=Player: Rasputin=
Character: Allistir Gaige. Feline Alchemist.
=Combat Stats=
HP: 15/15 FP:2
ATT:3 DEF:8 VIT:5
=RP-Attributes=
Bod:4
Agi:6
IQ:9
Per:7
Cha:8
=Special Moves=
Freeze: (Endothermic Reaction Apparatus, a glass flask, modified to carry two chemicals in separate compartments. When the flask shatters, the chemicals are combined and react in a manner that absorbs a great deal of heat from the surrounding area, thereby freezing the enemy (keeps them from acting next round). Allistir cannot attack during the same round he uses Freeze.)
Omni Boost: (Arcane Cocktail, a unique mixture of various extracts, medicines, and other chemicals that, when ingested, briefly increases a person’s strength, accuracy, agility, and awareness. Has a distinctly minty taste. (Add 2 sides to Allistir’s next attack roll and next defense roll. (Can be used at any time in the turn))
Second Chance (Dilute Elixir, a recipe derived from research into the Elixir of Life. It seems to affect only the most heavily injured of individuals. (Roll Allistir’s VIT stat and heal that amount upon his being defeated. One use per battle.))
=Quirks=
Expert-Loose Two points from your Combat Stats. Gain Four points in Role playing attributes.
Archer (Flask Slinger)-Gain a +1 Bonus to ATT/DEF when using a ranged weapon or avoiding one, but a -1 penalty when forced into melee.
Appearance: Grey striped tabby with amber eyes. Unusually tall—even for his breed—and lanky (has a bit more in the height department than even most dogs) but is otherwise unremarkable. Whiskers are often crinkly and unkempt due to his work. Is usually seen wearing a red single-breasted vest (waistcoat) over a white dress shirt, accompanied by a pair of light-brown slacks and black shoes. Wears suspenders under the vest. Has an affinity for trench coats, and so will usually wear one if the weather permits. Keeps a pocket watch in one of the front pockets of the vest. Topmost button of the undershirt is almost always undone in the absence of a necktie (which itself is rarely worn). Is rarely seen without an alchemically hardened leather case—wherein most of his working materials are stored—strapped to his waist.
Who he is: Allister is an alchemist by trade, combining ancient knowledge of the supernatural with the budding discipline of science. Is medically book-smart, but has received little practical training, making him more of a professor than a healer. Personality wise, Allistir is rather loyal to his party and generally to anyone he likes, more out of a sense of comradeship than anything like moral obligation or honor—or so he believes. Willing to employ underhanded tactics against anyone else, be it poisoning a water supply to soften up the enemy prior to battle, lifting silverware from a wealthy NCP’s home to sell for cash, or getting others with the necessary skills to do such things for him (though he usually takes care to check actions that may pose a real threat to the group. Unless he can get their permission, of course). Does have moments of moral clarity (especially on certain subjects) but is generally one to suggest (or support) the less savory of actions. Thinks of self as a sociopath-by-choice. Usually exhibits an affable demeanor that often keeps others conveniently off-guard. Since open combat isn’t his forte, he as much prefers diplomatic solutions as he does outright trickery, taking great delight when the two intersect.
=Quick Info==
Allistir Gaige: A gray-striped, unusually tall and lanky Tabby Alchemist who’s apparel (waistcoat, dress shirt, slacks, and shoes) seems more suited to a University employee than a proper adventurer.
A:3 D:8 V:5
B:4 A:6 I:9 P:7 C:8
(Out of curiosity, why was the Archer quirk’s range bonus and melee penalty reduced to one each? To balance it against the Melee quirk?)
Bittersweet Candy Bowl
Archived Forum
The Adventuring Guild of Fair River. (RP-Recruitment)
Comment ID #72444
Comment ID #72446
Because Rixx changed a bunch of quirks and I didn’t realize it *Chuckles* me and him are having a bit of a tug oh war here sorry ;p.
Feel free to use the original archer rules (+2/-2) if you prefer Rasputin.
Comment ID #72471
Oh, thank God. That trade off is one of the things my character’s battle logic was designed around. You know, tossing corrosive chemicals from a safe distance vs. putting up a pathetic little fight with my own two fists.
Thank you very, very much.
Comment ID #72473
so am I in?
Comment ID #72507
Was my quirk okay?
(Also, I think your custom special is fine - I’d personally allow it as a new generic move called “reckless assault” or the like.)
Comment ID #72511
Damn,it was difficult to do something a little decent.I tried my best :/
=Player: Shiro=
Character: Caim.Male Egyptian mau Thief.
=Combat Stats=
HP:15/15 FP:2
ATT:5 DEF:8 VIT:5
=RP-Attributes=
Bod:7
Agi:9
IQ:3
Per:7
Cha:4
=Special Moves=
Fan of Knives (Multi attack) - Takes some throwing knives out of his pocket and
throws them at all his foes in front of him.
Envenom (Aggravated Damage) - Throws a poisoned throwing knife at a foe. The poison is weak so it doesn’t last long.
Sand throw (Confuse) - Throws a bag filled with sand at his opponent’s face.
=Quirks=
Impulsive: You can choose to gain a +4 bonus to your initiative roll, at the cost of being unable to use your special move until two turns of combat have passed.
=Quick Info=
Caim; A stealthy silver colored Egyptian Mau Thief who fights with a dagger.
A:5 D:8 V:5
B:7 A:9 I:3 P:7 C:4
Description.
Caim is a young silver colored Egyptian mau with an elegant body that is randomly spotted, banded legs and tail,short hair, expressive gooseberry green eyes, distinctive mascara lines, a worried expression on the face, and a graceful cheetah-like stride.
He wears a dark green hooded cloak with light leather boots and gloves and two belts,one around the waist and the other one around his body.He keeps his throwing knives hung on the belt around his body and his two daggers hung on the belt around his waist.
He also wears a black vest and black pants.He keeps his tools in his pockets.
He also keeps a crossbow hung in his back.
Caim is a thief who lives in the shadows,he steals and do weird jobs for a living.
He don’t have much knowledge because of his childhood.
He learned to wield the dagger himself after years of training.
