To those in the Merc RP, and others interested.

RP-related discussion otherwise not covered in the Character Closet.
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Jak Snide
 
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To those in the Merc RP, and others interested.

Unread postby Jak Snide » Mon Jan 26, 2004 12:57 pm

The job is drawing to an end, and thus I need to check; who wishes to continue with the RP, and who wants to drop out? GK's character will be dropped, seeing as he vanished, which opens up a slot for anyone who wants to join the RP. Someone with healing abilities would be preferred, but it's not essential.

So, for the five that remain, who wants out, and who wants in?


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pd Rydia
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Re: To those in the Merc RP, and others interested.

Unread postby pd Rydia » Mon Jan 26, 2004 2:01 pm

I think possibly maybe pretty sure yeah I do that I want in. :( <p>
<center>Hello, I'm Dia. I'm a dragongirl, and I bite. RAWR!
</center><small>-=- "I wanna get so drunk that I start seeing my friends as cows." -- Aya (LadyDragonClawsEDW)
-=- "If you're still able to see in colors and not in scents...you're CERTAINLY not drunk enough." -- Nakibe (Nakibe)
-=- "Don't you know the only excuse for that is being drunk!?" -- Hakaril (Archmage144)
-=- "Alcohol is good for everything." -- Banjooie</small></p>

Divinegon2130
 

Re: To those in the Merc RP, and others interested.

Unread postby Divinegon2130 » Mon Jan 26, 2004 2:26 pm

Even knowing how I tend to be with board RPs....

....since there's an open slot I'm going to say I'm interested in joining with Jameson.

Of course, if you don't think he fits well with this, let me know.

*makes a note to read up on the Mercenary RP sometime later*


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Jak Snide
 
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Re: To those in the Merc RP, and others interested.

Unread postby Jak Snide » Mon Jan 26, 2004 2:33 pm

It seems that his Jameson is a truly heroic sort.

Which means that he's not very well suited for joining up with band of mercenaries who's concerns don't involve morality that much.

I probably should have noted that brand spanking new characters are preferred, although if you have an unused PS character who fits, I might accept them.


JoshuaDurron
 

Re: To those in the Merc RP, and others interested.

Unread postby JoshuaDurron » Mon Jan 26, 2004 3:45 pm

As I said in chat, I am interested in continuing with this RP serries. Boreas is at your disposal, and I'll wait on dishing out his War EXP until all this is over. <p>

"Crazy is good." - Luffy, One Piece
</p>

FlamingDeth
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Re: To those in the Merc RP, and others interested.

Unread postby FlamingDeth » Mon Jan 26, 2004 4:22 pm

Although my posting recently has been sporadic, I'm still hip with the mercanarying groove.

Of note to those wishing to join, they totally need someone with some sort of healing ability. <p><center><table border=0><td>Image</td><td>

I don't know what the hell this thing is, but the chicks dig it.


</td></table></center></p>

Dark Xia
 

Re: To those in the Merc RP, and others interested.

Unread postby Dark Xia » Mon Jan 26, 2004 6:36 pm

Amen to that. I'm still in... I haven't been as shameless as possible with Saen yet, and even then... meh, I'll look for new levels.

Edited by: Dark Xia at: 1/27/04 6:45 pm

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Kelne
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Re: To those in the Merc RP, and others interested.

Unread postby Kelne » Tue Jan 27, 2004 5:01 pm

How can I possibly pass up further opportunitis to dynamite stuff? Definitely interested in continuing. <p>"80% of my so-called friends would happily push me in front of a bus. Of course, the next time I saw them, I'd be driving the bus." - David McPhale, as Rob Muldoon</p>

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Jak Snide
 
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Re: To those in the Merc RP, and others interested.

Unread postby Jak Snide » Tue Jan 27, 2004 10:54 pm

Looks like we only have one slot open, which is practically yelling "HEAL PLZ."

So, for anyone who doesn't mind hacking up a Phil Sys sheet and feels like joining an as of yet unnamed mercenary band, post applications here. Please not that those of strong moral constraints, such as those prone to heroics and unnecessary do-gooding need not apply.


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pd Rydia
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Re: To those in the Merc RP, and others interested.

Unread postby pd Rydia » Tue Jan 27, 2004 10:55 pm

Two slots open. I think it best to pull Brandon out before the RP starts.

