Cle
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Rak Bowin
| Character Description | ||
| Height: 5'9" | Age: 24 | Eyes: Blue Green |
| Weight: 148lbs | Race: Human (English) | Hair: Blonde |
| Languages: Common, Elvin | Blood Type: AB+ | Body Frame: Lean Muscle |
| Alignment: Neutral | Profession 1: Free Knight | God: Creator (Life and Light God) |
| Sex: Male | Profession 2: N/A | |
Armory |
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| Weapon1: Big Chakram d6+5 | Weapon2: N/A | 1 Free Skill: Acrobatics |
| Shields/Helm: Spike Shield 22% | Armor: Knight Garb 45% Defense Heavy Armor | Cloaks: Royal Cape25% M. Def. Req. Str: 7 +5 Intelligence |
Game Mechanics |
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| Level: 8 | Exp.: 1,540exp total | GP: 20, 360gp |
| HP: 148 | MP: 90 | Vp: 98 |
| D.Hp: 21 | Ability Points: 230Ap | |
| Hit: 73 (80)% | Evade: 56 (58)% | Armor: 67% |
| Accuracy: 46 (48)% | Magic: d60 35% | Skills: d60 37% |
| Magic Defense: 56% | ||
Bio:
Stats:
+2dmg phys
-2 Init roll
+2 Hit/ Eva/ Acu
| STR | DEX | CON | INT | WIS | CHA |
| 20 | 19 | 17 | 17 | 18 | 19 |
Property:
Fire Salamander:
Fire Lizard
d4 bite, 2d5 claws,
2d10 fire breath.
3 shots one round to recharge fire shots.
Pet Hawk Tiris
d30 20 Search and find Traps
d30 10 attack/ 20 Defense/ d3 dmg
25Hp 3D.Hp 7% M. Def.
Sacrificial Doll (30% chance to die instead of player at death)
Diamond Plate, 60% Defense Med., Armor Req. None; A breast plate that has a glazed diamond coating over a steel frame
Race Abilities:
Swimming:
d60 Dex+Str a player can swim for some time 30 minutes 3rnds max while in water
and can wade in water as well.
Diving:
D60 Dex+Str A Player can dive and swim in the water and stay submerge for three
rounds equivalent to three minutes before surfacing.
Guts:
After being defeated in battle a Human can get back up after defeated a roll of
d30 Con with a success can get them back up 10hp. This can be used once more
every ten lvls. This causes no penalties coming back up from D.Hp. But it can be
used once in battle than another each ten lvls gained.
Human
Berserk: This Human Berserk is not like normal Berserk a d30 Charisma check is
made when a dear friend, ally, lover, or comrade has fallen. If this other
character is a good friend to the Human Player he or she will enter an automatic
berserk that can be cured but all they have eyes for is the enemy that have
slain their friend. You receive a plus Dmg by lvl. Meaning Lvl=+dmg to dmg Magic
or Physical. Your Evade increases by 10 as well as hit. This at times can be an
advantage but a disadvantage due to the fact you will be constantly attacking
that target until each rnd a successful charisma check is rolled. To activate
make a successful charisma roll then to deactivate wait for your charisma roll
to succeed. However you choose whether or not you wish to regain control. The
Choice is yours.
Abilities:
| Level | Name of Ability | Effect of ability | Dmg/ Rnds effect | Cost for ability used |
|
Lv.1 |
New Wave Slash | Long Range ground | Base on weapon | 20vp |
| Attack with your sword by throwing ground energy on the surface and attack targets from afar. | ||||
| Lv.2 | Blocking | Shield Blocking | Lasts till shield is broken | 10vp |
| This skill is easy to use. D100 4xlvl instead of evading you can block attacks like projectiles and take no dmg. But one down side. When you block with the shield roll the soak of the shield for every point over the shields soak decreases. Example: Shield soak * weapon/spell dmg = remaining shield hp. .50 * 10 = 5 so subtract that remainder…example is 5 from your shield 50 and the remaining soak is 45. Please note this to Gm’s at the end of each quest so we can decrease your shields soak. This works as an instant base on %. | ||||
| Lv.3 | Parrying | Deflect melee strike | 10vp | |
| Another skill to be used is parrying the original form of blocking strikes. D100 4xlvl you can try to deflect melee attack weapons from hitting you. But remember as you defend with your weapon it is taking dmg and suffering durability. Like the shield you can parry with it but for every dmg blocked roll the max dmg of the weapon as soak. Say you got a 2d50 sword… it would be. .50 * 10 = 5. If the attackers weapon is 10 and the total becomes 5 your weapon looses dmg points. To do this just add a minus sign then the number to show decreased value. If the weapon like the shield reaches Zero the item becomes broken. | ||||
| Lv.4 | Disarming | Loose weapon | 10vp | |
| Skill to remove the enemy’s weapon from their hand. You can truly take the effort to disarm your opponent by striking with them your weapon to their own. Once done it is a 3 Str rolls vs. each other to see who fails. The one with the most wins has their weapon the other looses it. When lost its some where on the field and must forfeit a turn to roll Observation to find it. D100 4xlvl to roll for Disarming. | ||||
| Lv. 5 | Covering | Cover an ally | Interrupt | 10vp |
| Covering is a noble act and skill to get in the way of an attack at the last minute for a friend who’s close to you. You can roll D100 4xlvl to see if you can cover and take the dmg. Your armor is able to soak most of the dmg. The only things you cannot cover are self-inflicting attacks or spells cast on the body. Be sure to state the target you are covering and do the interrupts and note the ability before the target is hit with dmg | ||||
| Lv.6 | Counter Strike | When attacked counter | --- | 10vp |
| Counter Strike is a technique to counter attack when hit or using your shield or weapon to block the hit then strike. Sadly its d100 30+level it’s somewhat effective but shouldn’t be relied upon highly. As you defend with a weapon or shield it’s treated as blocking or parrying so those items will decrease in durability. | ||||
| Lv.7 | Basic Riding | To ride horses | --- | 0vp |
| Learning this skill you are able to ride horses or horse like creatures. | ||||
| Lv.8 | Magic Drawn | Draw magic to sword | Base is weapon/spell | 10mp |
| By drawing the spell casters spell to your bladed weapon you can now grant the element base as dmg. Your weapon dmg is converted to that of the element base now and will deal that dmg til the end of battle. Also note this does not mean you can prevent spells. The caster must be willing to cast the magic to your blade or you casting the magic to the weapon. If you cast it or some one else to your weapon Magic Drawn is instant. | ||||
Favorite Weapon: Single Hand
Sword (Specialty +5% hit), Two handed swords, Axes, and pole arms.
Best Suited Armor: Medium Armors
or that of Heavy weight +5% Armor
Best Suited Helms: Medium
Helmets or Heavy weight. +5% Armor
Uses Extra attack: Combo (Extra
Melee Attack) Every 5 lvls
Skills:
Acrobatics (+3 to Dex)
Boost Lvl 1 (+1 to Stats)