Caim doesn’t really like to share,but if it someone he likes,he is okay with sharing with him/her.
He care a little about his friends and doesn’t talk much to the peoples he don’t really know.
Once you have earned his trust,he acts more friendly and caring.
He doesn’t really have an opinion on religion as he don’t really care of anything.
He joined the adventuring guild hoping it will be more interesting that some boring jobs.
Comment ID #72517
One long and awkward edit later:
=Player: Jacob83=
Character: Marcus Shaith. Yasho of the Oasis and Paladin of the Shining Helm. Aged: 36
=Combat Stats=
HP: 15/15 FP: 2
Att: 8 Def: 5 Vit: 5
=Attributes=
Body: 8 Agility: 5 LQ: 4 (6/2)
Perception: 6 Charismas: 7
=Special Moves=
Convert: Make an attack. If that attack would kill the victim Marcus can opt to switch in his blade for a holy relic and the enemy will take no damage but instead switch to the players side and become ‘converted’, vanishing in a holy light once combat is over. This ability may not be used on targets with a higher Combat stat count then the user.
Blessed Soul: Upon seeing an ally in trouble Marcus will call upon a spirit to defend that person if they fail their defence roll and will only take half damage.
Holy Smite (Double Damage): Covering his sword in a bright blue enhancement from the spirit gem, it will do double his original damage on his attack.
=Quirks=
Elemental Attack: +2 Att vs enemies weak against Holy and -2 Att vs enemies strong against it.
The gems in Marcus’s blade, The Purifier, are more then a decoration. They are a vessel, made of his own design, for a holy spirit to be infused inside and empower himself when fighting truly evil foes, but coming with the drawback of weakening him if fighting those ‘deemed worthy’
Elemental Defence: +2 Def bonus against Fire attacks and -2 Def bonus against Ice attacks.
The first ten years of his life were spent getting used to a blazing sun but he always seemed to love the heat and the time he spent getting used to it has given him a sort of resistance to other forms of heat. Though he loved the heat this has it’s downside as he hates the snow and anything else cold.
Religious:+2 to IQ when dealing with magic or the divine, but a -2 when dealing with practical sciences.
Stick a boy in a Guild full of religious books he is either going to go insane or start reading to pass the time. Guess which one Marcus did.
=Quick Info=
Marcus Shaith; ‘drunken’ Paladin and Yasho of the Oasis. Wears heavy armour and carries a jewel encrusted two-handed blade.
A:8 (10/6 Holy) D:5(7 Fire/3 Ice) V:5
B:8 A:5 LQ:4 (6 Devine/2 Science) P:6 C:7
=Appearance=
Being a Yasho with a life different to the life his species would normally live his appearance has its differences when compared to most Yasho’s his age, thanks to living in both the scorching desert and then varied terrains on his travels as a Paladin. Reddish-green scales covering his body, a long spiked tail draping down his legs, dark blackened eyes, white horns coming out of the back of his head to resemble hair, and teeth sharp enough to bite through stone. His body’s muscularity is above average but he is still quite a short person, and doesn’t exactly like people mentioning that. His armour is that of the The Shining Helm’s design but he refuses to wear the helmet, since it makes it harder to talk to people and for him to have a drink. That and they’re not called Paladins of the Shining Helm for nothing.
=Personality and Background=
Spending most of his time living in the Oasis he lived a childhood of boredom, back-breaking travels, Gypsy parties (hey it wasn’t all boring), and getting used to the burning heat. His uneventful life is what gave him a yearning for adventure, but that was quickly taken away when at the age of 10 he was forced into conscription with the Paladins Guild so his family could afford to live easier, after his father became ill and couldn’t afford the medicine needed.
Thought still being a gypsy by nature and causing a lot of chaos it only took some time before he became adapted to his new life and quickly became addicted to both religion, and the fighting they were trained for.
While with the Guild he spent most his time reading their ancient tomes, training his battle skills, or most importantly training in the arts of spirit-calling which involved talking to the holy men, now passed, to aid him when needed most.
He was known for his dedication to ’being a holy man who does what all can for the gods by purging evil from this land though that is mainly because during his childhood in the Guild his whole time there was spent reading the religious books they had.
He had greatly proven his dedication to the cause by forging his very own blade which he named The Purifier, from the local smiths shop, and then venturing deep into the Guild’s temples and collecting a spirit that rested there by placing it into a gem, as both a constant reminder to his duty and to aid him in battle as an enchantment to his blade.
Unfortunately, his new life could only last till the age of 20 before it stopped being so simple, as on one of the Paladins quests a creature attacked a village and Marcus was defeated too easily in the fight and passed out, leaving 4 villager’s dead and making him spiral into depression. He left the Guild, went into an inn, and has been a drunken wreck since. Eventually he found the Adventurers Guild and thought this could be a way of redeeming himself, and a chance to re-live that past hope of adventure, and entered their halls immediately.
Marcus is a drunk and silent man but he was once a very happy person and this shows at times with how cheerful and active he can be mainly during the battles he knows and loves, during a party similar to the ones he once had at home, or deciding today deserves an extra large swig of ale.
He isn’t very talkative but his time with the Paladins has earned himself a good tongue when it comes to persuasion and even more when it comes to paying attention to the world around him, or learning of it’s past through books.
Comment ID #72521
(oh wow lots more text then last time)
His time spent in the Desert gave a stronger body due to the harsh terrain but also a love and resistance to the heat, but thanks to that a hate of cold weather which thankfully is often avoided due to his heavy armour.
Of course spending his youth with nothing to go by then what the Paladins taught him he became a religious nut, and looks down a little on people because of it, but would much prefer respecting people for their choices in life since he was once like them, though because of this he is disgusted by evil and isn’t exactly open to giving villains a second chance.
After causing the death of the villagers people have never seen him without a bottle of ale but his species makes it pretty easy to have a drink without getting too badly drunk, and some rumours have even gone of people seeing him interrupting a fight mid-way so he can have a drink.
He’s friendly; once you’ve earned his trust, and loves telling you tales of the time he was once a nobler man, though he keeps his last adventure a harsh secret, but until he thinks of you as friend he’d much rather give you the cold stare and continue with the quest on hand.