OR.

If someone thinks they can RP him better, they can go all for it. His sheet, which Jak has, contains everything created about him. <p>
<center>Hello, I'm Dia. I'm a dragongirl, and I bite. RAWR!
</center><small>-=- "I wanna get so drunk that I start seeing my friends as cows." -- Aya (LadyDragonClawsEDW)
-=- "If you're still able to see in colors and not in scents...you're CERTAINLY not drunk enough." -- Nakibe (Nakibe)
-=- "Don't you know the only excuse for that is being drunk!?" -- Hakaril (Archmage144)
-=- "Alcohol is good for everything." -- Banjooie</small></p>

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Jak Snide
 
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Re: To those in the Merc RP, and others interested.

Unread postby Jak Snide » Tue Jan 27, 2004 11:15 pm

Change of heart, Dia? Well then, as she said, two slots open, which takes the group down to a single front line fighter.


Selene Starblade
 

Well....

Unread postby Selene Starblade » Wed Jan 28, 2004 2:12 pm

What if I toss in Zail?

Er... who can be found currently in 'A Job in Riva', which topic seems to be sporadically dying on... a basis of which I'm not sure.

Afraid I don't have the charsheet on me, will be able to send that in on this Friday.

Basically: a Naga (of slightly unusual type, but nothing really off-kilter), uses scimitar to fight (melee), has some minor healing spells.

Hai? Iie?


Blaze Yamato Spirit
 

Re: Well....

Unread postby Blaze Yamato Spirit » Wed Jan 28, 2004 3:14 pm

I would be interested in resubmitting Valia, whose sheet can be found here.



Edited by: Blaze Yamato Spirit at: 1/29/04 2:38 am

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Jak Snide
 
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Re: Well....

Unread postby Jak Snide » Wed Jan 28, 2004 7:30 pm

Blaze reclaims his old slot with Valia, who's ritualised magic is an interesting and appreciated skill.

As for Zail, I'll make a judgement when I've seen her sheet.

Edited by: Jak Snide&nbsp; Image at: 1/28/04 7:31 pm

NamagomiMk0
 
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Re: Well....

Unread postby NamagomiMk0 » Wed Jan 28, 2004 11:07 pm

Note: Somebody please delete this post. It is now obsolete.

Name: Nicholas Gervury
Race: Human
Height: 5'4"
Weight: 155
Eyes: blue
Hair: red
Age: 19

Background: Nicholas was actually an extraordinary person in his childhood. Born in Baron, he was what some could call a very bright and skilled child; someone who could do most things given he had the motivation to it. Unfortunately, his family was subject to an attack by highwaymen, and he escaped with his life, but lost more than a tad of his sanity. That night, he snapped. Nonetheless, he was forced to become a nomad to survive. His nightmares never leaving himself, he relived the moment every time he killed something, eventually emulating a dual knife style that he saw one of his parents' murderers use.
His mind never really did recover from the event, and he became more desperate to find a way to get by in his nomadic life. Eventually, he learned that mercenary jobs would bring about good money, and decided to take things that way...

Attributes:
STR: +0
AGI: +4
DEX: +5
STA: -1
COU: +3
CHA: +2
WIS: +3
INT: +5
MAG: 0

Resultant Sub-attributes
HP:50
MP:0
TP:20
Initiative: 7+2d6 (9-19)
MBlock base: 21
Movement: 7

Skills:
Daggers: 4
Ambidexterity: 4
[s] Dual Wielding: 4
[s] Vital Striking (3 points/rank): 4
[s] Advanced Parrying: 4
[s] Survival: 4
[s] Chink Detection: 4
[k] Unique style: Madness (Self-taught): 4
[k] Anatomy: 4
[k] Navigation (land): 2
[k] Monsters/Animals: 2
[s] Magic Resistance: 4

Equipment:

Main hand (Right): Heavy Baronian knife(+1/-1, 5/8/11)
Off-Hand (Left): Stiletto (+1/-1, 4/7/9)

Base AT/PA: 17/17
Modified for skill (Main hand): 21/17+4
Modified for equipment (Main hand): 22/16+4
Modified for skill (Off hand): 19/19+4
Modified for equipment (Off hand): 20/18+4

