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Post by Twilight-Claw on May 22, 2019 23:15:15 GMT -6
“Nature cannot be controlled. Nature will do as it dictates, with or without our consent. That's just the way the universe works. To assume we have power over the Planet would be to assume we are our own self-made Gods. In the end, though, our species was born to adapt and coexist; not overpower.” Name: Zephyrus Pyralis Species: Humanish ……………( Human / Kriphal Mammalian )Gender: Male Orientation: Bisexual Native Language: Common Birthday: February 2th Age: Fifteen Height: ??? feet Weight: ??? lb History: ∞ Journal: ∞ Residence: ∞ Job: ??? Physical Description: Zephyrus has always have had himself placed in both worlds of looking neither human enough to pass off as one completely, nor be seen as being of the Kriphal race either when it comes to appearance. Too short for his age when compared to the first, but perfectly in the norm with the latter when one has yet to pass the Rite of Adulthood. He has a slim build that is starting to become muscular the more he is working out, and has a fair skin tone. It is difficult for him to get a tan. He has blond hair that has a soft texture to it that he tends to dye from the front to the back of his head to have the tips at some sections carry a black tint instead, giving it a spotted look between the blond hair. The most interesting part about his hair is that when his hair is till just about the length of one and a half to two inches it is naturally spiked, that only with more length can be weighted down to not stand up in every direction that seemingly seems to defy gravity. Currently he keeps his hair short with choppy bangs that hang over his long narrow eyebrows, as that is lower care maintenance then he would have with longer hair. On top of his head he has two feline like ears, rounded at the tips, and long fur spilling out of it when he decides not to cut the hair shorter at the inside of his ears to make it less obvious. It’s usually just kept a little thicker, but short enough to not seemingly spill out of his ears as it is quicker to droop then spike up when it reaches somewhere past the one and a half inch. The shape of his eyes is to define it, sharp. And not just because at the part where his eyelashes grow it has a natural black pigmentation line going on that emphasizes it. While his irises are a radiant violet color, he has round pupils that can contract into slits depending on his mood or when looking into a bright light. At the corner of his eyes where the tear ducts are located, smooth and very fine short black fur forms there and travels in a line almost completely downwards where it veers in the middle slowly a quarter away in a round line that ends before his nostrils begin. It is at the end part a bit thicker in line compared to when it first forms. It is often called out as ‘tear marks’ despites never reaching the corners of his mouth. He has a mostly straight set of teeth with only the canines being slightly pointier, and has just the right gaps between the canines that they easily slot into place without complications when he has his mouth closed or is chewing on food. It can be noted that he has long nimble fingers that are also quite clearly becoming calloused from gardening and working out, or just in general hard labor should someone shake his hand or look upon them more closely. Not too often it happens he forgets to clean under his nails, so its easy to find a little dirt under them from the numerous activities he does. He is sometimes described as handsome, but those occasions only take place if one doesn’t mind some of his more peculiar markings, and they are not just on his face. People either tend to feel like it adds to his aesthetic, are neutral about it, or too strange to look past it. A few other more notable features of him are that should he be undressed one can see at the back of his neck, on his shoulders, down his back, hips and buttocks that there are more markings of smooth very fine short black fur there that could be likened to that of a King Cheetah in how it is formed with each part. His ears and tail, not to mention his face, might be a dead giveaway with it too. As for his tail, it is longer than one would usually see with a pure humanish feline as he is able to wrap it around his waist twice with another half a length left over. His tail is thicker as well, not just because his fur is longer there, but also because it is packed with muscles, and has just enough prehensility with it that he is capable of using it to pick up, carry or drop objects or animals that have a lower percentage in body weight compared to his own in order to not lose his balance while doing so. As well as should there be need for it, he is able to use his tail to wrap it around something and hang for a short period of time with just his tail, keeping his feet and hands free to do other objectives with it. But, if he hangs too long he starts to strain his tail from his own weight and quite possible hurt himself that way. He can even use it almost as a third hand so long as the task needed to accomplish doesn’t require the precision true prehensility would need. As for what he tends to typically wear He has his tail to just pick up, carry or drop objects/animals of lightweight, and open simple doors (but not the ones with a knob on them) with his tail. Or gripping tree branches with it to stay securely on a tree when he is climbing. Anything more complex than that one would probably be out of his reach.
Idea: Be vague about the king cheetah markings on how they look aside from the face, and where it is located, edit later with a more specific pattern when Divinus is born and seen as his soul/familiar, the markings of Divinus will be what he'd have as markings to him then.
As for his tail, it is longer than one would usually see with a pure feline humanish as he is able to wrap it around his waist twice with another half a length left over. His tail is thicker as well, not just because his fur is longer there, but also because it is packed with muscles, and has just enough prehensility with it that he is capable of using it to pick up, carry or drop objects or animals of a lightweight with it. Even use it almost as a third hand so long as the task needed to accomplish doesn’t require the precision true prehensility would need.
rewrite tail part
For his age he is still short in height compared to normal humans, but when compared to normal Kriphal of his father's race, its still perfectly in the norms.
Has cat ears and a prehensile tail (Just enough to perform things with it that doesn't require too much difficulty to perform), and patches of black fur markings on face/head/shoulders/back/buttocks/hips of either king Cheetah or just regular Cheetah. Purple eyes, and blond shoulder length hair with the tips at certain points dyed in black.Mental and/or Social Description: Would have only been Deaf for little over a year at the start (16 years old then) and being kept at home till he is 17 years old, and needs to perform the coming of age ceremony in spring season -despites being deaf. Traits to describe him?Honest, Hardworking Goals:
- Complete the 'Rite of Adulthood' once he is old enough.
- Figure out some way to truly 'hear' once more, a voice that might, or might not be just inside his mind isn't exactly ideal on occasion..
- Train himself to be capable of fighting against anyone with either his own fists, weapons or magic should he be lucky enough to develop it.
- Tame a creature or two large enough to serve as a mount in combat for both the land, sea and air.
- Make some more friends outside of the ones he made at school.
Development since living in the CityStory here
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Post by Twilight-Claw on May 22, 2019 23:15:58 GMT -6
Acquaintances & Relationships
Friendly With: Likes - I can't help but smile when seeing you. Friend - Your my friend, I always like to hang out with you. Best friend - Even if we are not blood related, your like family to me.
I neither like nor dislike you: Recognized - Where have I seen you before? Acquaintance - I know at least a thing or two about you. Indecisive - I don't know if I should like, or dislike you. What a conundrum.
Hostile With: Fearful -While fearing something or someone can be good in keeping you alert, its rather unpleasant, enough so that I'd rather punch whatever or whoever away from me. Dislike - Great, its you again... Can't you see I'm busy?! Hate - You can tell quite easily that I hate you, so why do you feel the need to come near me again? Jerk. Arch Enemy - I've had it with you. Like my ancestor, I will find a opportunity to slip my claws in your back, give it a extra turn near the heart, and make sure you won't come back seeking revenge.
Interested In Something: Flirt - You've certainly grabbed my attention in you, perhaps we'd fit quite well together. Only time will tell. Lust - Interested in a date with me? I'll be sure to make it well worth it. Love - I never thought I'd find someone I could see in being my mate. With how my own parents ended up, I'll be more careful in making sure we'd match for life, and not for a couple of years with strife.