Comment ID #72522
Well… I find the system a bit flawed, mainly regarding the combat stats and the Special abilities.
Special abilities can only be used once every three turns. That is fine, in order to avoid them being overused, but completely rules out full supporting characters (As in, those that stand back and dont do much damage to the enemy, but is an essential addition to the team since it increases their power). A supporting character would use a skill one turn, and be completely useless for two turns, until the skills recharge.
I agree that there also exists the ‘healer’ quirk, which allows heal to be cast every turn, which is fine, for white mages/priests/etc, but you seem to forget that characters that increase HP aren’t the only type of supporting characters.
The tank: Doesn’t really do much damage, but it’s very sturdy and hard to kill. Their general purpose is to take blows, and absorb the party’s damage. Usually, the way they attack is by sacrificing their own hp, since they have lots of it. The ‘Sacrifice’ special ability is really good for this, but then again, the character is idle the next two turns. Besides, ‘Sacrifice’ already has a drawback, which is losing a good amount of hp, do we really also need a delay on it?
The debuffer: The contrary of the healer. While the healer gives positive effects to the party, the debuffer gives negative ones to the enemy. Again, they are not damage dealers and depend majorly on Special abilities. The things these guys do are things like decreasing the enemies’ defense, attack power, poison them, etc.
The mezzer: A different form of debuffer, in which they don’t reduce the fighting ability of the enemy, it instead tries to disable them, so that they are unable to act. Examples of this are sleep, paralyze, freeze and such things. Since they outright disable the enemy, their powers should be harder to activate on them, and their duration should also be less than that of the debuffs.
The current system encourages EVERY player to be an essential ‘Jack’, forcing them to be an hybrid of a damage dealer + anything. It will always be the Ability-Attack-Attack combo, even for white mages and that stuff, who aren’t supposed to be attacking.
My suggestion: Add a mana system, or something like that to limit skill usage, also… a magic combat stat, where the magic classes can dump their stats to make better use of their special abilities.
An adventurer is you
Comment ID #72528
Hebs while I do like the input here. It’s a bit late for us to go back and do a such a complete overhaul to the system that would allow your requests to be possible. I’d basically have to tell everyone to dump their sheets, and take a giant axe to the system we’re presently using.
Adding so many more options and creating defined rules for them will also add to the complexity and length to the system. We are dealing with a lot of people who have never touched a gaming system before, keeping it simple is key.
For our purposes this system -does- work. Characters -can- play a supportive role people aren’t stuck as Jacks to the extent you think they are, and creating your own original Sm’s and quirks can help this.
Anyway I’m off to clean the kitchen it seems~
Comment ID #72541
I EDIT MY LAST ONE!
Changed food searcher and rage.
Also modified random magic.
And added a Quirk: Fast Magic.
Reduces a IQ Point but when he uses magic he may double attack.
Name: Duruan
Age: 18
Animal: Cat
Gender: Male
Job:
Apprentice Swordsman
Apprentice Magician
Stats:
HP: 15
FP:2
Atk: 6
Def:5
Vit:5
Attributes:
Body:7
Agility5
IQ:6
Per:6
Char:5
Special Moves:
Double Attack-Attack as normal. If the attack connects, multiply the damage dealt by two.
Absorb-Roll for defense as normal. If your defense roll exceeds your opponent’s attack roll, you can add the difference to your HP.
Random Basic Magic-
Choose a target. Roll a 1d3 and perform the select attack with the temporary Elemental affinity listed.
Throw a six side dice and if its over 4 the effect will
1-Fire (will hit one character with a random hit)(Aggravated Damage)
2-Ice (hits all with a fix hit of 3)(Ensnare)
3-Lighting (Hits a enemy with a fixed hit of 4)(Disable)
Quirks:
Healer
Fast Magic- This removes 1 IQ from his overall stats(only once), but enables him to double attack with magic.
Rage- When a friend dies, he may cuts his HP in half to increase his ATT by the double. May triple this effect if many dies in the turn.
He was used to help in a farm thats why he has an good body and average agility, then he met a magician meanwhile he chased a lost chicken, they talked and he showed great interest in magic. So the magician decided to train him for him to learn the basics. Also he learned from the farmer how to find food in the wild. He can heal people. Also has an leather armor which gives him normal defense. His vitality is normal.
Quick Info
Duruan Soullight, An regular Australian Mist who is a trainee swordsman and magician, Short Haired, has a Leather armor, a Long Sword, A shield gauntlet and a Magic Tome, Also has this golden amulet his mother let him when she died.
Atk:6 Def:5 Vit: 5
B:7 A:5 I:7 P:6 C:5
Descrition:
He is the good boy of the team, cheerful and optimist, before he fight he asks his enemies if there is another pacific way to solve things but if their enemies come to attack, he defend and stike back. He has an amulet that his mother let him before she passed… She also told him he had a sister.
He keeps a suit in his farmer back pack. He changes when he is at a town.
Besides the suit he keeps ,he also has other stuff in his backpack, like some magic tomes and a first aid kit.
He can play dead, because he used to train bulls for Rodeos.
Comment ID #72543
Okay lets see here.
@Rixx
Yes your stuff is fine dude. No complaints ;p Save that you’re a freaking biter! I have the bad-ass fist weapon! And you went and made one now?! GRR D:<
But I kid ![]()
@Shiro
Your sheets fine. Nothing to worry about.
@Caos
Your sheet isn’t fine I’m afraid. Primarily the quirks. I can’t possibly allow fast magic as it’s far far too powerful. Nothing that lets you get basically get two turns in a row as a quirk can be balanced out with a simple -1 to an RP-attribute.
Something like Rage is a possibility but cutting your ‘hp’ in half makes no sense for it.
Instead make it something like this:
-Gain +4 ATT and -4 DEF if an ally is reduced to 0 HP or less in combat.
@Heb
Sorry if I sounded a bit harsh earlier but it is sort of true. We really can’t afford a complex system. For the purposes of -role playing- this works, and the combat is enough to keep it orderly in fair. Keep in mind people are not FORCED to attack, they can take any action that’s reasonable in a round, RP-attributes exist for a reason.
