lv 4
[k] Linguistics lv 4
[k] Cryptography lv 4
[k] Teaching lv 2
Techniques
[Innate] Possession: Due to Aaron’s status as a possessed character, he is vulnerable to possession under certain circumstances. He may avoid (or throw off) possession by making a saving throw. These circumstances are: When first entering combat (make the save roll before his Initiative, as it may effect it), whenever he receives a critical hit, and each combat round when his HP is less than 10% of maximum. Whenever these circumstances appear, Aaron may choose to forfeit his saving throw vs. possession. The saving throw is 1d20 + Cou + [s] Willpower vs. 12 + 1d20. If Aaron fails, he is possessed, and takes on his ‘possessed personality’. His stats are also affected, as follows: Sta and Str +2 (with corresponding HP increase), Cou and Cha –2. Aaron may use all skills and techs as normal when possessed. He is possessed for 2+1d6 rounds, after which he may attempt to regain control by again making the saving throw. He may do this every round until he regains control, unless he chooses to forfeit his saving throw. If Aaron chooses to forfeit his throw, either when entering combat, or while being possessed during combat, he may attempt to regain control at any time. Make all throws before Aaron takes his action for his turn, as if he succeeds in regaining control, that is his action for that turn. If combat ends without Aaron regaining control, he will remain possessed for one hour, after which he may attempt another saving throw vs. possession. If this fails, he must wait another hour before he can attempt again. Aaron may attempt as many times as necessary until he regains control.
[Innate] Manifestation: Aaron’s spirit, like all spirits, shows itself in various ways. Specifically, it has a tendency to manifest physically if not held in check. It will appear to the casual viewer that Aaron’s hands are always bloody, unless a seal is placed on them to prevent the spirit from manifesting. If the spirit is manifest, Aaron is at Cha –2.
[Blood Magic = 1] Siphon Blood Power: Aaron’s spirit derives power from spilled blood, and the way it provokes angry or vengeful feelings. However, his ability to use this power is inhibited by the fact that the spirit siphons off part of it. As a result, he gains MP = ¼ of all damage dealt by piercing or slashing weapons. He may hold a maximum of 20 + Mag + Wis + Sta + Blood Magic rank + Invoke rank/2 + Willpower/2 Blood MP. He will take damage according to normal Blood Magic rules if this pool overflows, and it dissipates after combat ends.
[Spirit Speak = 1] See and Speak with Spirits (Combat Cost: 1 TP): When he so desires, Aaron may search for the spirits of the dead or nature, and speak with them.
[Uncanny = 2] Sense Hostility: This skill is born of careful attunement to the people around you. Aaron has learned to pay attention to his 6th sense, and as a result, he can sense when people are planning him harm if they are focusing their thoughts on him for more than 120 – rank*5 seconds, and within 20 feet of his location.
[Shaman = 2] Buffet Spirit (7 MP): This spell is designed with one purpose in mind, and that is simply to blast a spirit away from someone/something. It breaks any effect the spirit is having on the person/thing it is near, and any shaman who is successfully struck with it may not use Invoke Spirit magic until after the spirit returns to it. To succeed, Aaron must successfully roll his Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower.
[Shaman = 4] Silence Spirit (15 MP): This spell completely breaks a spirit’s ability to interact with the living for Rank + 1d6 hours. It may not be invoked by shaman, may not speak or possess humans, ect. To succeed, Aaron must successfully roll his Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower. This tech may also be used to prevent a character from using Shaman Magic, Druidic Magic, Invoke Spirit, or other magic skills that require communication with spirits.
[Shaman = 8] Exile Spirit (22 MP): This spell seals a spirit away from reality for all eternity. It may not return, nor may it interact with the physical world in any sense. It may return only by having a shaman summon it specifically, or to return with another being, living or spiritual, who has entered the astral plane in one way or another. To succeed, Aaron must successfully roll his Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower. (Cannot yet be used)
[Seal = 4, Shaman = 3] Bind Spirit (40 MP, 10 TP): A technique that allows Aaron to Bind a spirit to a specific item, location, or person. In order to do this, he must first make the correct seal (whether a roll to choose the correct seal to use is at the GM’s discretion), and then roll his Willpower vs. the spirit’s Cou, Int, or Mag, whichever is highest. The process takes 2-4 hours, depending on the strength of the spirit. The spirit then inhabits that person/place/thing (if it’s a person, they are not possessed, but will have an annoying voice in their head). If it is mobile, the spirit moves with them, and the spirit may communicate with anyone in physical contact with the person/place/thing it is bound to. Otherwise, it may not move. If the spirit has abilities/spells that may be projected, it may confer them to the person/place/thing it is bound to (GM discretion).
[Invoke = 1, Shaman = 1] Spirit Armor (5 MP per turn): This technique causes the color of Aaron’s clothes to change to red. Physical damage done to him is reduced by 4 + Mag + Willpower.
[Invoke = 1] Bloody Lance (10 MP): A blood red lance flies from Aaron’s hand to his unfortunate opponent, dealing 12+rank*2+1d6 damage to a single target by the power of raw hatred exuded by Aaron’s spirit.
[Invoke = 4] Bloody Lash (16 MP): A blood red energy whip writhes out and strikes Aaron’s opponent, dealing 16+rank*4+2d6 damage to a single target by the power of raw hatred exuded by Aaron’s spirit.
[Invoke = 4] Bloody Star (28 MP): Aaron flings a blood red sphere of energy onto the battlefield, which deals 10+rank*2+1d6 damage to all targets within a ten foot radius of Aaron’s target.
[Invoke = 6] Blood Legacy (20 MP): Aaron’s spirit attacks one target, plunging him into a hellish reverie, in which he is surrounded by the screamed damnations of vengeful shades. The target is held until he can make a saving throw of his Cou + Willpower vs. Aaron’s Wis + Willpower. While held, the target is at AT/PA -4/-4. Once escaping, he is at AT/PA -2/-2 for 1d6 turns. (Cannot yet be used.)
[Invoke = 8] Bloody Eclipse (56 MP): A whirling void of red energy forms at the landing point of a sphere that Aaron throws. Deals 14+rank*4+2d6 points of damage to all targets within a 20 foot radius of the target. (Cannot yet be used.)
[Invoke = 12] Bloody Claw (38 MP): A red claw rends reality, dealing 26+rank*6+3d6 damage to a single target. (Cannot yet be used.)
[Invoke = 16] Bloody Sun (80 MP): A much larger version of the Bloody Star spell. Deals 20+rank*6+2d6 points of damage to all targets within a 30 foot radius of the target. (Cannot yet be used.)
[Invoke = 18]Blood Sovereign (56 MP): The six eyed demon-spirit of vengeance calls for the blood of Aaron’s enemies, killing them instantly (provided they HAVE blood). (Cannot yet be used.)
Equipment
Hip bag
Ink
Parchment
Many books
Seal Gloves
        Seal = Seal of the Holy Maiden
Effect: +1 to all Willpower rolls, -5 to all damage rolls for spells. Prevents manifestation, meaning Aaron will not develop bloody hand syndrome.
Mithril Whip
        (x/15/x, 0/-2) <p>
"Strenghten your lyre and sing
The hymn of death
The sky opens to us
They fly to the ray"
-Cante per me, Kajiura Yuki</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 11/3/03 5:04 pm