Family: Kriphago Pyralis, His father is currently the only living relative that he actually cares about. He knows he has from his father’s side multiple grandparents, cousins and nieces, but, he had never met them as they live in a different country across the ocean. And from his mother's side his grandparents and their relatives disowned his mother for ‘marrying’ a non-human. They still live there somewhere in Pethia in a small village he and his father want nothing to do with ever again. As for his relationship with his father, he cares deeply about him and his opinions. He hates the thought of ever disappointing him, and wants to make him proud. As they came to the city with all of his father’s life savings, only enough equipment to survive in the wild for a long period, and a sparse few sets of clothing, his father decided after exchanging the money for the currency the city uses that it is in their best interest to live in the cheaper districts and save up on what they can for any unexpected costs that comes with living in the city. As they had lived till past his eight birthday in a small village with the forest surrounding them and providing for most of the essentials they needed to live there. Currently he works in the Fighting Pit as one of the crew members that prepares and cleans up the pit after each fight, and helps clean up the building. Most of the money he earns goes towards their living expenses and his son’s schooling, the rest is saved up for when they might need to splurge on something. Kriphago became a father around his twenties and as a person could be described as diligent, caring, rational, a quipster when the occasion for it is too good to let it pass, calm, not easy to anger but when he does it tends to be explosive. A traditionalist, as he still practices the part of his culture he was taught by his own parents and passes the knowledge as best as he can along to his son with what he still knows. And most of all when it comes to strangers, friends or family, he would always pick family first when it comes to it if any of them is in danger, and would ensure to the best of his ability to not let it happen in the first place. Not after what happened the first time. As far as his appearance goes, he is seen almost exactly like a feline mammalian King Cheetah with bright orange eyes if it were not for the quills he can raise just past his eyebrows and all the way in a straight line to midway of his back. Something all Kriphal possesses. In his left ear he has on the lowest part a small silver hoop earring with at the bottom part a small tangerine quartz gemstone that matches his eyes socketed in it, showing he passed the Rite to Adulthood in his youth. Above it is another silver hoop earring where at the bottom a small purple amethyst is socketed within with very close on each side a onyx gemstone, traditionally, if he had more mates, there would be multiple different gemstone colors socketed within that leaves space between each other that matches his mates eyes, but he only kept it to one mate. This particular design indicates with how close together the onyx gemstones are towards the amethyst, that he lost his mate in death and he isn’t looking to bind himself towards someone else in mateship. If he had been looking for another mate the second silver hoop would have been gone, with multiple mates the gemstone representing their death mate would have been replaced with merely an onyx stone in its place while keeping the others intact.
I neither like nor dislike you: None Friendly With: None Hostile With: None Interested In Something: None Companions
[image] stats Name, Description.
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Post by Twilight-Claw on May 22, 2019 23:16:09 GMT -6
Worldly Possessions Even when not mentioned, he always keeps it near himself.
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Post by Twilight-Claw on May 22, 2019 23:16:19 GMT -6
“The more we get out of the world the less we leave, and in the long run we shall have to pay our debts at a time that may be very inconvenient for our own survival.”
Level: 0 Experience Points
Basic Areas (10 xp for 1 lv) None
Advanced Areas (20 xp for 1 lv) None
Plot area (5 xp for 1 lv) None
Skill Points Left: 5 Skill Points Spend: 0 Skill Points Information: Always count current level plus 5 from creating your character, than detract from the points already spend to see how many Skill Points are left available.
With the trait 'The Thing' Husbrandy skills cost Regular Price + 8 sp
Book Knowledge: None Yet
Skill Points Goal: Not known as of yet.
Attribute: Nightvision
Traits: 6 Trait Points Deaf +4 | +10 The Thing 6+ | +16 Jack of all Trades -6 | +10 Wolverine's Rage -6 | +4 Ambidextrous -1 | +3 Falcon's Grace -2 | +1
Deaf The Thing Jack of all Trades Wolverine's Rage Ambidextrous Falcon's Grace
Skill Groups: Academics, Artisan, Tinkering, Combat, Marksmanship, Magic, Botany, Survival, Seamanship, Charisma
Stats
| Situational Awareness
| | Abilties | Moves
| Stamina: 3 Strength: 3 Resistance: 3 Dexterity: 4 Mentality: 3 Hit Points: 80
| Nightvision, Deaf, Wolverine's Rage, Ambidextrous
| moves
| Armor
| Weapons
| Armor
| Weapons
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Post by Twilight-Claw on May 22, 2019 23:16:32 GMT -6
“The survival of the fittest is the ageless law of nature, but the fittest are rarely the strong. The fittest are those endowed with the qualifications for adaptation, the ability to accept the inevitable and conform to the unavoidable, to harmonize with existing or changing conditions.” [image of companion] Academics
[ ] [ ] Literacy Max Ranks 1, Cost 1 [ ] [ ] Proper Language Max Ranks 1, Cost 1 [ ] [ ] Riddle-Speaker Max Ranks 1, Cost 1 [ ] [ ] Cryptic Script Understanding Max Ranks 1, Cost 4 [ ] [ ] Cryptic Language Understanding Max Ranks 1, Cost 4 [ ] [ ] Savage Language Understanding Max Ranks 1, Cost 8 [ ] [ ] Runes Max Ranks 1, Cost 4
Foreign Script
[ ] [ ] Kriphalis Max Ranks 2, Cost 2 [ ] [ ] Marhoo (Avian) Max Ranks 2, Cost 2 [ ] [ ] Laiyan (Fae) Max Ranks 2, Cost 2 [ ] [ ] Nija (Kapper) Max Ranks 2, Cost 2 [ ] [ ] Saakash (Ssashirk) Max Ranks 2, Cost 2 [ ] [ ] Dubai (Uthax) Max Ranks 2, Cost 2 [ ] [ ] Kwalish (Xeno-Kwal) Max Ranks 2, Cost 2
Foreign Language
[ ] [ ] Kriphalis Max Ranks 2, Cost 2 [ ] [ ] Labs Sign Language Max Ranks 2, Cost 2 [ ] [ ] Marhoo (Avian) Max Ranks 2, Cost 2 [ ] [ ] Laiyan (Fae) Max Ranks 2, Cost 2 [ ] [ ] Nija (Kapper) Max Ranks 2, Cost 2 [ ] [ ] Saakash (Ssashirk) Max Ranks 2, Cost 2 [ ] [ ] Dubai (Uthax) Max Ranks 2, Cost 2
[ ] [ ] Mathematics Max Ranks 10, Cost 1 [ ] [ ] Physics Max Ranks 4, Cost 1 [ ] [ ] Biology Max Ranks 4, Cost 1 [ ] [ ] Draconic Anatomy Max Ranks 1, Cost 3 [ ] [ ] Geology Max Ranks 4, Cost 1 [ ] [ ] Paleontology Max Ranks 4, Cost 1