Good example:How can tanks do their job? The same way real world ‘tanks’ would. Get in the enemies way and make sure the fragile targets are somewhere hard to get to. It’s all about situational penalties. Taking advantage of the environment and the situation is key. I’ll be tossing out benefits for that sort of thing often if players choose to take advantage of it.
Comment ID #72558
Ok I FIXED IT Bribri
Fast Magic- This removes 2 IQ from his overall stats(only once), But enable him to use Magic more ofter (Instead of once each 3 turns, Once each 2 turns)
Adrenaline Rage- Lasts 3 turns, when a friend dies, he may cuts his HP in half to increase his ATT by 2 during combat. He loses 1 HP each turn, and his defense is reducted by 2 during combat. Only Once per battle.
Comment ID #72567
Fast magic is still too powerful I’m afraid. You can not apply penalties to RP-Attributes to make yourself stronger in combat.
As for Adrenaline rage I’m still not found of it. Particularly the triple effect. The (+4 ATT, and -4 DEF) version would work perfectly well for you want but if it MUST take from HP. Perhaps something like this:
-Upon seeing an ally drop bellow 0 HP Duruan may sacrifice half is remaining HP and boost his ATT by half that amount (rounded down). This does -not- allow his ATT to go above 10.
(not DIE. People will die VERY rarely but being knocked out of combat is still possible.)
Edit:Seems you edited it after I started typing huh ;p let me take a look here.
The New version of Rage is… almost workable. Once again you don’t need to say ‘die’. Reduced to 0 hp is good. the +2 to ATT is also fine though you don’t really need -both- flaws to balance it. Either cause it to make you loose 1 hp per turn while it’s active, or the -2 DEF penalty.
Comment ID #72569
Ok then, I’ll just post my character later and see if it passes.
Comment ID #72573
Fast Magic is only supposed to make more frequent the use of magic.
Ok there you go. I change it.
Adrenaline Rage- Lasts 3 turns, when a friend HP is reeducated to 0, Increases his ATT by 2 during combat. He loses 1 HP each turn, and his defense is reducted by 2 during combat. Only Once per battle.
Comment ID #72578
hey hey hey whats this thread about

Comment ID #72580
I still think my character needs a bit of tweaking. It may or may not be tweaked before this starts (remember that customs can be left out).
also, as I said, IRC hates me. This seems to apply to a few other people. So this may have to be reorganized a little.
On an unrelated note, Bribri, why do you use “loose” in place of “lose”?
Comment ID #72582
Bribri wanted me to fix my custom SM. Done:
Light of Judgement (Custom): He is surrounded by a bright aura, boosting his attack but lowering his defense.
Effect: Swap your DEF with ATK until the end of your third turn (This turn is the first turn).
(Would replace Never Miss)
Also, I am working on fixing the quirk. I already have a few ideas.
(Sorry for double-post)
Comment ID #72583
Fast Magic changes a basic assumption of the game - that you can only use a special once every three turns. Messing with that at all cracks the system wide open.
Comment ID #72584
so wait is this thread about nerds or something???

Comment ID #72586
Well, I think I finally finished the stupid character, if you feel I’m missing something, gimme a shout out. Also TD, tell me your thoughts on the description and what not on skype.
Miu
Female Feline DarkBlade
Combat Statistics
Hit Points: 15/15 Fate Points: 2
Attack: 9 Defense: 5 Vitality: 5
Roleplaying Statistics
Body: 9 Agility: 9 IQ: 3
Perception: 5 Charisma: 4
Specials
Blood Weapon (Leech): Miu’s blade erupts with a torrent of black waves of energy. The waves of energy lash out violently as she swings her blade at the opponent, and if struck, the life force of the victim is drawn into the blade. The torrent subsides and the black energy moves down the length of the blade into Miu’s hand, in turn replenishing her own life force with what was stolen.
Dark Handed Guide (Reflect): A black fire forms in the palm of Miu’s hand that she uses to catch her opponents attack, effectively redirecting it away from herself and into the path of another enemy.
Vigorous Assault (Double Attack): Becoming caught up in the momentum of battle; Miu loses herself to the draw of battle and begins an aggressive attack on her opponent, swinging her blade not once, but twice in an effort to turn the fight in her favor.
Quirks
All Work and No Play(Melee Expert): Spending her spare time training with David and working in the smithy, Miu has become adept at wielding a blade and has a better grasp of combat than your average feline.
Hell Blade (Elemental Attack): Through learning dark magic from her mother and friend, she learned an inscription to instill her blade with a dark presence. In which she forged into the hilt of the blade, possessing her sword with a dark affinity. Taking Elemental Attack: Dark. +2ATK Against Light
Wet Fur Smell (Elemental Defense): Unbeknownst to her, she inherited a queer trait from her geomancer mother. In which her body has an immediate reaction to the elements, both helpful and harmful. Her natural defense kicks in when exposed to fire, and in turn is more susceptible to electricity. +2DEF Against Fire -2DEF Against Lightning
Description
The only daughter born to Amaja and Susanna, Miu is petite in stature; her fur a soft cream color with dark orange tabby markings. Her hair is long like her Burmese mother, though she has it pulled back into a ponytail to keep it tamed and out of the way, as well as having a light orange patch of fur on her bust. In her own mind she considers herself a rare flower amongst her peers, a lovely face and stronger than any of the boys she grew up with..
Growing up on the outskirts of the Siilitie capital, Miu spent a lot of her youth playing out in the fields and forests with her childhood friend Colm. As peaceful as their lifestyle was, it never seemed to sit well in the pit of her stomach. She craved more than the quiet life her parents had decided to be accustomed to, and thus she became rougher around the edges, taking part as one of the guys rather than doing girly things like cooking and tailoring. Her tenacity to not be looked down on as a girl was only compounded by her infatuation with besting Colm in any given task. Her parents jokingly say her directness and impulse to prove herself comes from her tabby mother, though she doesn’t see it herself as her mother rarely speaks and in her mind is the timid lover to her partner.