Damage (Main hand): 10+1d6(11-16)/18+2d4(20-26)/26+2d6(28-38)
Damage (Off hand): 9+1d6(10-15)/17+2d4(19-25)/24+2d6(26-36)

Techniques and other:
[Innate, Madness] Unique Style (Passive)
Nicholas has developed his own unique style in an attempt to maximise the damage to strength ratio of his weapons. Replace STR with DEX for purposes of determining AT/PA and damage

[Daggers=1, Anatomy=1] Bloodletting (3 TP)
Via Nicholas' learned knowledge, he can strike at major arteries, causing major blood loss and hurting the target further. Count as a normal attack, only at -2 and causing 1/2/3 (1 for thrusting, etc.) levels of Open Wounds.

[Daggers=2, Anatomy=3] Palsy (4 TP)
Also through his being self-taught, he has learned to sever joints and ligaments with a strike as well. Aim at a limb, and roll for a normal attack at -3. If successful, consider that limb to be rendered useless until healed.

[Daggers=4, Chink Detection=4] Spearhead (3 TP)
Using powers of observation, he has also learned to strike through cracks in armor, be it natural or artificial. Roll at -3, if successful, attack ignores 45 points of AC (15 Damage Resistance)

[Daggers=4, Madness=1] Switchblade (5 TP)
Using his back-facing dagger and suddenly swinging it under and forward, Nicholas can surprise an enemy and strike at him with unerring accuracy. Make a slashing attack without penalty.

[Daggers=4, Dual-wielding=2, Madness=2] Homocidal Tendencies (3 TP)
One says that the way a person fights is a window unto their soul. The same could be said with Nicholas, as his madness drives him to kill. An arming slash with the back knife, then a stab with each one initiates the painful slaughter. Count as a slash and two thrusting attacks.

[Daggers=4, Dual-wielding=4, Madness=4] Homocidal Mania (10 TP)
One can only imagine the pain that comes out of being torn apart. Even that of the worst nightmares cannot compare. Nicholas, in this brutal attack, stabs the opponent from both sides, left and right, and then pulls both out toward himself. Count as two chopping attacks, followed automatically by a pair of slashing attacks (no dodge roll allowed, crit based on whether or not the chops critical).

My idea for a character for this RP...rate and accept/accept with changes/reject it all you want. ^^; <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

---Dirtiness in a chat. Blame my mind for being in the gutter.

-Namagomi, who lives up to his name in this case.</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=namagomimk0>NamagomiMk0</A] at: 1/31/04 1:28 am

NamagomiMk0
 
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Re: Well....

Unread postby NamagomiMk0 » Wed Jan 28, 2004 11:56 pm

Actually, Pervy, if you take a look at the [s] skills, it states that [s]Improved Magical Resistance requires 2 INT and 2 WIS, but never states anything regarding a requirement of magical prowess, background, or ability. In effect, it could just be a result of sheer willpower. Nevermind that not many of us have touched on the wilderness and exactly what TYPE of creatures lay there, potentially housing magical power as well. Continuous encounters with such creatures could also result in developing a resistance in general. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

---Dirtiness in a chat. Blame my mind for being in the gutter.

-Namagomi, who lives up to his name in this case.</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=namagomimk0>NamagomiMk0</A] at: 1/28/04 11:57 pm

Uncle Pervy
 

Re: Well....

Unread postby Uncle Pervy » Thu Jan 29, 2004 12:48 am

How does a person with no magical background and no magical talent learn magic resistance?


Uncle Pervy
 

Re: Well....

Unread postby Uncle Pervy » Thu Jan 29, 2004 1:00 am

Because every psychopathic killer is off course going to spend his off time developing up a resistance to magic, since every chipmunk can cast magic missile. *Sage nod*

Seriously, magic in nature is not exactly common. So it seems rather tacked on to have it.



NamagomiMk0
 
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Re: Well....

Unread postby NamagomiMk0 » Thu Jan 29, 2004 1:15 am

Nevermind how oh-so-obviously every creature out there is a squirrel or chipmunk.

Nevermind how MBlock is based on COU and INT, rather than anything involving MAG. Obviously meaning that NOT JUST MAGES CAN DEVELOP RESISTANCE TO MAGICAL ABILITIES.
Enough said. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

---Dirtiness in a chat. Blame my mind for being in the gutter.