[∞] [ ] Local Lore
[ ] Magical Menagerie Labs [ ] The Mines [ ] The Eccentric Mansion [ ] (Name of own Garden) [ ] Forbidden Forest [ ] Marsh-Walkers [ ] Ocean Sirens [ ] Tumai [ ] Wild Draconics Max Ranks 1 (Per Area), Cost 1
[ ] [ ] Mythology
[ ] Pantheon ----Order, Chaos, Light, Dark, ----Luck, Dream, Harvest [ ] Fae Gods [ ] Ssashirk Gods [ ] Avian Gods [ ] Godly Creatures Max Ranks: 5, Costs 1
[ ] [ ] Draconic History Max Ranks 4, Cost 1
Total Skill Points Used: 0 | Artisan
[ ] [ ] Cooking Max Ranks 4, Cost 1 [ ] [ ] Storytelling Max Ranks 1, Cost 4 [ ] [ ] Singing Max Ranks 1, Cost 3
[∞] [ ] Play Instrument
[ ] Ocarina Max Ranks 1 (Per Instrument), Cost 4
[ ] [ ] Formal Dancing Max Ranks 1, Cost 2 [ ] [ ] Rave Dancing Max Ranks 1, Cost 1 [ ] [ ] Tribal Dancing Max Ranks 1, Cost 1 [ ] [ ] Stage and Body Make-up Max Ranks 3, Cost 2 [ ] [ ] Disguise Artist Max Ranks 3, Cost 3 [ ] [ ] Artist Max Ranks 1, Cost 1 [ ] [ ] Architect Max Ranks 3, Cost 3 [ ] [ ] Sculptor Max Ranks 1, Cost 2 [ ] [ ] Wood Carver Max Ranks 1, Cost 3 [ ] [ ] Carpenter Max Ranks 3, Cost 3 [ ] [ ] Mason Max Ranks 3, Cost 3 [ ] [ ] Leatherworker Max Ranks 5, Cost 5 [ ] [ ] Tailor Max Ranks 2, Cost 3 [ ] [ ] Fashion Design Max Ranks 4, Cost 1 [ ] [ ] Smelting Max Ranks 1, Cost 1 [ ] [ ] Welding Max Ranks 1, Cost 1 [ ] [ ] Smithing Max Ranks 1, Cost 2 [ ] [ ] Silversmith Max Ranks 1, Cost 3 [ ] [ ] Metallurgy Max Ranks 1, Cost 4 [ ] [ ] Gem Cutter Max Ranks 5, Cost 3 [ ] [ ] Jeweler Max Ranks 5, Cost 2 [ ] [ ] Master of Design Max Ranks 1, Cost 5 [ ] [ ] Weaponsmith Max Ranks 5, Cost 5 [ ] [ ] Armorsmith Max Ranks 5, Cost 5 [ ] [ ] Bowyer Max Ranks 3, Cost 5 [ ] [ ] Fletcher Max Ranks 1, Cost 3
Total Skill Points Used: 0 | Botany
[ ] [ ] Agriculture Max Ranks 3, Cost 3 [ ] [ ] Plant Lore Max Ranks 1, Cost 1 [ ] [ ] Berry Picking Max Ranks 1, Cost 1 [ ] [ ] Toxin-wise Max Ranks 1, Cost 1 [ ] [ ] Expert Gardener Max Ranks 1, Cost 4 [ ] [ ] Floral Bond Max Ranks 3, Cost 2 [ ] [ ] Verdant Lord Max Ranks 1, Cost 8 [ ] [ ] Herbal Healing Max Ranks 1, Cost 2 [ ] [ ] Herbal Cure Max Ranks 1, Cost 2 [ ] [ ] Healing Salve Max Ranks 1, Cost 5 [ ] [ ] Curing Salve Max Ranks 1, Cost 5 [ ] [ ] Exotic Medicines Max Ranks 1, Cost 10 [ ] [ ] Brew Potion of Enhancement Max Ranks 1, Cost 6 [ ] [ ] Brew Elixir of Life Max Ranks 1, Cost 6 [ ] [ ] Sleeping Salve Max Ranks 1, Cost 4 [ ] [ ] Lesser Poison Max Ranks 1, Cost 2 [ ] [ ] Greater Poison Max Ranks 1, Cost 4 [ ] [ ] Deadly Poison Max Ranks 1, Cost 8
Total Skill Points Used: 0 | Charisma
[ ] [ ] Barter Rank 2, Cost 2 [ ] [ ] Appraise Rank 4, Cost 2 [ ] [ ] Intuition Rank 3, Cost 1 [ ] [ ] Diplomat Rank 1, Cost 3 [ ] [ ] Morale Rank 1, Cost 4 [ ] [ ] Bestial Presence Rank 1, Cost 4 [ ] [ ] Battle Commands Rank 1, Cost 5
[∞] [ ] Never Give Up!
[ ] Name, Breed, Species [ ] Name, Breed, Species [ ] Name, Breed, Species Rank: 1 (Per Pet), Cost: 10
[ ] [ ] Command Attention Rank 1, Cost 4 [ ] [ ] Fearful Presence Rank 1, Cost 4 [ ] [ ] Awing Presence Rank 1, Cost 4 [ ] [ ] Star Charisma Rank 1, Cost 8
Total Skill Points Used: 0 | Combat
Total Skill Points Used: 0 | Husbandry
[ ] [ ] Veterinarian Max Ranks 4, Cost 3+8
[∞] [ ] Clever Communication
[ ] Species [ ] Species [ ] Species Max Ranks 1 (Per Species), Cost 5+8
[ ] [ ] Mother Nature Max Ranks 1, Cost 2+8
[∞] [ ] True Bonding
[ ] Name, Breed, Species [ ] Name, Breed, Species [ ] Name, Breed, Species Max Ranks 1 (Per Pet), Cost 5+8
[ ] [ ] Natural Bond Max Ranks 3, Cost 2+8 [ ] [ ] Gem Caller Max Ranks 1, Cost 8+8 [ ] [ ] Gentle Touch Max Ranks 5, Cost 3+8 [ ] [ ] Ghost Rider Max Ranks 1, Cost 24+8 [ ] [ ] Mounted Combat Max Ranks 5, Cost 3+8 [ ] [ ] Mounted Archery Max Ranks 5, Cost 3+8
Total Skill Points Used: 0 | Magic
[ ] [ ] Magical AwarenessMax Ranks 1, Cost 2[ ] [ ] Mystical ShieldMax Ranks 1, Cost 1[ ] [ ] Daily MeditationMax Ranks 1, Cost 6[ ∞] [ ] Arcane Mechanics [ ] ??? [ ] ??? [ ] ??? Max Ranks 1 (per item type), Cost 3
[ ] [ ] Feel the NodeMax Ranks 1, Cost 4[-] [ ] Learn SpellCost 1 Skill Point per MP[ -] [ ] Research SpellCost 2 Skill Points per MP[ ] [ ] FamiliarityMax Ranks 4, Cost 8[ ] [ ] Fine TuneMax Ranks 1, Cost 5[ ] [ ] ArcMax Ranks 1, Cost 8[ ] [ ] Restore FamiliarMax Ranks 2, Cost 3[ ] [ ] Enhance FamiliarMax Ranks 5, Cost 4[ ] [ ] Imbue FamiliarMax Ranks 10, Cost 10[ ] [ ] TakeMax Ranks 10, Cost 3 Total Skill Points Used: 0 | Marksmanship
[ ] [ ] HawkeyeMax Ranks 2, Cost 6[ ] [ ] ViperMax Ranks 2, Cost 6[ ] [ ] WaspMax Ranks 2, Cost 6[ ] [ ] MarksmanshipRank 100, Cost 3 Total Skill Points Used: 0 | Seamanship
[ ] [ ] Swimming Max Ranks 1, Cost 1 [ ] [ ] Surfing Max Ranks 1, Cost 3 [ ] [ ] Warnings Max Ranks 1, Cost 1 [ ] [ ] Navigator Max Ranks 1, Cost 2 [ ] [ ] Homeward Bound Max Ranks 1, Cost 4 [ ] [ ] Wisdom of the Reef Max Ranks 1, Cost 2 [ ] [ ] Marine Biology Max Ranks 4, Cost 2 [ ] [ ] Aquatic Bond Max Ranks 3, Cost 2 [ ] [ ] Fisherman Max Ranks 4, Cost 4 [ ] [ ] Harpooner Max Ranks 1, Cost 8
Total Skill Points Used: 0 | Survival
[ ] [ ] Stealth Max Ranks 10, Cost 2 [ ] [ ] Free-Running Max Ranks 4, Cost 1 [ ] [ ] Wild Speak Max Ranks 1, Cost 3 [ ] [ ] Skinning Max Ranks 1, Cost 3 [ ] [ ] Butchery Max Ranks 3, Cost 2 [ ] [ ] Build Fire Max Ranks 1, Cost 1 [ ] [ ] Cleanse Water Max Ranks 1, Cost 1 [ ] [ ] Climb Max Ranks 1, Cost 1 [ ] [ ] Cliffhanger Max Ranks 1, Cost 4 [ ] [ ] Tracking Max Ranks 1, Cost 4 [ ] [ ] Advanced Tracking Max Ranks 1, Cost 8 [ ] [ ] Knot Know-How Max Ranks 1, Cost 1 [ ] [ ] Mending Max Ranks 1, Cost 2 [ ] [ ] Trap-Setting Max Ranks 5, Cost 3 [ ] [ ] Cartography Max Ranks 1, Cost 3 [ ] [ ] Inner Compass Max Ranks 1, Cost 2 [ ] [ ] Constellation Knowledge Max Ranks 3, Cost 3
[ ] [ ] Range-Striding
[ ] Desert [ ] Scrub [ ] Redwall [ ] Lifewood [ ] Darkwood [ ] Open Isle [ ] Polar Flats [ ] Jagged Tooth Mountains [ ] Forest [ ] Plains [ ] Bayou [ ] Jungle [ ] Tropical Isles Max Ranks 13, Cost 2
[ ] [ ] Wilderness First Aid Max Ranks 1, Cost 4 [ ] [ ] First Aid Max Ranks 1, Cost 1 [ ] [ ] CPR Max Ranks 1, Cost 2 [ ] [ ] Suck Poison Max Ranks 1, Cost 2
Total Skill Points Used: 0 | Tinkering
[ ] [ ] Open Lock Max Ranks 5, Cost 3 [ ] [ ] Basic Software Max Ranks 4, Cost 4 [ ] [ ] Basic Hardware Max Ranks 4, Cost 1 [ ] [ ] Electrician Max Ranks 1, Cost 2 [ ] [ ] Basic Mechanics Max Ranks 4, Cost 1 [ ] [ ] Basic Pyrotechnics Max Ranks 1, Cost 4 [ ] [ ] Clockworks Max Ranks 4, Cost 5 [ ] [ ] Biotech Max Ranks 10, Cost 2
[∞] [ ] Operate XXX
[ ] ??? [ ] ??? [ ] ??? Max Ranks 1 (Per Machine), Cost 3
Total Skill Points Used: 0 | Symbols used and what they Mean- The [-] means that it can't be counted in what it is in total.