Unsatisfied with a peaceful lifestyle, she joined Colm in his training under the barbarian. In the beginning Colm had the upper hand in their teachings, being of a taller stature and stronger physique. Over time though, because of Colm’s inability to draw on his bloodlust, she began to overtake him in the training with her relentlessness to surpass him. At times even making David nervous from her ambition to be better than the guys. On the side of her training with David, she was intrigued by her Burmese mothers’ magic style and delved into the dark arts to further gain strength through it.
In her spare time away from her parents adventuring companions, she would go into the Siilitie market place and volunteered her service to the local smithy. Furthering her knowledge of swords with her time spent as a smithy hand, learning the ins and outs of the forge. Eventually convincing the head smith to allow her to forge her own blade, she used her teachings from him and her mother, crafting a broadsword with runes carved into the blade to endow it with dark energy.
When not rough housing or working with the boys, she tended to be clingy to Colm, being one of the few guys she ever felt close to. She plays it off as a brotherly/sisterly bond, but knows deep down there’s more to it than just that, and will never openly admit to it. Thus she creates a personal barrier between the two, if ever he gets too close to her she pushes him away in an attempt to ward off her own feelings.
Miu has a peculiar personality, on the surface she can appear timid, from her reliance in Colm to be the socialite when in large groups of people, but generally is boisterous and carefree. Almost to the point of recklessness as she is one to act before thinking, and the first to fight in any given situation. Along with her recklessness, she rarely backs down from a challenge and will try her best to guilt trip Colm into participating as well. Though not a heavy drinker, she feels she can hold her own against any of the other boys around and will gladly show her resolve.
Comment ID #72615
Ack! Two special moves got lost in the shuffle. Could you add these?
Impede Offense: You may impede one foe’s attacks. Your target’s next two attack rolls lose two sides, as if his or her ATT score was two points lower.
Impede Defense: You may impede one foe’s defense. Your target’s next two defense rolls lose two sides, as if his or her DEF score was two points lower.
Comment ID #72619
Also, I made some generic characters: https://docs.google.com/document/edit? id=1DB_KTqfSKSjIQJLfDG4gxxtPSrIDhdVqWxO3m9csea0&hl =en&authkey=CM_T0ckL
I’ll add in some weaker enemies and monsters soon.
Comment ID #72656
Add slimes and goblins, no rp is complete without em
Comment ID #72681
Wow, TD wasn’t kidding. Looks like Scarfy really IS entering Lucy… *brick’d*
Comment ID #72702
First of all, this isn’t my actual character profile. This only shows what I intend to do with my character stats-wise, and will post the full profile once my stats and abilities are approved.
Name: Zoe, the blood mage.
HP: 45 - FP:2 (A quirk grants me this much HP… with a drawback)
ATT: 1 - DEF: 5 - VIT: 10
AGI: 5 - Body: 6 - Cha: 7 - IQ: 7 - Per: 5
_________________
SP Abilities:
Blood fountain (Sacrifice): Zoe cuts her wrist to launch a stream of blood towards a target. The stream is formed as a spear with her magic, which impales her enemies. Roll own VIT, you and your enemy automatically take damage equal to the result.
Heal: Zoe casts white magic in order to restore the life of those around her, or even herself. Roll the target’s VIT, heal the result to the target.
Protect: Taking advantage of her ability to sustain damage, she protects the lives of others around her, taking the damage for them.
_________________
Quirks:
Profusive bleeding: Allows Zoe to multitarget her blood fountain skill, up to as many enemies are possible to target at a time. Every extra target costs Zoe 3 HP, which doesn’t add to the damage dealt to enemies.
Glass body: Her blood mage training allows her to sustain an insane amount of damage before being disabled or dead. However, due to an illness she was born with, her body rips apart very easily, making it easier to bring her to that limit. Maximum HP is increased by 50%, rounded down. All damage taken is increased by 2 points (If the attack misses, she takes 1 damage regardless, special effects don’t apply). Every time Zoe acts, she takes 2 points of damage. She can’t stabilize when defeated, unless the battle ends.
Healer: In order to counter her own self-destructive tendencies, she was trained in the arts of healing. Lose 2 combat stats. Heal can be cast instead of an attack, but heals only half the normal amount. If heal is cast as a special move, add 2 to the result.
Comment ID #72710
=Player: CrealStar=
Character: Creal “Star” Vertifier
Race: Cat
Breed: American Short hair
Appearances: A tall, skinny feline. His fur is all white, except for the black, star shaped patch of fur on the back of his left hand. His eyes are dark green, and looks very tired and depressed. He has a snaggletooth on the left side of his mouth. His claws are unnaturally long, and sharp. He uses them for climbing, digging, and attacking if need be. He wears nice, black leather gloves he stole from someone, mainly to hide his star.
=Combat Stats=
HP: 18/18 FP:2
ATT: 4 DEF: 6 VIT: 6
=Roleplay Attributes=
Bod: 6
Agi: 8
I.Q: 5
Per: 7
Cha: 6
=Special Moves=
Pounce (Charge attack): Creal climbs anything available, then pounces on his opponent, clawing them. Is unable to use if there is nothing to climb
Determination (Second Chance): Creal’s determination, even after being beaten, gives him a chance to rejoin battle.
Second slash (Double attack): Creal claws his opponent twice as much as normal
Quirks
Expert: Lose Two points from your CS. Gain four points in RPA.
Backstory-
Creal was born into the world, and immediately taken to an orphanage. Most of his years there were dull and uneventful. He never look forward to getting adopted, he thought the housing and daily lives were just as boring as the orphanage.
In the orphanage, Creal had one good friend, named Scipio. He was the one thing keeping Creal from going insane from boredom and lack of socialization in the orphanage. They got into trouble, made new games, stuff kids would do. Scipio was the closest thing Creal had to a brother. Creal took the middle name “Star” when Scipio saw the star pattern on his hand, and kept calling him that. When Creal was 10, and Scipio was 8, the orphanage was shut down. They were forced into the street. For a year, Creal and Scipio fought for each other. Creal stole the items they needed from people, and took blame if caught, defending his younger comrade. One day, when Creal was trying to escape the police with Scipio, after stealing a lot of money from a rich man, his right leg was skimmed by an arrow. He fell over, but Scipio kept running. He watched in pain and hurt as his only friend kept running, and left him to be arrested.