-Namagomi, who lives up to his name in this case.</p>

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Capntastic
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Re: Well....

Unread postby Capntastic » Thu Jan 29, 2004 1:18 am

Some of his techs (The bloodletting and arm/leg aim one in particular) are rather powerful for level one, and rather cheap to use, as well.

Also, since when is insanity an effective combat skill, much less a skill? If anything, I figure it would be a hindrance to fighting strategicallly, and not charging some guy with a spear.


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pd Rydia
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Re: Well....

Unread postby pd Rydia » Thu Jan 29, 2004 1:19 am

Calm down, children. I know you can discuss this without losing your tempers. <p>
<center>Hello, I'm Dia. I'm a dragongirl, and I bite. RAWR!
</center><small>-=- "I wanna get so drunk that I start seeing my friends as cows." -- Aya (LadyDragonClawsEDW)
-=- "If you're still able to see in colors and not in scents...you're CERTAINLY not drunk enough." -- Nakibe (Nakibe)
-=- "Don't you know the only excuse for that is being drunk!?" -- Hakaril (Archmage144)
-=- "Alcohol is good for everything." -- Banjooie</small></p>

NamagomiMk0
 
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Re: Well....

Unread postby NamagomiMk0 » Thu Jan 29, 2004 1:26 am

"Madness" is the name of the style he uses, not as in actual insanity.

Also, could you at least give suggestions as to how much to raise it, Zero? I'm a little tired for the time being. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

---Dirtiness in a chat. Blame my mind for being in the gutter.

-Namagomi, who lives up to his name in this case.</p>

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Capntastic
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Re: Well....

Unread postby Capntastic » Thu Jan 29, 2004 1:30 am

Kyle's arm/leg aim tech costs 7TP, and -3 STR for a hit/Disabled on crits to arms; -2 Agi on hit/-4 on crit to legs.

Hope that helps.


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Shinigori V2
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Re: Well....

Unread postby Shinigori V2 » Thu Jan 29, 2004 3:11 am

Had been playing with an idea for another white mage in my head for awhile, but wasn't sure quite how to use him. Till I noticed Jak's pleading, anyway. Did a quite writeup and the like, and here's what I got. :D


Background:


name: Carlton Tonta - age: 24 - eyes: Green - hair: Black -
height: 6'3

Carlton Tonta was the second of four children to Father Henry Tonta, a priest of the Ishtarian Church in a small town in southern Riva. As he was growing up, Carlton admired his father, and vowed to be just like him one day. Studying night and day for years, he finally got within reach of his goal...Only to fall short, financially. Taking up quite a few odd jobs, he could never find anything quite to his liking- Until he discovered mercenary work. Never being much of a fighter personally, he devised a different method- Hire himself out as a healer.


--Basics--
Name: Carlton Tonta
RPer: Shinigori
Race: Human


HP: 65
MP: 80
TP: 20
Initiative: 2 + 2D6

AT/PA:
Base - 7/7
Modified for skill - 7/9
Modified for armor - 5/9

--Attributes--
Courage 3
Wisdom 2
Intuition 3
Charisma 2
Agility -1
Dexterity 3
Strength 2
Stamina 2
Magic Aptitude: 5



-=- Weapons: Quarterstaff (2H) 3,5,8 -2/+2

Armor: Heavy Robes AC:4 0/0-=-
Damage: 5+1d16(6-11)/9+2d4(11-17)/14+2d6(16-26)

--Skills--
Quarterstaff - 2<Str/Agi/Cou>
Holy Magic - 4 <Mag/Int/Wis>
Healing Magic - 4 <Mag/Int/Wis>
Prayers - 4 <Int/Wis/Mag>
Cooking - 2 <Int/Int/Dex>
Astral Sight - 2 <Mag/Int/Wis>
[s]Observant - 4 <Int>
[s]Faith - 4 <Cou/Cou/Int>
[k]Religion (Ishtarian)- 4
[k]Rivan History - 2
[k]Doman History - 2
[k]Religious Lore - 4
[k]History of the Ishtarian Church - 4




--Spells/Techs--

[Healing Magic = 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).

[Healing Magic = 4]Advanced Cure (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).

[Healing Magic = 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=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).

[Holy Magic = 1]Beam (6 MP) - Deals 6+rank*2+1d6 holy damage to a single target.