- The [∞] means Infinity, and this Skill can be used as many times as you want.
- The [B} means learned from an Book, and can't be counted. Exception for if it has more ranks and you do use Skill points, it would then look like this as an example [2+B}.
- The [ ] [ ] left side of these squares is used to indicate Max Ranks currently achieved, and the right side indicates how many Skill Points it has cost.
- The color "Lightgreen" is used for those sections that are in use.
- The color "171717" is used to hide text, like this whole list here.
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Post by Twilight-Claw on May 22, 2019 23:16:46 GMT -6
Idea's for plot area roleplay Have at the start of roleplay that he is fourteen and working in school, day one just the typical things they learn at school, go home and interact with his father, maybe have them do some training in hand to hand combat as three years before his
and one of the assignments that comes up is job careers and that they should write a assignment about either their future career or the person's job they have chosen their assignment to be about and all that it entails. This would be before he became deaf at sixteen, but already has trouble forming a connection with animals. (ask if 'The Thing' counts for all species pets, or just the one that apply to husbrandy) He'll choose to do a assignment on Alura from the Herbologist's Delight as he has a interest in nature and wants to find out what makes them so different from the common pets. (Need to ask staff if they might be willing to roleplay that part with me)
[/div] (only missing this for backpack) 1x Nephrite Strange Carving Knife 2x Harvest Circle 2x Clean Shirt 2x Clean Pants 4x Socks 1x Basic Shoes Safekeeping for when its ready to be placed in character's homeCombat know howOkay, so you can have at MOST 140 in combat. You can have at most 140 in marksmanship. But you can only have 200 in all. This can be 140 in combat and 60 in marksmanship. This can be 100 in combat and 100 in marksmanship. This can be 20 in combat and 140 in marksmanship. But you cannot have more than 140 in either one, and you cannot have more than 200 in all.
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Post by Twilight-Claw on May 24, 2019 10:54:53 GMT -6
“Train your head and hands to do, your head and heart to dare.” Combat Points spent entirety at Combat Expertise: 0/700 Skill Ranks in total: 0/140 Combat Expertise Broken down In GroupsBrawling: -/- Martial Arts: 0/280 Blademastery: 0/80 Spearguard: -/- Vigilance: 0/100 Assassination: 0/110 Exotic: 0/130Combat Points spent entirety at Marksmanship Expertise: 0/300 Skill Ranks in total: 0/60 Total Combat Points Combined: 0/1000 Armor & Weapon Proficiency Dawn Armor - Plate Requires: - Expertise: Vigilance | 0/20 Description: This allows the user to successfully put on, wear, and move around in plate armor, as well as fight while wearing it! Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. No more than 20 CP can be spent in this skill. Plate armor has ½ the normal resistance against bladed damage, but double the normal resistance against piercing damage.Weapon - Exotic (Double-Bladed Sword) Requires: - Expertise: Exotic | 0/20 Description: This allows the user to use a single exotic weapon. When you take this expertise, you must choose a (very specific) exotic weapon... Such as "bull-whip" or "fighting fans". Use in one exotic weapon does not grant you use in another. As this particular expertise can be taken multiple times however, you can learn more than one exotic weapon. If your weapon is a Magical One that deals damage in elemental beams at range, you also take this skill to be able to use the beams. (IE: That staff or plushie that does elemental damage and doesn't have a blade or something of that nature that can confer the damage. Remember that you also must take Arcane Mechanics for said magical weapons!) Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. For every 20 CP spent in this skill, you may add another exotic weapon.Weapon - Exotic (Scarf) Requires: - Expertise: Exotic | 0/20 Description: This allows the user to use a single exotic weapon. When you take this expertise, you must choose a (very specific) exotic weapon... Such as "bull-whip" or "fighting fans". Use in one exotic weapon does not grant you use in another. As this particular expertise can be taken multiple times however, you can learn more than one exotic weapon. If your weapon is a Magical One that deals damage in elemental beams at range, you also take this skill to be able to use the beams. (IE: That staff or plushie that does elemental damage and doesn't have a blade or something of that nature that can confer the damage. Remember that you also must take Arcane Mechanics for said magical weapons!) Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. For every 20 CP spent in this skill, you may add another exotic weapon.Weapon - BowRequires: - Expertise: Marksmanship | 0/10 Description: This allows the user to use a bow weapon. Training in this expertise allows the use of -all- bow weapons, without favoritism. Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.Weapon - FirearmRequires: - Expertise: Marksmanship | 0/10 Description: This allows the user to use a firearm weapon. Training in this expertise allows the use of -all- firearm weapons, without favoritism. Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.Battlesuit Proficiency - Offensive/DefensiveRequires: Exosuit (Upgraded TROD) Expertise: Vigilance | 0/50 Description: You attune yourself to your combat suit, thus learning to use many of its (advanced) tools and weapons. Effect: At 10 points in Battlesuit Proficiency the user gains access to the move Punch in battle. At 20 points the user gains access to the move Plasma in battle. At 30 points the user gains access to the move Magnetic Push in battle. At 50 points the user gains access to the ability Fly in battle. - When a TROD (Upgraded) is worn as a suit of armor (Exosuit) it has the following profile - Resistance: 16 (4 per slot) Type: Plate Slot: Full (Head, Torso, Arms, Legs) Bonus Effect: +1 Strength, Psychic Weakness, Endurance, Empathic Link, Opposable ThumbsWeapon Techniques Double-Bladed - Offensive/DefensiveRequires: Exotic Weapon (Double-Bladed Sword or Axe) Expertise: Exotic | 0/80 Description: The use of a weapon with a blade on one end is hard enough to learn.. but to use a weapon with a blade on both ends is even more difficult! With proper training, you'll never need another weapon.Effect: Add one 4-sided die for every point in dexterity and one 4-sided die for every point in strength you have to the damage total. If used as a defensive expertise, you simply deflect your opponent's attack. Overpower - DefensiveRequires: Sword (any) Expertise: Blademastery | 0/80 Description: You block the foe's attack with your sword, and stay locked in that stance. Face to face with your foe, you push back, a grimace on your expression. Out-muscling them, you weaken their arms with the sheer strength of your body pushing back on their weapon, and with just the right twist, their weapon clatters to the ground!Effect: If you succeed in your defense, you begin a test of strength. The foe must then roll against your strength (one 4-sided die per point in strength) to see if they can keep their weapon. If you win the test of strength, they are disarmed. Garrote - OffensiveRequires: Scarf Expertise: Assassination | 0/30 Description: If the user is behind the foe, they use an object to attempt to strangle the foe. This will either lead in raw damage if the foe can wriggle loose. If the foe fails at getting loose, it