Creal only spent four months in jail. When he got out, he had no clue what to do. He went back to the place they called home, but Scipio was not there. He searched everywhere but he couldn’t find his best friend. When Creal sat down in the alley way they called home, after days of long searching, he realized he was now truly alone. For the next 7 years, Creal trained himself in the arts of stealth and thievery. He was only jailed twice after, but for petty crimes. He is now a expert in both fields, and can pull of large crimes. He would have a large bounty on his head, but due to his stealth, not many people can identify him.
Comment ID #72711
=Player: Russell (Hannibal)=
Character: Scipio.
Race: Dog
Breed: Alaskan Malamute
Appearance: He is of average height and build. His fur pattern is mostly black, with white around his face and torso. His eyes are a deep shade of blue, always with a mischievous twinkle or a piercing stare. He doesn’t have many distinguishing features, save for a scar running across the back of his left wrist. His clothing is shabby, only enough to facilitate his needs, as his master didn’t see any need to have style or armor for his student. He is incredibly socially awkward, as the only people he’s had contact with were his master and his comrade. Also, although he hasn’t discovered it yet, when the ale starts flowing, he proves to be his father’s son (liver of steel.)
=Combat Stats=
HP: 21
ATT: 8
DEF: 3
VIT: 7
=RP-Attributes=
Bod: 3
Agi: 4
IQ: 9
Per: 7
Cha: 7
=Special Moves=
Searing Burn: Scipio launches a searing hot ball of flame at his enemy, who’s sever burns harm the target regardless of armor. (Attack your opponent; when your opponent rolls defense, he must divide his defense roll in half, rounding down.)
Heal: Scipio’s training of course covered keeping himself and others alive, and as such Scipio is a capable healer. (You may recover hit points for yourself or an ally. Make a roll with a number of sides on the die equal to the target’s VIT stat; your target immediately regains HP equal to the result.)
The Show Must Go On: Fancy name for Second Wind. (Make an attack roll as normal. In addition to your normal attack, you also roll a die with a number of sides equal to your VIT score, and immediately recover that amount in HP. You can only use this ability once per battle.)
=Quirks=
-Elemental Attack: You have an affinity for a particular ‘element’ when attacking. Gain a +2 ATT bonus when this works to your advantage, and -2 ATT when it does not. Element: Fire
-Brothers in Arms: Since childhood, Scipio and Creal have relied on each other for survival. In battle, the presence of the other inspires Scipio with vigor, but reduces his effectiveness when Creal is absent. (+1 to ATT stat if Creal and Scipio fight alongside each other, -1 to ATT when Creal is absent.)
=Back story!=
Decades back, there lived a man. A man by the name of Hannibal. Hannibal was an adventurer that helped save the world. Most would consider this incredibly noble, but Hannibal wasn’t the noble type. Hannibal took the reward from the nation of Siilitie and lived the rest of his life drunk, high, and in the company of women.
Naturally, this led to multiple offspring on the drunk’s part. Being the kind of man he was, Hannibal shipped them all off into the big bad world. One such child landed in Caignwell. A child by the name of Scipio.
Scipio was put into an orphanage before reaching his first anniversary of birth. And there he stayed until the age of 8. Those days were miserable for the young lad, waiting every day for someone to come by and whisk him away to a happy life with a loving family. No such fantasy ever came true. He was a bit reclusive, only having one close friend, a rascal named Creal. They became the best of friends, spending three years both harboring hopes of escaping the orphanage until one day, their dream came true, but not in the way they’d hoped.
The orphanage shut down. So many little mouths to feed and not enough outside support drove the place bankrupt. The building was abandoned and later destroyed, leaving countless orphans to live-and die-on the streets. The strong survived, including Scipio and Creal. No family, no money, no home; they did what anyone in their situation would do. They stole for a living. For just under a year, they lived on the streets, stealing food, clothes, anything they needed.
Of course, Creal, being two years Scipio’s elder did most of the dirty work. Scipio didn’t have the strength or the agility to thieve as well as his friend. Still, after a time, they were caught carrying out their illicit activities. Scipio ran. He ran from the law, he ran from his past, he ran from his only friend. He ran straight into an old man with a funny hat.
The man with the aforementioned funny hat was a sorcerer that was minding his own business walking down the road to the market to pick up some eggs. He happened to be crossing an alleyway that a young Malamute was using to escape from the local authorities. Using his keen sorcerer senses, he noticed that the boy carried the essence of the arcane in his blood. (“No doubt from his mother, the sorceresses are always to ones to waste time bearing their spawn&rdquo
Being the resourceful man he was, he quickly took the boy in with promises of great power and a home to call his own.
For roughly six years, Scipio learned to harness his power. Scipio was a fast learner, the bright boy that he was. Every teaching, every technique, he soaked it up with vigor. With a special affinity for fire, Scipio soon became a force to be reckoned with. At age 16, Scipio decided his education was complete. His teacher disagreed. He disagreed strongly. However, he didn’t take into account the fact that Scipio had been living with over a half decade of guilt over forsaking his friend. When Scipio decided it was time to go, it was time to go. The old man was already reclusive enough, so nobody asked questions when the old man suddenly disappeared. Nobody asked about the massive stretch of charred land a ways outside of town,
either.
Scipio wasn’t new to living on the street, but he was out of practice. He knew that searching for his comrade by being a beggar with a few neat tricks wouldn’t help him survive. Luckily, there was an adventurers’ guild that was perfect to suit his needs. He joined, hoping that his travels and adventures would reunite him with his long lost partner in crime.
Comment ID #72716
I’m not sure why there’s a random smilie in the middle of my backstory. Totally unintentional.
Comment ID #72744
Freeform RP session from 8/10/2010.
Colm, Miu, and Maaka meet several newcomers, including Zoe, Duruan, and Adrian. The trio pull a prank on Duruan, Colm manages to get himself whacked a few times by Miu, and Miu and Maaka get in a drinking contest while Colm bets on it.
If anyone else does any freeform sessions, it would be cool if they posted them.
