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Turison
| Character Description | ||
| Height: 5'8" | Age: 845yrs | Eyes: Fiery Red |
| Weight: 200lbs | Race: Drow | Hair: Natural White hair with blue streaks and bangs |
| Languages: Common, Elvin, Under Dark | Blood Type: O- | Body Frame: Masculine |
| Alignment: Neutral | Profession: Fighter/Warrior | God: No Religion |
Armory |
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| Weapon1: Bastard
Sword 12d5 (duel 2#12d5) |
Weapon2: Bastard
Sword 12d5 (duel 2#12d5) |
1 Free Skill: Boost Lvl 1 |
| Shields/Helm: N/A | Armor: God’s Garb 75% +5 to all stats | Cloaks: Fine 4%M.Def |
Game Mechanics |
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| Level: 7/7 | Exp.: 1247/1247exp | GP: 5, 180 |
| HP: 215 | MP: 125 | Vp: 155 |
| D.Hp: 50 | Ability Points: 15 | |
| Hit: 90% | Defend: 89% | Armor: 75% |
| Accuracy: 76% | Magic: d60 32% | Skills: d60 35% |
| Magic Defense: 67% | ||
Stats:
+5dmg physical
+7 hit/acu/eva
-2dmg Spell
+10Hp Max
+3Wisdom
+3Dexterity
| STR | DEX | CON | INT | WIS | CHA |
| 26 | 29 | 26 | 11 | 14 | 16 |
Property:
Drow Crossbow 2d4 poison dmg d3 rnds d7 p.dmg
per rnd
Fire Salamander Egg: a bright red Speckled Egg
that contains a small Fire Lizard. Spider Silk (Drow) Shirt/Pants +10%Evade (Equipped)
God’s Garb 75% Defense Heavy Armor Req. Str: 17-20 +5 to all stats
(Equipped)
The infamous God’s Garb with ceremonial cape and grants it’s wearer an
increase in power
Ring Of The Damned: (Made out of Enchanted pale White Zombie skin and
Bone) –5 Damage From Undead (Equipped)
Mesh Mail 10% Soak
Drow Crossbow 2d4 poison dmg d3 rnds d7 p.dmg per rnd (Equipped and tied
to belt with 2 feet of Dwarven Unbreakable Lace Rope at the Shaft And
The Loop Around The Trigger in multiple Knots: One at the belt and two
on the shaft and loop)
Fire Salamander Egg: a bright red Speckled Egg that contains a small Fire
Lizard.
Green Dragon Scale (Trophy)
Bladeless Scimitars (used to be 2d3 each)
2 Cutlass Scimitars 3d5 each (Dual damage is 6d5 +3% Attack):
Lightweight and desert make these weapons deadly together
2 Bastard Swords 12d5 Damage Each No Bonus Req. Lv. 10-20 (Equipped in
Sheaths in-between Belt and himself)
A long broad one hand sword that is swung powerfully and well on one
hand. (Duel damage is 2#12d5)
Ranger Belt: Can carry a money pouch and two Side Pack or One Large Side
Pack (Equipped Tightly)
Dwarven Rope: Very strong unbreakable laced rope. This is a very good
buy. two feet worth (Tied to Drow Crossbow in 3 knots and Belt)
Money Pouch: Holds 400 gold for you to carry with you on travel. Made
with soft cloth (Equipped To Belt)
Thief proof pouch: We tie your pouch with sewn spider thread you merely
tie the other end to your belt or yourself and as soon as it’s stolen
the string jerks making them unable to steal from you and reveals the
culprit. (Equipped to Money Pouch)
Large side Pack: Made to Carry five items in it. Made with Sturdy Leather
(Equipped To Ranger Belt And Full)
Fire Water: Dwarven Water with a touch of whiskey in it. Water with a
kick. This water stops bleeding but takes a round to digest to stop
bleeding. (Inside Waterskin And One Gallon Worth)
Water skin: 1 gallon water skin qwith 20 sips. Good for carrying liquids
when thirsty. (Filled with Fire Water and Carried In Large Side Pack)
Extra pair of Clothes and Undergarments: Your particular taste in clothes
and underpants. (All Spider Silk and Carried In Large Side Pack)
Dragon Jerky: Made by beast Dragon meat this tough jerky requires str to
bite off and chew. This stuff heals 15hp and takes only a round to
digest. Fingerly delicious and the jerky costs high but adds +1 dmg when
consumed. (12 pieces in 3 bundles and Carried In Large Side Pack)
Faerie Delight Snowglobe - A glossed cherry base supports this delicate
crystal orb, the surface finely polished, seeming to catch the light
like a pristine pool of water. Held within the globe is a perfect and
scaled represention of the Moonlight Tier that housed the Summer
Solstice Ball, from the stairs leading up to it, to gothic buttresses
that grace its form. When this globe is shaken, hundreds of little
sparkling sprites and fae fill the fluid.