renders them unconscious. Effect: If you succeed in your attack, you begin a test of strength. The foe must then roll against your strength (one 4-sided die per point in strength) to see if they can break free. If you win the test of strength, the foe will have their stamina drop to 0, rendering them unconscious. If they win the test of strength, they receive 2 points of damage, and break free. Fire - OffensiveRequires: Firearm Expertise: Marksmanship | 0/10 Description: You know how to properly load and shoot your weapon, and are a pretty good aim too.Effect: Add one 4-sided die for every point in dexterity you have to the damage total. Shoot - OffensiveRequires: Bow or Crossbow Expertise: Marksmanship | 0/10 Description: You know how to properly load and shoot your weapon, and are a pretty good aim too.Effect: Add one 4-sided die for every point in dexterity you have to the damage total. Warning Shot - OffensiveRequires: Projectile Weapon (any) Expertise: Marksmanship | 0/30 Description: You blast off a shot, close by your opponents head, and due to your excellent aiming skills, you make it close but not glancing. That’ll sure rattle your opponent, even if only for a short time!Effect: For the next two turns, your opponent looses 1/2 of their strength and dexterity. Note; the "next two turns" consists of your foe's next attack, and defense. There is a 50% chance that this attack will fail (even if you succeed in your roll to hit). For every 10 points in Warning shot, decrease this chance by 5%. Chance of Succes: 0% Lock and Load - OffensiveRequires: Firearm Expertise: Marksmanship | 0/60 Description: You can powder and lead (or bullets) into your weapon so quickly that they never saw it coming! Effect: When you use this expertise, you use the attack "Fire". In addition to this, for every 20 CP in Lock and Load, flip a coin. For every "heads", you may have an extra "fire" attack on that turn. The opponent may defend against only the first attack from Lock and Load. If at any point you flip a "tails", stop adding extra attacks. Sniper Shot - OffensiveRequires: Bow, Crossbow, or Firearm Expertise: Marksmanship | 0/60 Description: You know exactly where to shoot them to do the most damage.. Go for the eye, the throat, the heart. You know how to do it. Effect: Add one 4-sided die for every point in dexterity you have to the damage total. There is a 10% chance that this attack will do double damage. For every 10 CP in Sniper Shot, increase this chance by 10%. Piercing Shot - OffensiveRequires: Bow, Crossbow, or Firearm Expertise: Marksmanship | 0/10 Description: You know the weak-points in your foe's defences; now is the time to use that knowledge! Shoot them where you know it will break through their defence! Effect: This attack does weapon damage exactly. Ignore all armor your foe is equipped with. Shields can defend as normal, and do not count as armor in this case. Hand To Hand Combat Hiyaku Defensive Requires: None Expertise: Martial Arts | 0/100 Description: The user leaps into the air (either back away from the opponent, or over the head of the opponent) to avoid damage in battle. If you know Hiyaku, you may want to consider also learning Buttobasu! Effect: If the defense was successful, the user takes 100% less damage from the attack. However, the user also takes damage equal to their own stamina when landing. For every 10 points in Hiyaku, reduce that damage by 1. In addition to this, for every 20 points in Hiyaku, the user may leap an addition 3 feet. Yeah, you can leap a maximum of 15 feet! Evade Defensive Requires: Bow Expertise: Marksmanship | 0/100 Description: Only the best of archers know how to avoid an incoming shot. Using this knowledge, you can anticipate your foe's shot before they leave their string; and avoid the arrows! Effect: If you succeed in your defence, you avoid 50% of the damage from any ranged attack. If you put 100 points in Evade, the damage avoided jumps up to 100%. Evade cannot be used to protect yourself from melee or firearm attacks. Roll Defensive Requires: None Expertise: Vigilance | 0/30 Description: You duck and roll, attempting to get out of harm's way.. and if you're lucky, behind your foe! Effect: If successful in defense, avoid 100% of the damage done. This Expertise cannot be used against any Marksmanship ability. For every 10 points in roll, you have a 10% chance to end up behind your foe. If you succeed in getting behind your foe, your next attack does double it's normal damage Chuuryoku Defensive Requires: None Expertise: Martial Arts | 0/10 Description: The user remains calm and concentrated on the battle at hand, ignoring any and all distractions. Effect: This Defense does not prevent any damage. Counters mind-affecting attacks, such as Confusion, Distraction, ect. The effects of focus last until the end of combat, if you succeeded in your (initial) defense with it. Disarm Defensive Requires: None Expertise: Assassination | 0/80 Description: The user attempts to grap ahold of the foe's wrist when they come in close for an attack, quickly removing their weapon from them. Effect: If you succeed in your defense, you begin a test of dexterity. The foe must then roll against your dexterity (one 4-sided die per point in dexterity) to see if they can keep their weapon. If you win the test of dexterity, they are disarmed. Houyoku Offensive/Defensive Requires: None Expertise: Martial Arts | 0/100 Description: The user folds their arms in front of them, without allowing them to touch, blocking all manner of spiritual attacks. In addition to this, their "wings" (arms) will unfold at an un-expected time, and strike the foe who least expects it. Effect: For every 10 points in Houyoku, prevent up to 1 "elemental" damage done when using this expertise. In addition to this, you will do 1 point in damage for every 10 expertise in Houyoku you have. Mawashi Geri Offensive Requires: None Expertise: Martial Arts | 0/40 Description: The user swirls their body backwards, and strikes at the foe with the "heel" of their foot, connecting at either ankle, waist, or head-height. Depending on how "high" you want to kick, determines the amount of damage you do, as well as how vulnerable you leave yourself to attacks. Effect: This attack does one 4-sided die of damage for every dexterity the user has. In addition to this, the attacker chooses "low", "medium", or "high". If "low" is chosen, you get an extra die to roll on your next defend, but you get one less die roll on your next attack. If you choose "high", you get one less die to roll on your next defend, but you do an additional 4-sided die in damage. For every 10 points in Mawashi Geri, increase all of these effects by "one" - including damage dealt, and effects on dice. You may choose how many dice to add/subtract to your rolls UP TO the amount provided by your Mawashi Geri points and not above it. You must chose a single number for both the additions and subtractions (IE: You can choose to use 3 dice if you have 60 points, but you cannot choose to add 3 dice and subtract 1 die.) not two different numbers. Mouku Offensive Requires: None Expertise: Martial Arts | 0/30 Description: Using their fingers like a tiger's talons, the user lashes out at the foe, attempting to harm them. These attacks are usually made at the face. Effect: Does one 4-sided die for every point in Dexterity the user has. Tail Combat Offensive Requires: You must have a tail to do this move. Expertise: Exotic | 0/10 Description: The warrior may use his tail to the fullest of his advantages with this skill, primarily by slaming it into the opponent with great force. Effect: Does damage equal to your own Stamina.