Important notes:
[b]The Dancing Dog[/b] - A tavern just across the square from the guildhouse, this is an awful tavern, with cheap, bad booze and poor food. Its cheap as dirt, but some of the adventurers suspect that is because that’s what they sell.
[b]The Amber Dragon[/b] - A much nicer, upscale tavern. It has a wrought iron sign of a dragon with actual amber used as scales. The inside of the place is warm and just the right level of brightness, with orange walls and a beautiful polished wood counter with bits of copper inlaid into it. Miu, Maaka, and Colm are regulars at it.
Comment ID #72749
@Hannibal “-) without the - does that for some strange reason
Comment ID #72753
Lets see three new sheets to approve! Lets see what I got
@Hebs
I’ll allow Profuseness bleeding, if only because sacrifice is your only real way of dishing out damage.
But…. I’m really not sure about Glass body. It sort of feels like a backdoor method to get 15 VIT in a game where the limits are set to 10. I’m going to have to think about this one for a bit.
@Hannibal/Creal
Creals sheet is fine. Nothing to complain about that I can see.
Not sure about Brothers in Arms there Hannibal. If you guys play in the same games regularly it’ll be an over-powered quirk.
The other ‘situational’ quirks like Elemental, Melee Expert and archery the GM moderate some. By not constantly throwing environment, element, or combat type at you they become balanced. For you guys it’s completely a matter if you both show up for a game which is sort of unpredictable.
Maybe if it was some sort of small RP-attribute bonus instead.
That’s our second Alaskan Malamute as well. Along with the one Husky we got we’ll be able to make a sled team out of you guys at this rate. ![]()
Comment ID #72759
Useful if we ever have a mission up north
Comment ID #72776
Hey Bribri, I was mulling over something that could easily be a quirk or a special attack and I was wondering what you thought,
Exploit Weakness: Over years of training Xavier has become adept and assessing the fears an insecurities of others in order to create more perfect illusions for the situation.
(Make a perception check on one enemy, if successful, learn what elemental attribute they are weak to, if any)
Of course, he only has one elemental ability (teehee) but it could be a good party ability. Assuming he feels like telling.
Comment ID #72777
Oswell
Male Doberman-Rottweiler-Crossbreed (Dog for those who DON’T know the breeds)
Combat Statistics
HP: 18 FP: 1
ATT: 6 DEF: 6 VIT: 6
Roleplay Statistics:
Bod: 8
Agi: 4
IQ: 4
Per: 7
Cha: 7
-Appearance- He is what he is. A tall dog who has the distinctive color of his breed (black fur with a brown snout and paws). He still has a long tail which is kind of funny, considering that most knight dogs have their tails shortened. He has a long scar on his chest but that is often hidden due to him wearing a plate armor or at least a chain mail. He’s wearing a halberd which rests attached to his back. He tries to stay clean if he has the chance to but doesn’t mind getting dirty in times of battle (mud, blood, whatever).
-Special Moves-
You go with me (Parting Strike): Mobilizing the last of their strength, the noble knights try to take down their foes even in cases of defeat.
Disarm (Negate): To disarm the enemy is one step to be victorious in battle.
Bodyguard (Protect): It is the job of a knight to protect those in need.
-Quirks-
Bloodlust: In times of great danger (HP 1-2?) his instinct as a fighting dog takes over and gives him a last kick in battle. (+2 to ATT)
Backstory:
Oswell was a knight and served well under his lord. Together with his companions he fought many battles against gruesome monsters to protect their city and the citizens. But one day there was an attack of marauders and knight after knight fell under the massive amounts of them. Brave men and women lost their lives and he lost many friends on that day. As the battle wages on they had to draw back to the castle and give up the city. Only three knights, including Oswell survived severely wounded but the bandits wouldn’t give up. As they stormed the castle he tried to hold them back alone and left the other two knights protecting the evacuated citizens. He was taken down nearly instantly as he was overwhelmed by many. A few hours later he woke up in burning piles of rubble where once a city was. More dead than alive he tried to find any survivors of those, that he and the others had brought into the castle but he found only corpses and rubble. He soon had no strength left and kneeled done to make one last prayer before he collapsed. The next thing he felt was a soft mattress he was lying on. First he thought he was in heaven but he was quickly taken down to earth. He found out that he was the sole survivor of the battle (except from a few peasants living outside of the city walls). With nowhere to go to and no one who knew him he wandered around, trying to find a job until he had heard of the Adventuring Guild.
(Hope that’s okay, please excuse any orthographic or grammatical mistakes but I’m STILL German!
)
Comment ID #72785
Some more questions for me huh? Lets see here.
@Ace
Anyone can actually do that sort of thing -without- a quirk. Though more often then not it will be an IQ check rather then a Per check (Studying beasties to know their weaknesses, or understanding magic) though a Per check might be used from time to time (On say ‘human’ targets with weaknesses that aren’t part of a magical nature)
@Ratzmaus
Looks fine. Looks fine.
Blood lust will need to be balanced though. A Good way to know if a quirk is fair or not folks to ask yourself ‘Why WOULDN’T I want to take this Quirk?’
Yes, this quirk only works when you’re low HP, but that’s still +2 ATT you have when at low HP that someone else with the quirk does not at no cost to yourself. Something like this might work better:
-At 5 HP or less Ratzmaus only concern is bringing the enemy down before he’s taken out. Gain +2 ATT, but -2 DEF.
If you prefer to it be set off at lower then 5HP it’s cool~
Comment ID #72786
Jupp thats ok too I don’t know whats supposed to be the yellow limit on HP… i would say 10 % rounded that would be 2 for 18 HP
I also had thought of -2 DEF cause… why the heck would he care for defense anyway? He is down nevertheless! ![]()
Comment ID #72787
((Northerners! MORE of them!
At this rate we could make a viking army and invade caignwell for shits and giggles(and lewts).))
Comment ID #72791
FOR VALHALLA!
Comment ID #72803
=Player: Kou=
Character: Stax
Race: Feline
Breed: Kahoo manee with stripes
Job: Swordsman
Description: A white cat with tiger stripes,uses medium size armor but same as
his fathers armor design.