[Holy Magic = 4]Advanced Beam (15 MP) - Deals 14+rank*4+2d6 holy damage to a single target.


[Holy Magic = 1]Consecrate (18 MP) - Make a piece of land(100 ft sq.) imbued with Holy energy for (rank*5) days. The enchanted area has all the effects of a piece of truly holy land until the spell wears off. It cannot be cast on an area enchanted with Desecrate unless the caster is at least 3 ranks higher than the caster of Desecrate. All undead and unholy creatures cannot pass through this area of land, and neither can other creatures of shadow, such as demons. Should they wish to do so, they must make a COU*3+d20 check vs. the caster's spellcasting check. If they succeed, they may pass through the area, but they suffer 100 points of damage as a result. <p>

<div style="text-align:center">
Image</div>
<div style="text-align:center">Why Barius has no family reunions.</div></p>Edited by: Shinigori V2&nbsp; Image at: 1/29/04 3:16 am

JoshuaDurron
 

Re: Well....

Unread postby JoshuaDurron » Thu Jan 29, 2004 10:54 am

Nama: His Chink Detection Tech is too powerful for a level one. Most characters don't even HAVE 45 AC. It should be more along the lines of 2 points of AC for every rank in Chink Detection, with a maximum of 30.

I also agree with what Zero said. <p>

"Crazy is good." - Luffy, One Piece
</p>

Selene Starblade
 

Re: Well....

Unread postby Selene Starblade » Fri Jan 30, 2004 3:28 pm

Okay, here, in all her.... well, 'glory' isn't really the word. Anyways, here's Zail:

Name: Zail Hek'ram
Race: Naga (semi-mutant)
Age: 23
Height: ?? (Roughly 20' total length human/snake parts. Tends to keep her head at about 7' off of the ground.)
Weight: ~1200 lbs
Hair: Brown
Eyes: Yellow-green, slit pupils


Zail is a naga of somewhat uncommonly large size. As such, she was generally considered superior by others in her age range, and a challenging upstart by her elders. Not liking this mishmash of conflicting opinion, she had a tendency to avoid others while 'growing up'. Despite a significant lack of written material in naga communities, she eventually managed to develop some talent in healing magics. Having to fend for herself for the most part, as with any other naga, she learned to defend herself and catch her own foot from an early age, and, while not amazing at it, is competent when it comes to hunting and tracking.

Once her growth slowed, signalling her arrival at maturity, she decided to set out on her own. Uncertain why she is so large for her age, she eventually came to the conclusion that htere might be something in scientific or magical studies made by other intelligent races that would indicate a possible reason. As such, she is always on the lookout for information and libraries gathered by the humanoid races. This has resulted in her acquiring a good deal of miscellaneous, random knowledge, though she has yet to learn any significant amount, or the reason for the way she is. She acts as a mercenary, hoping to be able to earn enough money to purchase some of the more interesting books she's heard about (or at least copies), and is well aware that, as a naga, she really wouldn't fit well into humanoid society in a domestic or commercial position.

She understands that most humanoids have a different morality system from herself and other naga, and, while she is careful to respect that, Zail does not really understand these moralities. She is prone to questioning such things, particularly the very 'wasteful' ritual of burying the deceased. When seh is around humanoids, she does what she can to try and fit into their society, though she is not always successful.

In combat, she wields twin scimitar. Usually, she will use one to attack and the other for defense, or will use just one of them, though she has trained some in using both simultaneously on the offense. She also has some training with the quarterstaff, though she does not carry one with her. Having trained herself in first aid, she usually implements it in tandem with her healing magics.

--Basics--
Name: Zail Hek'ram
RPer: Selene Starblade
Race: Naga (mild mutation)


--Attributes--
Courage +2
Wisdom +0
Intuition +2
Charisma +2 (treat as 0 when appropriate)
Agility +3
Dexterity +2
Strength +3
Stamina +4
Magic Aptitude: 3

HP: 75
TP: 20
MP: 40

Weapons: 2 Scimitar (7,9,12 0/0 Wt: 2 each) (treated as Sabers)

Armor: To represent the fact that Zail, being significantly larger than standard humanoids, can simply take more damage, she has natural armor of 15. This armor applies to every kind of damage that is dealt to the body, with the potential exception of certain psionics. Other exceptions are up to the GM.