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Post by Twilight-Claw on Jun 10, 2019 3:40:06 GMT -6
Beings with a disposition for Combat Expertise [image] Name: Gender: Species: Stats Stamina: Strength: Resistance: Dexterity: Mentality: Special Abilities: Moves: Combat Points: 0
Combat Moves Learned Name Requires: Expertise: Expertise | 0/0 Description: Effect:
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Post by Twilight-Claw on Jun 10, 2019 3:40:18 GMT -6
Extra notes Different Fighting Style, even more Hand to Hand Combat DeafCreature is immune to sound-based attacks and effects, but has 25% chance to not avoid any attacks made on it (if the foe's dex roll is a success).Passive - Untrainable
“Train your head and hands to do, your head and heart to dare.” Combat Points spent entirety at Combat Expertise: 0/700 Skill Ranks in total: 0/140 Combat Expertise Broken down In GroupsBrawling: -/- Martial Arts: 0/320 Blademastery: -/- Spearguard: -/- Vigilance: 0/130 Assassination: 0/200 Exotic: 0/50Combat Points spent entirety at Marksmanship Expertise: 0/300 Skill Ranks in total: 0/60 Total Combat Points Combined: 0/1000 Armor & Weapon Proficiency Dawn Armor - Plate Requires: - Expertise: Vigilance | 0/20 Description: This allows the user to successfully put on, wear, and move around in plate armor, as well as fight while wearing it! Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. No more than 20 CP can be spent in this skill. Plate armor has ½ the normal resistance against bladed damage, but double the normal resistance against piercing damage.Weapon - Exotic (Scarf) Requires: - Expertise: Exotic | 0/20 Description: This allows the user to use a single exotic weapon. When you take this expertise, you must choose a (very specific) exotic weapon... Such as "bull-whip" or "fighting fans". Use in one exotic weapon does not grant you use in another. As this particular expertise can be taken multiple times however, you can learn more than one exotic weapon. If your weapon is a Magical One that deals damage in elemental beams at range, you also take this skill to be able to use the beams. (IE: That staff or plushie that does elemental damage and doesn't have a blade or something of that nature that can confer the damage. Remember that you also must take Arcane Mechanics for said magical weapons!) Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. For every 20 CP spent in this skill, you may add another exotic weapon.Weapon - BowRequires: - Expertise: Marksmanship | 0/10 Description: This allows the user to use a bow weapon. Training in this expertise allows the use of -all- bow weapons, without favoritism. Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.Weapon - FirearmRequires: - Expertise: Marksmanship | 0/10 Description: This allows the user to use a firearm weapon. Training in this expertise allows the use of -all- firearm weapons, without favoritism. Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.Battlesuit Proficiency - Offensive/DefensiveRequires: Exosuit (Upgraded TROD) Expertise: Vigilance | 0/50 Description: You attune yourself to your combat suit, thus learning to use many of its (advanced) tools and weapons. Effect: At 10 points in Battlesuit Proficiency the user gains access to the move Punch in battle. At 20 points the user gains access to the move Plasma in battle. At 30 points the user gains access to the move Magnetic Push in battle. At 50 points the user gains access to the ability Fly in battle. - When a TROD (Upgraded) is worn as a suit of armor (Exosuit) it has the following profile - Resistance: 16 (4 per slot) Type: Plate Slot: Full (Head, Torso, Arms, Legs) Bonus Effect: +1 Strength, Psychic Weakness, Endurance, Empathic Link, Opposable ThumbsWeapon Techniques Exotic Combatant - OffensiveRequires: Exotic Weapon (any melee) Expertise: Exotic | 0/20 Description: You know how to use your weapon, and use it well. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.Garrote - OffensiveRequires: Scarf Expertise: Assassination | 0/100 Description: If the user is behind the foe, they use an object to attempt to strangle the foe. This will either lead in raw damage if the foe can wriggle loose. If the foe fails at getting loose, it renders them unconscious. Effect: If you succeed in your attack, you begin a test of strength. The foe must then roll against your strength (one 4-sided die per point in strength) to see if they can break free. If you win the test of strength, the foe will have their stamina drop to 0, rendering them unconscious. If they win the test of strength, they receive 2 points of damage, and break free.Fire - OffensiveRequires: Firearm Expertise: Marksmanship | 0/10 Description: You know how to properly load and shoot your weapon, and are a pretty good aim too. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.Shoot - OffensiveRequires: Bow or Crossbow Expertise: Marksmanship | 0/10 Description: You know how to properly load and shoot your weapon, and are a pretty good aim too. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.Warning Shot - OffensiveRequires: Projectile Weapon (any) Expertise: Marksmanship | 0/30 Description: You blast off a shot, close by your opponents head, and due to your excellent aiming skills, you make it close but not glancing. That’ll sure rattle your opponent, even if only for a short time! Effect: For the next two turns, your opponent looses 1/2 of their strength and dexterity. Note; the "next two turns" consists of your foe's next attack, and defense. There is a 50% chance that this attack will fail (even if you succeed in your roll to hit). For every 10 points in Warning shot, decrease this chance by 5%. Chance of Succes: 0%Lock and Load - OffensiveRequires: Firearm Expertise: Marksmanship | 0/60 Description: You can powder and lead (or bullets) into your weapon so quickly that they never saw it coming! Effect: When you use this expertise, you use the attack "Fire". In addition to this, for every 20 CP in Lock and Load, flip a coin. For every "heads", you may have an extra "fire" attack on that turn. The opponent may defend against only the first attack from Lock and Load. If at any point you flip a "tails", stop adding extra attacks.Sniper Shot - OffensiveRequires: Bow, Crossbow, or Firearm Expertise: Marksmanship | 0/60 Description: You know exactly where to shoot them to do the most damage.. Go for the eye, the throat, the heart. You know how to do it. Effect: Add one 4-sided die for every point in dexterity you have to the damage total. There is a 10% chance that this attack will do double damage. For every 10 CP in Sniper Shot, increase this chance by 10%.Piercing Shot - OffensiveRequires: Bow, Crossbow, or Firearm Expertise: Marksmanship | 0/10 Description: You know the weak-points in your foe's defences; now is the time to use that knowledge! Shoot them where you know it will break through their defence! Effect: This attack does weapon damage exactly. Ignore all armor your foe is equipped with. Shields can defend as normal, and do not count as armor in this case.Hand To Hand Combat Hiyaku - DefensiveRequires: None Expertise: Martial Arts | 0/100 Description: The user leaps into the air (either back away from the opponent, or over the head of the opponent) to avoid damage in battle. If you know Hiyaku, you may want to consider also learning Buttobasu! Effect: If the defense was successful, the user takes 100% less damage from the attack. However, the user also takes damage equal to their own stamina when landing. For every 10 points in Hiyaku, reduce that damage by 1. In addition to this, for every 20 points in Hiyaku, the user may leap an addition 3 feet. Yeah, you can leap a maximum of 15 feet!Evade - DefensiveRequires: Bow Expertise: Marksmanship | 0/100 Description: Only the best of archers know how to avoid an incoming shot. Using this knowledge, you can anticipate your foe's shot before they leave their string; and avoid the arrows! Effect: If you succeed in your defence, you avoid 50% of the damage from any ranged attack. If you put 100 points in Evade, the damage avoided jumps up to 100%. Evade cannot be used to protect yourself from melee or firearm attacks.Roll - DefensiveRequires: None Expertise: Vigilance | 0/60 Description: You duck and roll, attempting to get out of harm's way.. and if you're lucky, behind your foe! Effect: If successful in defense, avoid 100% of the damage done. This Expertise cannot be used against any Marksmanship ability. For every 10 points in roll, you have a 10% chance to end up behind your foe. If you succeed in getting behind your foe, your next attack does double it's normal damageChuuryoku - DefensiveRequires: None Expertise: Martial