Sacrificial Doll (30% chance to die instead of player at death)
Race Abilities:
Dual Arms: Drow have the skill to wield two
similar weapons of size and shape in each hand and are able to strike with both
in one attack. The Dmg of a one handed Weapon in Dual Arms use ca not go higher
than 60pnts in dmg.
Drow Sensitivity: Drow are not use to the
bright light outside thus suffer a -5% Action penalty when performing. They must
at least make a con check in order to negate the penalty. But are still
discomfort by the Bright light.
Night Vision: Drow have an automatic Night
Vision due to their constant life in the dark and dim light. When night times
arrive like in and instant to their whim all turns green being able to
distinguish an object through the night by the different set of light sources.
Sudden Light: A Drow suffers -10% to
performance if they are rushed into sudden light making it difficult for them to
see and perform out in a bright light. With out a successful Con Check they
suffer a Blind status effect for 3 rnds.
Drow Concealment: Like ninja concealment a
successful Dex check can conceal Drow in various places about his size. In the
Dark it works as a Stealth and when performing a Attack the target is surprised
by the attack -20 to their evade.
Abilities:
| Level | Name of Ability | Effect of ability | Dmg/ Rnds effect | Cost for ability used |
| Fighter | ||||
|
Lv.1 |
Dodge | +1 to Evade per 2 lvls | N/A | 0vp |
| This skill increases your evade to a +1 each 2 lvl making it easier to reflexively move Vs. Melee | ||||
| Lv.2 | Combat Reflex | +1 Hit/Acu per 2 lvls | N/A | 0vp |
| This skill increases your hit/acu to a +1 each 2 lvls making it easier in Combat Reflexes. | ||||
| Lv.3 | Blocking | Shield Blocking | Lasts til 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.4 | Endurance | +3 Constitution | N/A | 0 Vp |
| This helps you last longer in fights or when in grueling session that take constitution and stamina. | ||||
| Lv. 5 | Intestinal Fortitude | D10 hp regen | Every round | 0Vp |
| Intestinal Fortitude is your inner regeneration rates were you could heal wounds in slow time. | ||||
| Lv.6 | Fist and Kick | +3 to Fists&Kicks | P. d10+3 / K. d7+3 | 0vp |
| The Fist and Kick Skill Adds +3 dmg to your regular Punch Kick attacks. This modifier does not add dmg to fist weapons like, gloves, claws, etc. | ||||
| lvl 7 | Basic Riding | To ride horses | --- | 0vp |
| Learning this skill you are able to ride horses or horse like creatures. | ||||
|
Warrior |
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| Lvl 1 | Hadou Burst | Fire ball Projectile | 10d2 dmg | 10vp |
| Warriors can create a small energy ball in one hand and thrust the energy sphere at a target. | ||||
| lvl 2 | Rising Tackle | Upward tackle kick | 10d2 Fire base dmg | 10vp |
| Dashing at your opponent you can charge a tackle then reverse flame kick them. | ||||
| lvl 3 | Kyaku Chain | Chain skill to attack | Based on attack and skill | Cost on ability used |
| Chain one of your abilities to your attack. (In your Combo use one of them to chain ability). | ||||
| lvl 4 | Pre-emptive | Attempt First Strike | Beginning of Battle | 0vp |
| Before the battle starts state d100 (Lvl x 2) Pre-emptive. If you succeed you get one success hit not combo. | ||||
| lvl 5 | Rage | Increase Power | Lasts remainder of battle | 10vp |
| Increase your attack power by +5 to dmg and your character is enraged for the fight. | ||||
| lvl 6 | Focus | Increase Hit % | Lasts remainder of battle | 10vp |
| Increase hit +10% to get in more successful hits. Your character will seem focus on the target. | ||||
| lvl 7 | Fire Blazer | Flaming punch | 5d5 Fire dmg | 15vp |
| In your attack Combo perform a spinning elbow to the gut then with the same hand lunge a fierce punch. | ||||
Favorite Weapon: Fist Weapons,
Swords, Pole Arms +5% to hit
Best Suited Armor: Light Armors
or that of Medium weight
Best Suited Helms: Light Helmets
or Medium weight.
Skills:
Boost.Lv1(+1 to all Stats)
Power Lifting
Super Search
Melee Dodge
Ranged Dodge
Mastered Lvl 1, 2, and 3 Street Fighter Brawl (+d15 dmg)
Power Attack (Str 13+ Atk=dmg)
Armor Proffeciency (Con 12+ nullifies armor penalty)
Rope Skill
Jump Prowress