Note: As most of her is snake, Zail is largely physically incapable of falling down.
Note: As part snake, Zail's senses work slightly differently than standard. Her eyesight is very poor, mostly registering movement and the presence or absence of light. If it's not moving, she probably won't notice it very well. However, her sense of smell is extremely acute, and like most snakes, she can also sense heat to a degree. Areas where everything is very warm or very cold can dull this sense, though, sort of like background noise.
Note: Due to her largely serpentine form, Zail can engage in climbing or winding maneuvers that allow her to pass where a humanoid might not be able. On the other hand, she tends to occupy an area for longer, as she trails behind herself by roughly 15 feet.
Note: Zail is capable of unhinging her jaw and, like a snake, can swallow whole things larger than her head. Her upper limit would likely be a somewhat large cow. While she has learned to eat in 'bites' like humans, she tends to forget this, so mealtimes can be somewhat disturbing.


--Skills--

|k| Applied Magical Theory - (2)
|k| Herb Knowledge - (2)
|k| Poisons - (1)
|k| Potions - (1)
|k| Random Trivia - (1)
|s| Weapon Parrying - (1) {Dex/Agi/Agi}
|s| Two Weapon Style - (1) {Dex} *Note: This skill was purchased at a 1:1 ratio.*
|s| Poison Resistance - (2) {Stam}
Aura Reading - (2) {Wis/Int/Int}
Bluff - (1) {Cha/Cha/Int}
Breath Control - (1) {Int/Agi/Sta}
First Aid - (2) {Int/Dex/Dex}
Healing Magic - (3) {Mag/Int/Wis}
Intimidate - (1) {Cou/Cha/Int}
Quarterstaff - (1) {Cou/Str/Int}
Scimitar - (3) {Cou/Str/Int}
Support Magic - (1) {Mag/Wis/Int}
Survival - (2) {Wis/Int/Int}
Tracking - (1) {Int/Int/Sta}


--Spells/Techs--
*note: I am uncertain of numbers other than costs on these, so DM discretion will be used*

{Healing Magic 2} Dewound (8 MP) Heals HP
{Healing Magic 3} Detox (5 MP) Removes poison
{Scimitar 1} Slashstrike (4 TP) Zail lunges her torso forwards like a striking snake, adding that speed and considerable momentum from her mass to the swing of one of her scimitar.
{Scimitar 3} Wave Guard (8 TP) Zail swings both of her scimitar very fast, emanating a faint wave of energy that orbits her briefly like a boomerang, providing a slight deflection along her whole body.

SPECIAL: Zail possesses venom glands attatched to her (mostly retractable) fangs that allow her to inflict a paralytic bite, usually used to keep her weekmeal from trying to get away while she is eating. Its effects last 3-4 minutes (3 rounds) and she can store up to 3 bites worth of venom at a time. She can expend 6 TP to generate one bite worth of venom, which is then stored.
{Paralytic Venom} Venomous Bite (1 use of poison) Zail bites an exposed area on the target, sinking her fangs in and injecting a poison that fcauses the target to completely lose all voluntary muscle control for roughly 3 minutes. During this time, the victim cannot do anything requiring conscious action of the body.






Sooooo.... in? Out? <p>"Koko wa doko da?"
-Ryooga Hibiki

"I'm quoting myself. How fun."
-Me</p>

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Jak Snide
 
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Re: Well....

Unread postby Jak Snide » Fri Jan 30, 2004 10:35 pm

As mentioned before, Ross gets a slot with Valia, and Shini gets the other with Carlton. They'll be worked into the RP once the current segment draws to a conclusion.


Dark Xia
 

Re: Well....

Unread postby Dark Xia » Wed Feb 04, 2004 11:14 pm

Mhhhhhhh may this RP NEVER die... Saen has new people to mess with! <p>Image
</p>

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Jak Snide
 
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Just in case you were wondering...

Unread postby Jak Snide » Wed Feb 04, 2004 11:40 pm

There won't be a new thread for the next mission. The current mercs will decide on where to do next, whether it be looking for another job, trying to make a break, or doing the standard "ale and whores!" type of thing.

Edit: Oh, and for those who need level ups done, either e-mail me, or get in touch via AIM.

Edited by: Jak Snide&nbsp; Image at: 2/6/04 7:37 pm


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