Arts | 0/10 Description: The user remains calm and concentrated on the battle at hand, ignoring any and all distractions. Effect: This Defense does not prevent any damage. Counters mind-affecting attacks, such as Confusion, Distraction, ect. The effects of focus last until the end of combat, if you succeeded in your (initial) defense with it. Disarm - DefensiveRequires: None Expertise: Assassination | 0/100 Description: The user attempts to grap ahold of the foe's wrist when they come in close for an attack, quickly removing their weapon from them. Effect: If you succeed in your defense, you begin a test of dexterity. The foe must then roll against your dexterity (one 4-sided die per point in dexterity) to see if they can keep their weapon. If you win the test of dexterity, they are disarmed.Houyoku - Offensive/DefensiveRequires: None Expertise: Martial Arts | 0/100 Description: The user folds their arms in front of them, without allowing them to touch, blocking all manner of spiritual attacks. In addition to this, their "wings" (arms) will unfold at an un-expected time, and strike the foe who least expects it. Effect: For every 10 points in Houyoku, prevent up to 1 "elemental" damage done when using this expertise. In addition to this, you will do 1 point in damage for every 10 expertise in Houyoku you have. Blocking Elemental Types: ???Mawashi Geri - OffensiveRequires: None Expertise: Martial Arts | 0/100 Description: The user swirls their body backwards, and strikes at the foe with the "heel" of their foot, connecting at either ankle, waist, or head-height. Depending on how "high" you want to kick, determines the amount of damage you do, as well as how vulnerable you leave yourself to attacks. Effect: This attack does one 4-sided die of damage for every dexterity the user has. In addition to this, the attacker chooses "low", "medium", or "high". If "low" is chosen, you get an extra die to roll on your next defend, but you get one less die roll on your next attack. If you choose "high", you get one less die to roll on your next defend, but you do an additional 4-sided die in damage. For every 10 points in Mawashi Geri, increase all of these effects by "one" - including damage dealt, and effects on dice. You may choose how many dice to add/subtract to your rolls UP TO the amount provided by your Mawashi Geri points and not above it. You must chose a single number for both the additions and subtractions (IE: You can choose to use 3 dice if you have 60 points, but you cannot choose to add 3 dice and subtract 1 die.) not two different numbers.Mouku - OffensiveRequires: None Expertise: Martial Arts | 0/10 Description: Using their fingers like a tiger's talons, the user lashes out at the foe, attempting to harm them. These attacks are usually made at the face. Effect: Does one 4-sided die for every point in Dexterity the user has.Tail Combat - OffensiveRequires: You must have a tail to do this move. Expertise: Exotic | 0/10 Description: The warrior may use his tail to the fullest of his advantages with this skill, primarily by slaming it into the opponent with great force. Effect: Does damage equal to your own Stamina.
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Post by Twilight-Claw on Jun 10, 2019 3:40:32 GMT -6
Extra notes
Stats
| Situational Awareness
| | Abilties | Moves
| Stamina: 3 Strength: 3 Resistance: 3 Dexterity: 4 Mentality: 3 Hit Points: 30 | abilities
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Post by Twilight-Claw on Jun 10, 2019 3:40:52 GMT -6
Extra notes
Stats
| Situational Awareness
| | Abilties | Moves
| Stamina: 3 Strength: 3 Resistance: 3 Dexterity: 4 Mentality: 3 Hit Points: 30
| Deaf, Wolverine's Rage, Ambidextrous, Nightvision
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Post by Twilight-Claw on Jun 10, 2019 3:41:04 GMT -6
Extra notes
Stats
| Situational Awareness
| | Abilties | Moves
| Stamina: 3 Strength: 3 Resistance: 3 Dexterity: 4 Mentality: 3 Hit Points: 30
| Deaf, Wolverine's Rage, Ambidextrous, Nightvision
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| Armor
| Weapons
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Post by Twilight-Claw on Jun 10, 2019 3:41:19 GMT -6
Extra notes
Stats
| ……………Situational Awareness
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………………………………..………..……… | Moves ………………..…..
| Spell Casting ………………..….. | Abilties …………………..……
| Stamina: 3 Strength: 3 Resistance: 3 Dexterity: 4 Mentality: 3 Hit Points: 80
| Moves
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| Deaf, Wolverine's Rage, Ambidextrous, Nightvision
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Post by Twilight-Claw on Jun 10, 2019 3:41:34 GMT -6
Extra notes
Row 1 column 1 | Row 1 column 2 | Row 2 column 1 | Row 2 column 2 |
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Post by Twilight-Claw on Jun 10, 2019 3:41:50 GMT -6
Extra notes Weapon without overpower
“Train your head and hands to do, your head and heart to dare.” Combat Points spent entirety at Combat Expertise: 0/700 Skill Ranks in total: 0/140 Combat Expertise Broken down In GroupsBrawling: -/- Martial Arts: 0/280 Blademastery: 0/80 80 gone, 60 left, 40 left, 0 Spearguard: -/- Vigilance: 0/100 Assassination: 0/110 20, 40 Exotic: 0/13020, Combat Points spent entirety at Marksmanship Expertise: 0/300 Skill Ranks in total: 0/60 Total Combat Points Combined: 0/1000 Armor & Weapon Proficiency Dawn Armor - Plate Requires: - Expertise: Vigilance | 0/20 Description: This allows the user to successfully put on, wear, and move around in plate armor, as well as fight while wearing it! Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. No more than 20 CP can be spent in this skill. Plate armor has ½ the normal resistance against bladed damage, but double the normal resistance against piercing damage.Weapon - Exotic (Double-Bladed Sword) Requires: - Expertise: Exotic | 0/20 Description: This allows the user to use a single exotic weapon. When you take this expertise, you must choose a (very specific) exotic weapon... Such as "bull-whip" or "fighting fans". Use in one exotic weapon does not grant you use in another. As this particular expertise can be taken multiple times however, you can learn more than one exotic weapon. If your weapon is a Magical One that deals damage in elemental beams at range, you also take this skill to be able to use the beams. (IE: That staff or plushie that does elemental damage and doesn't have a blade or something of that nature that can confer the damage. Remember that you also must take Arcane Mechanics for said magical weapons!) Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. For every 20 CP spent in this skill, you may add another exotic weapon.Weapon - Exotic (Scarf) Requires: - Expertise: Exotic | 0/20 Description: This allows the user to use a single exotic weapon. When you take this expertise, you must choose a (very specific) exotic weapon... Such as "bull-whip" or "fighting fans". Use in one exotic weapon does not grant you use in another. As this particular expertise can be taken multiple times however, you can learn more than one exotic weapon. If your weapon is a Magical One that deals damage in elemental beams at range, you also take this skill to be able to use the beams. (IE: That staff or plushie that does elemental damage and doesn't have a blade or something of that nature that can confer the damage. Remember that you also must take Arcane Mechanics for said magical weapons!) Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. For every 20 CP spent in this skill, you may add another exotic weapon.Weapon - BowRequires: - Expertise: Marksmanship | 0/10 Description: This allows the user to use a bow weapon. Training in this expertise allows the use of -all- bow weapons, without favoritism. Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.Weapon - FirearmRequires: - Expertise: Marksmanship | 0/10 Description: This allows the user to use a firearm weapon. Training in this expertise allows the use of -all- firearm weapons, without favoritism. Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.Battlesuit Proficiency - Offensive/DefensiveRequires: Exosuit (Upgraded TROD) Expertise: Vigilance | 0/50 Description: You attune yourself to your combat suit, thus learning to use many of its (advanced) tools and weapons. Effect: At 10 points in Battlesuit Proficiency the user gains access to the move Punch in battle. At 20 points the user gains access to the move Plasma in battle. At 30 points the user gains access to the move Magnetic Push in battle. At 50 points the user gains access to the ability Fly in battle. - When a TROD (Upgraded) is worn as a suit of armor (Exosuit) it has the following profile - Resistance: 16 (4 per slot) Type: Plate Slot: Full (Head, Torso, Arms, Legs) Bonus Effect: +1 Strength, Psychic Weakness, Endurance, Empathic Link, Opposable ThumbsWeapon Techniques Double-Bladed - Offensive/DefensiveRequires: Exotic Weapon (Double-Bladed Sword or Axe) Expertise: Exotic | 0/100 Description: The use of a weapon with a blade on one end is hard enough to learn.. but to use a weapon with a blade on both ends is even more difficult! With proper training, you'll never need another weapon.Effect: Add one 4-sided die for every point in dexterity and one 4-sided die for every point in strength you have to the damage total. If used as a defensive expertise, you simply deflect your opponent's attack. Garrote - OffensiveRequires: Scarf Expertise: Assassination | 0/70 Description: If the user is behind the foe, they use an object to attempt to strangle the foe. This will either lead in raw damage if the foe can wriggle loose. If the foe fails at getting loose, it renders them unconscious. Effect: If you succeed in your attack, you begin a test of strength. The foe must then roll against your strength (one 4-sided die per point in strength) to see if they can break free. If you win the test of strength, the foe will have their stamina drop to 0, rendering them unconscious. If they win the test of strength, they receive 2 points of damage, and break free. Fire - OffensiveRequires: Firearm Expertise: Marksmanship | 0/10 Description: You know how to properly load and shoot your weapon, and are a pretty good aim too.Effect: Add one 4-sided die for every point in dexterity you have to the damage total. Shoot - OffensiveRequires: Bow or Crossbow Expertise: Marksmanship | 0/10 Description: You know how to properly load and shoot your weapon, and are a pretty good aim too.Effect: Add one 4-sided die for every point in dexterity you have to the damage total. Warning Shot - OffensiveRequires: Projectile Weapon (any) Expertise: Marksmanship | 0/30 Description: You blast off a shot, close by your opponents head, and due to your excellent aiming skills, you make it close but not glancing. That’ll sure rattle your opponent, even if only for a short time!Effect: For the next two turns, your opponent looses 1/2 of their strength and dexterity. Note; the "next two turns" consists of your foe's next attack, and defense. There is a 50% chance that this attack will fail (even if you succeed in your roll to hit). For every 10 points in Warning shot, decrease this chance by 5%. Chance of Succes: 0% Lock and Load - OffensiveRequires: Firearm Expertise: Marksmanship | 0/60 Description: You can powder and lead (or bullets) into your weapon so quickly that they never saw it coming! Effect: When you use this expertise, you use the attack "Fire". In addition to this, for every 20 CP in Lock and Load, flip a coin. For every "heads", you may have an extra "fire" attack on that turn. The opponent may defend against only the first attack from Lock and Load. If at any point you flip a "tails", stop adding extra attacks. Sniper Shot - OffensiveRequires: Bow, Crossbow, or Firearm Expertise: Marksmanship | 0/60 Description: You know exactly where to shoot them to do the most damage.. Go for the eye, the throat, the heart. You know how to do it. Effect: Add one 4-sided die for every point in dexterity you have to the damage total. There is a 10% chance that this attack will do double damage. For every 10 CP in Sniper Shot, increase this chance by 10%. Piercing Shot - OffensiveRequires: Bow, Crossbow, or Firearm Expertise: Marksmanship | 0/10 Description: You know the weak-points in your foe's defences; now is the time to use that knowledge! Shoot them where you know it will break through their defence! Effect: This attack does weapon damage exactly. Ignore all armor your foe is equipped with. Shields can defend as normal, and do not count as armor in this case. Hand To Hand Combat Hiyaku Defensive Requires: None Expertise: Martial Arts | 0/100 Description: The user leaps into the air (either back away from the opponent, or over the head of the opponent) to avoid damage in battle. If you know Hiyaku, you may want to consider also learning Buttobasu! Effect: If the defense was successful, the user takes 100% less damage from the attack. However, the user also takes damage equal to their own stamina when landing. For every 10 points in Hiyaku, reduce that damage by 1. In addition to this, for every 20 points in Hiyaku, the user may leap an addition 3 feet. Yeah, you can leap a maximum of 15 feet! Evade Defensive Requires: Bow Expertise: Marksmanship | 0/100 Description: Only the best of archers know how to avoid an incoming shot. Using this knowledge, you can anticipate your foe's shot before they leave their string; and avoid the arrows! Effect: If you succeed in your defence, you avoid 50% of the damage from any ranged attack. If you put 100 points in Evade, the damage avoided jumps up to 100%. Evade cannot be used to protect yourself from melee or firearm attacks. Roll Defensive Requires: None Expertise: Vigilance | 0/10 Description: You duck and roll, attempting to get out of harm's way.. and if you're lucky, behind your foe! Effect: If successful in defense, avoid 100% of the damage done. This Expertise cannot be used against any Marksmanship ability. For every 10 points in roll, you have a 10% chance to end up behind your foe. If you succeed in getting behind your foe, your next attack does double it's normal damage Chuuryoku Defensive Requires: None Expertise: Martial Arts | 0/10 Description: The user remains calm and concentrated on the battle at hand, ignoring any and all distractions. Effect: This Defense does not prevent any damage. Counters mind-affecting attacks, such as Confusion, Distraction, ect. The effects of focus last until the end of combat, if you succeeded in your (initial) defense with it. Disarm Defensive Requires: None Expertise: Assassination | 0/100 Description: The user attempts to grap ahold of the foe's wrist when they come in close for an attack, quickly removing their weapon from them. Effect: If you succeed in your defense, you begin a test of dexterity. The foe must then roll against your dexterity (one 4-sided die per point in dexterity) to see if they can keep their weapon. If you win the test of dexterity, they are disarmed. Houyoku Offensive/Defensive Requires: None Expertise: Martial Arts | 0/100 Description: The user folds their arms in front of them, without allowing them to touch, blocking all manner of spiritual attacks. In addition to this, their "wings" (arms) will unfold at an un-expected time, and strike the foe who least expects it. Effect: For every 10 points in Houyoku, prevent up to 1 "elemental" damage done when using this expertise. In addition to this, you will do 1 point in damage for every 10 expertise in Houyoku you have. Mawashi Geri Offensive Requires: None Expertise: Martial Arts | 0/80 Description: The user swirls their body backwards, and strikes at the foe with the "heel" of their foot, connecting at either ankle, waist, or head-height. Depending on how "high" you want to kick, determines the amount of damage you do, as well as how vulnerable you leave yourself to attacks. Effect: This attack does one 4-sided die of damage for every dexterity the user has. In addition to this, the attacker chooses "low", "medium", or "high". If "low" is chosen, you get an extra die to roll on your next defend, but you get one less die roll on your next attack. If you choose "high", you get one less die to roll on your next defend, but you do an additional 4-sided die in damage. For every 10 points in Mawashi Geri, increase all of these effects by "one" - including damage dealt, and effects on dice. You may choose how many dice to add/subtract to your rolls UP TO the amount provided by your Mawashi Geri points and not above it. You must chose a single number for both the additions and subtractions (IE: You can choose to use 3 dice if you have 60 points, but you cannot choose to add 3 dice and subtract 1 die.) not two different numbers. Mouku Offensive Requires: None Expertise: Martial Arts | 0/10 Description: Using their fingers like a tiger's talons, the user lashes out at the foe, attempting to harm them. These attacks are usually made at the face. Effect: Does one 4-sided die for every point in Dexterity the user has. Tail Combat Offensive Requires: You must have a tail to do this move. Expertise: Exotic | 0/10 Description: The warrior may use his tail to the fullest of his advantages with this skill, primarily by slaming it into the opponent with great force. Effect: Does damage equal to your own Stamina.
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