=Combat Stats=
HP:15/15 FP:2
ATT:8 DEF:5 VIT:5
=RP-Attributes=
Bod:8
Agi:7
IQ:5
Per:5
Cha:5
=Special Moves=
Colossal Spin - (Multi-attack) Stax spin with the sword to strike the enemies,very usefull when
he is sourounded.
Colossal Thunder - The blade change it’s shape to a heavy sword and Stax runs to
the target and hit it upwards.(Disable enemy)
Colossal Impact -(Double damage) The blade change it’s shape to a heavy sword and Stax runs to
the target jumps and hit it or he can hit the target sideways.
=Quirks=
Anger: +2 ATT, and -2 DEF when HP is lower than 5.
Background:
Son of the swordsman Konar,he heard a lot of stories from his father like when
he traveled trought the lands fighting swarm of enemies and when he helped the
legendary heroes that fought Reinhild in the Sillite incident and of course how
he found the mysterious sword ”The Colossal Blade”.
When Stax get 10 he started training with his father to be the new holder of the
mysterious sword,when he got 18 Stax finally ended his training and now is the
new wielder of the Colossal Blade and travel trought the land fighting foes like
his father and wishing that one day that he could meet the legenday heroes.
The Colossal Blade can change it’s shape to small simple sword(original shape)
to a heavy sword but is very light to only the wielder.
Comment ID #72814
@Bri: Glass body doesn’t actually give me 15 VIT, only the HP bonus, so it doesn’t add to the sacrifice damage.
Comment ID #72832
Glass Body is actually a tiny bit too much of a drawback IMO. Take away the “even misses are hits” part and I think it’s balanced enough to try.
Comment ID #72842
Well obviously Hebs. I didn’t meant it literally you goof~
But fine. We’ll let you have it for now. Personally I don’t really see the need of it…30HP alone is a hefty amount as is.. and you’ll just loose the extra points thanks to the drawbacks in the long run. Pointless complication you know?
But Maybe I’m wrong haha. Feel free to use it if you want. If it works great, if it doesn’t we can always change it later.
Comment ID #72849
Ok thx. I will post the full profile later then.
Comment ID #72964
Okay Bribri I got another one for ya, a quirk
Mind Games: Those that fall victim to one illusion are far more likely to fall to another (After a normal attack successfully deals damage to a target, the next attack receives a +1 bonus to attack)
It’s…. not that OP is is?
Comment ID #73003
player: kazimierz
character: zolf
species: cat
hght: 6“4
zolf is a very tall tabby distinguishable by his false arm and the long scat running up his other.
hp: 21/21
att def vit
4 7 7
special moves
False arm: zolf uses his false right arm as a shield to block this attack
leg blade: zolf uses some of the blades on his leg armor as ranged weapons
street doctor: zolf uses his medical alchemy skills to heal this character
non combat skills
agility 8
body9
charisma2
I.Q.9
perception2
quirks:
one arm:this character`s close range att is reduced by 2, but his alchemy is increased by 2
zolf grew up as a theif after his father died and his mother left. at the age of 7 his right arm was chopped off by a dog mugger. he began studying alchemy after he acquired a book on the subject from a kind old alchemist who took him on as an apprentice when he was 14.
when he was 16 he found and forgave the dog who chopped off his arm. the dog then trained him in combat.
zolf set out on his own at the age of 17 to find something to live for.
he wears light metal armor underneath travelling clothes.
he carries a grappling hook and arm blade he uses for combat.
Comment ID #73050
Today’s freeform was epic. I climbed walls.
Comment ID #73053
Eh, tbh I was not a fan. Climbing walls, pickpocketing the people you work w/ , breaking the guild hall and other things just meh. I hope the actual missions go smoother
Head back to the forum index.
Comment ID #72443
Alright, stuff is fixed now.
=Player: Vinsionary=
Character: Maximilian; Loyal Alsatian Guardian.
=Combat Stats=
HP: 12/12 FP: 3
ATT: 5 DEF: 9 (8) VIT: 4
=RP-Attributes=
Bod: 5
Agi: 8
IQ: 5
Per: 7
Cha: 5
=Special Moves=
Bypass ‘Guard Breaker’: Attack your opponent; they cannot roll for defense and will take full damage.
Holds his sword with both hands, aiming at the target as if using a lance, and rushes towards the foe.
Second Chance ‘Golden Potion’: If your special move is available when you are reduced to 0 HP, on your next turn, you may make a die roll with a number of sides equal to your VIT score. You immediately re-enter combat, with the resulting roll as your HP total. You can only use this ability once per combat.
Uses the last of his strenghts to take the jug from his belt and start to move it in circular motion, drinking from it afterwards.
Protect ‘Bodyguard’: Select one ally. For the next three turns, which is typically until your special move becomes available again, any attacks directed at your ally will change targets to you instead. The special moves Never Miss and Bypass can get around this protection and target your ally as normal.
Rests the sword on his left shoulder, keep his shield steady and stands besides a comrade, making sure that this one remains untouched.
=Quirks=
Recovery Jug: Loose 1 Combat Point. Able to use ‘Heal’ without spending a SM, but only able to heal yourself and healing half the normal amount.
Makes use of light magic to produce some healing potion into his jug.
=Quick Info=
Maximilian; Loyal Alsatian Guardian, with slightly long tan hair, which is darker at the end, a black light armor, a deep red cloack and gray belt.
A:5 D:8 V:4
B:5 A:8 I:5 P:7 C:5
Description
Born and raised in the kingdom of Caignwell, this Alsatian spent his childhood listening to the legend of Lord Makar’s journeys, and decided to train and study light magic to be able to protect his comrades like the noble knight did in the fables. He is a very skilled blacksmith, and made his own shield out of the pieces of a damaged one that his clan of archers found in the ruins of a castle, deep in the kingdom’s woods. Willing to be as strong as the hero from the legends, the loyal dog ordered his archers to protect the kingdom while he were gone and set travel to faraway lands holding nothing more than “his” shield, a two-edged long sword, a light armor and an empty clay jug. He still wonders who was the shield’s previous owner. Guessing the adventuring guild would give him the opportunity to become someone after all, he joined it with no second thoughts.
Vinsionary August 9, 2010, 6:08 PM EST.